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Re: Suggestion reply marathon | Oct 2019 - Mar 2020 | part 1/3 Suggestion reply marathon - Oct 2019 - Mar 2020 | part 3/3



Crafting leather harnesses?

https://www.unrealworld.fi/forums/index.php?topic=5310.0

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I was looking at a bunch of leather I've got for which I presently have no use and it occurred to me that these beasts of burden, cow and deer, could require harnesses and packs in order to carry loads. I suppose that would fall under hide working skill. What do you think?

I don’t feel this is that important. Surely some would enjoy the immersion of it, and maybe the micro-management too, but carrying in the game is very simplified – with humans too. There are many domestic animal related things to do that have a higher priority.



Snowstorms and Blizzards

https://www.unrealworld.fi/forums/index.php?topic=5348.0

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UnReal World should have periods of severe weather to make winter properly dangerous and scary. Blizzards with their high winds would make freezing temperatures much worse and turn layers of clothes into more of a necessity.

Yep. Weather conditions and the effects could be improved endlessly. We’ve got these, and others, in our plans.



eye kick & behaviour of aggressive forester upon knocking out aggressor

https://www.unrealworld.fi/forums/index.php?topic=5363.0

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My suggestions are:

1. Remove the chance of 'eye kick' completely.
a. Size of feet vs size of eye socket: it's just near-impossible to kick someone in the eye, especially in the heat of battle.
b. Position of a foot in space vs position of eyes in space: there's about 2 mt vertical space in between. I won't just stand there while the kicker adjusts his flying kick perfectly (not in a full suit with a masterwork shield, which I am actively using every counter-move).

People already pointed out in the thread that the foot (or a big weapon for example) doesn’t have to enter exactly in the eye opening eg. in the helmet to cause damage to the eye area. Also, as the hits land around combatants bodies it doesn’t happen so that the both stay still and erect. It’s imagined that some moving is happening, your head may come down as you move about, it doesn’t have to be a high kick. Kicks to head are not something that NPCs actively try to do, they are things that may happen in the heat of the combat.


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2. In the unlikely event a FA manages to knock out the aggressor:
a. He should either kill the aggressor, or
b. At least fully take all weapons initially, and probably everything useful in battle thereafter such as the shield. You might think "perhaps he was already unarming you?". It is true I do not know how much time passed (and maybe he was in the process of doing so) however when I came to, there were zero removed weapons therefore I think he just stood there doing nothing. He was on the same tile.

NPCs decide individually, and based on the events, what they do to downed enemy. They can decide to kill them, they can decide to spare them, they can decide to take the weapons and toss the guy away. You have to go through more defeats to see how it actually works. Here it’s also very likely that you were blacked out for a tiny moment, as there was no NPC move to be seen.
Of course it would be great to add more “after defeat” actions for NPCs, but they need to be though over based on more than one case example.



Flooding

https://www.unrealworld.fi/forums/index.php?topic=5324.0

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It would be interesting if the areas of low elevation collected water after rains and the shores of the rivers changed. It would be dangerous to build your shelter too close to the river if it was raining a lot, you'd have to build on higher ground.

Spring flooding is usual phenomena in Finland too, and rainstorm related flooding could occur as well. These would be interesting but would require lots of work to implement as water flowing had to be modelled in detail. Maybe we can think this after we (some day) manage to get the rivers really flowing so that it will have in-game effect.



Full screen map with toggleable information on it - remove classic info boxes 

https://www.unrealworld.fi/forums/index.php?topic=5358.0

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Nowadays many people use large displays, even 30+ inches. Unreal World uses a cluttered screen wasting a lot of space that can be used for seeing the map. Maybe it's time to have a map like in the first attachement or the link below? With on screen information and boxes you can toggle on and off?

Yes we should update to modern resolutions, and it's mandatory at some point, but that's full rewrite of the graphics engine then.
To come up with good time lasting design it's six months of planning and at least another six for creating, and additional three for testing and putting things together.

When do we take that sort of graphics break, I don't know.

Use of full available resolution for the game is of course preferred, but it's debatable if that means using all the screen for map by default.



Boatmen and fishermen

www.unrealworld.fi/forums/index.php?topic=5379.0

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I think it would be interesting if you could run into fishermen and other such boat-goers when travelling by boat/raft in larger water areas (the sea, lakes) in the same way that you can run into traders and hunters on land.


This would be interesting, and I’d love to have things like this in effect some day. We’ll surely consider, but can’t predict when the time might be right for this.



please add the ability to dig a water well 

https://www.unrealworld.fi/forums/index.php?topic=5384.0

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I feel the ability to dig a water well is the next single huge improvement that can be added..

I’ve always felt it’s more period accurate that settlements are most often built near natural waters. I also feel that’s more the way I want things to be, but there’s archeological evidence of iron-age wells having existed too. If this was featured it had to be a thing that doesn’t succeed magically every time, but you really would have find the ground waters.
What I’d like to add first would be springs. With springs you could then build wilderness settlements near these marvelous natural water supplies.
But yes, we’ll consider the wells, but can’t predict when the time is right for it.



Spiky Fences and Fence Gates

https://www.unrealworld.fi/forums/index.php?topic=4667.0

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Spiky fences would be perfect for home defence. They could serve as traps as well (unwitting animals impale themselves on the fence while trying to climb over)?

In order to access the other side of a spiky fence, you need to build a fence gate onto an existing fence. This gate can be opened and closed like a door.

Fence gate is in the game now, but about spiky fences I’m not sure at all. It doesn’t feel proper, or period accurate. The danger of eg. wild animal is and should be always there – it’s essential part of the world. There are enough reasonable means to protect eg. your domestic animals already. Watchdogs or even bringing the animals inside for the night.



Wear and Tear and Protection

https://www.unrealworld.fi/forums/index.php?topic=5387.0

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It seems with the more recent releases that clothes don't degrade fast enough when damaged in combat.  I haven't really had to repair any of my current characters clothing, aside from his shoes.  Birch bark shoes seem to fall apart pretty quick but other than that footwear doesn't seem to degrade fast either, but footwear still degrades faster than the rest of my current characters armor who engages in combat pretty often.  I suggest that this be bumped up a bit, particularly for linen/nettle items.

You would have to define better what is fast enough ie. how you see things having changed lately. And what kind of and what quality clothes, and what kind of injuries you’ve experienced. This feels more like an individual hunch, and we’d really have to examine the character’s conditions in detail to come up with any concrete conclusion. What has been done in recent releases to armour/cloth degrade, is this in version 3.60 and I still find it working in intended fashion.

Code: [Select]
- tweaked: armour and cloth quality having greater impact on their durability

         As a rule of thumb high quality items are more durable, and low quality items wear out faster
         in use. This is already seen with wear out rate of eg. weapons and tools. Now the quality based
         durability is extended to cover all the armous and clothes. You can expect rough armours
         to wear out faster in combat, and fine shoes to last longer on your journeys, and so on.



Make stat/skill increases based on longevity, not on tutorial 

http://www.unrealworld.fi/forums/index.php?topic=5398.0

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I think the tutorial is good for handing out free stuff to new players, but I'd rather see the stat increase happen on your first anniversary or something so that the tutorial isn't something you feel like you have to do if you want to give your character every chance to be awesome. As it is, I just discard any free stuff the game gives me, but that just feels unpleasant.

Game-course completion options are indeed gamey, and we’ll rid of them at some point – leaving only one reals tutorial like course.
Stat increase has been discussed at times, and in theory it that could be added but it had to be based on actual usage of the ability and happen very slowly. We think the stats more like innate qualities  of the character and every character shouldn’t  ever reach max. stats. This brings up a question “But you get stronger by doing physical work!”, and yes you do, but this is already featured by skill increase. The skill increase for example in bow or swords of course requires appropriate muscles to get stronger too. Now it doesn’t reflect in the game with strength attribute increase but strength is very general term. Is it the strength in your back muscles, legs, shoulders?  Sword and bow require different strength, as does the timbercraft and hideworking. The same goes for many attributes.
Are you agile to dodge or agile to climb trees? Base agility helps in both but to train dodging trains different kind of agility than climbing. So the attributes are more like a generic overall starting point on which you build the physical skills – and the skill increase reflects what you’ve learned and what your body has adapted to. In that sense attribute increase hasn’t ever felt too necessary but if it was added it had to be very, very slow.



Avitaminosis?

http://www.unrealworld.fi/forums/index.php?topic=5401.0

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Playing for a long time I noticed that it is much more profitable to eat 3 dried meats than to eat a pan of meat soup with peas and nettles. I think this is not a very good balance, but there is practically no sense in berries. I would like to see something like avitaminosis  .This may resemble starvation, which depends on the last time you ate berries or other food.

Yes, many effects of poor diet could added, and many nutrition related things improved. This has been brought up every now and but so far we haven’t got it happening. To feature diet effects in satisfying way would be quite an overhaul to nutrition code so maybe the burden of re-planning has kept it away from the table all these years.  Should be added surely, but I don’t know when.



Some cooking and modding improvements?

http://www.unrealworld.fi/forums/index.php?topic=5405.0

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On the cooking recipe requirement check, can you also add "pot available" as second item either in inventory or 'nearby' in the the valid recipes? Of course, only as long as the pot is empty.

“Pot available” as second item? I’m not sure if I get this right.
It would be convenient if ground items (nearby) could be always checked but their intenal handling is different from character’s inventory so we have mechanics limitation here. It’s an intention to overcome at some point, but don’t know when there’s time for that.


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On similar note (I'm aware there's mod for it already), dried meat and fish has been used in cooking since ancient times. Is that something you think will be in vanilla at some point?

Yep, I’d like to feature dried meat/fish usage in recipes, and then also to get rid of dried meat/fish eating on their own (without soaking first, or then chewing slowly and carefully). Recipes can be suggested.


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Third, is it viable to use water containers for Hideworking from ground/nearby similar to lakes, rivers, sea, swamps, bogs, marshes? Penalty goes up for smaller characters tanning bear and elk skins doubly for holding skin AND water container.

See the first reply. It’s internal mechanics limitation, hopefully to be dealt with at some point.



On the trail

http://www.unrealworld.fi/forums/index.php?topic=5409.0

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One thing I’ve not seen in the wilderness is ski tracks. I’m not sure how simple it is to model NPC hunters and adventurers to ski around, given their tendency to circle and wander around.

We’ll first have to give NPCs an ability ski and then think about the tracks. NPCs don’t ski currently. Both would naturally fit to the game world perfectly, and ’m sure will this coming alive at some point.



Cattle Pulled Sled

http://www.unrealworld.fi/forums/index.php?topic=5418.0

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A simply made sled, I'm thinking boards as the main component, could be used to haul items over land. Animals like cattle and reindeer could be leashes to the sled and be made to pull it.

Yes. These plans do exist in our roadmap. When it happens the sleds can be pulled by the player character too.



Village Food Status and Charity (both ways) 

http://www.unrealworld.fi/forums/index.php?topic=5421.0

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This brought me to a new idea that villagers' food stocks could naturally fluctuate and lead to different relationships or even "mini quests" in the process.

If the village has plenty of food and the PC is starving and has a decent relationship with the village, how about some occasional offers of food to the PC when they chat with villagers? Or increased chance of chores quest being offered to give PC trading credit?

On the reverse side, if the village is doing poorly ("bad hunting" or "crops failed this summer") perhaps there could be an opportunity for the PC to earn status/gratitude/friends by gifting some of their food supplies? Some of my long termers have pretty astronomical amounts of food hoarded and it would be nice to have a social purpose for it.

Yep, this would suit the game nicely. One thing that it requires would be to track and generate village resources in more detail, and that leans heavily towards accomplishing village and society simulation. It’s been discussed before that our time and interest is limited to go into that direction too heavily, but to some extent yes.
Charity, or actually generosity, can be witnessed already to some extent as characters with good reputation may be asked for lower prices. But just asking and offering food could be added – again.
See, we’ve had asking for food in action back in the day. Villagers did decide individually if they would hand out some food. This was often exploited as players could toss away their carried food, starve a little, and then run around villages asking for food. But now if this was linked to reputation it would work in better fashion.



Separate control access for dogs&followers

http://www.unrealworld.fi/forums/index.php?topic=5427.0

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With dogs and or followers in tow, visiting villages and settlements can be bit tedious when [C]hat defaults to animal/follower and not chat.
So I suggest to move to dog (& follower) commands to ‘!’ From ‘C’ (as ‘c’ is close, and ^c is Cooking)
Logic here would be to command the others vs chat with your dog to Come, Doggo Come!; when you don’t even see the beast.

This has bothered me too many times, and been suggested earlier also. It’s likely that we’ll separate chat and commands in relatively near future. Been thinking about the actual command key and ‘!’ feels quite intuitive, although it would always be best to find a way to utilize existing commands and conditions. But the current system is indeed burdensome.

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Also when visible, but out of conversation range, I need to turn away: not to see the dog, to be able to call it to come closer. Otherwise I get prompted “you get no response, get closer”

This could be solved easily by having “Come  here “ as all-time and not visibility based dog command. Wouldn’t hurt anyone’s playstyle either, so I guess we’ll put it in effect.



Alternative quest reward.

http://www.unrealworld.fi/forums/index.php?topic=5424.0

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So my character received a find herbs, burdock, for old man quest. My herb lores not great and I don't recognize it. This got me thinking. If I was actually there I would ask what burdock looked like where it likes to grow? So I suggest the following. On gather herb quest the old men should also say something like it grows in fields or it likes river banks. I don't want a quest area circle just terrain preference. Second I think they " show" you what it looks like so you at least have a 1 out of 2 or 3 chance of recognizing out it in the field.

Hmm. The way I see it with quests is that not every character is able to do them all - and there's nothing wrong if they therefore have to abandon some quests right away.
This is different from (quite general) viewpoint where there should be options and aids to allow every character complete every quest.
There's character's dialog lines within this quest such as:
"Unfortunately I'm not familiar with the plants around here."
...and other ways to be fair with the sage about being weak with herblore. If that's the case, those lines can be used.

If I was to add character's dialog line such as "Could you describe this plant and tell me where it grows?" I'd be sure also to add sage's response "Well, if that's the level of your expertise in this matter then I have no use for herb pickers such as yourself." That's how I'd imagine those sages to act. Wanting help from somebody who really can help.

...

When it comes herb knowledge as a reward that’s something we could consider. I guess you can already get skill knowledge rewards from NPCs including herblore too, so the results of learning new properties that way exists. (Unless I remember wrong about herblore being part of skill knowledge rewards) But having plant properties revealed right away would be a new approach.
Takes some pondering to think about convenient way to handle this, but there are many options.
It’s been suggested before that you could manually ask sages about certain plant properties so the reward could be “Thanks, and now if you’re ever in need of plant identification just come ask”.
Many possbilities. We’ll see where it goes.



Well

http://www.unrealworld.fi/forums/index.php?topic=5375.0

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Ask for location of village well

Would be quite simple addition, we’ll consider and likely add it up soon. I don’t consider those little village puddles always being wells, so the question will probably end up to be something like “Where’s your water supply?”.



The End.

April 28, 2020, 04:50:36 PM
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Suggestion reply marathon Oct 2019-Mar 2020 accomplished. So we've completed a suggestion reply marathon, which means giving a reply to each suggestion from a longer period of time.
This time the marathon covers six month period from October 2019 to March 2020.
The results are compiled in one forum thread which you can find here (pinned at Suggestions section):
http://www.unrealworld.fi/forums/index.php?topic=5485.0

All the replies are also up at in their respective forums threads.

Have a look and hopefully get slightly clearer view of where the development is going to.

Phew! That was whole lotta replying.

April 28, 2020, 04:56:05 PM
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Improvements to fire mechanics, changes to smoking mechanics So it was said earlier - quite a long time earlier actually - that fire mechanics are about to undergo some improvements. Now there's some concrete upcoming features highlight on that as follows. Lots of adjustments have been done and all the fire stuff has become more flexible to allow numerous little features still to follow. Let's see where it goes, but at least these are in already:

- improved: fire mechanics

          Various features have been added to make fire burning, its' warming effect, obtained information and visual appearance more detailed.

          * Burnt-out fire graphics is related to the amount of fire burned at the site. Small fires leave small remains, large fires leave large remains.

          * Remains of fire accumulates over time so sequential fires burned at the site will increase the remains.
The remains will still eventually disappear with few days pause in fire burning.
 
          * embers graphics has been and remains of burnt-out fires will be now glowing red for awhile. For how long the embers will be glowing depends on the amount of fire burned.

          * when looking at burnt-out fire it's now also told if there are glowing or still warm embers. This information gives an idea eg. about how recent a campfire found in the wild might be.

 - added: smoking requires continuous maintaining of fire


          In the previous versions smoking succeeded if the room was heated once, and the process required no further maintenance. Now the heating must be maintained through the whole process.
          It's not critical to maintain an exact temperature but the fireplace in your smoking cabin should be warmed up properly on daily basis. Should you forget it one day it's still possible to compensate by heating it up even more the next day.
          If the heating is completely neglected you will find your smoked foodstuff all spoiled. If the heating has failed only to some extent you may find some of the smoked foods spoiled.

These are upcoming features, not yet functional in current version 3.62.

May 19, 2020, 06:42:24 PM
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Re: Improvements to fire mechanics, changes to smoking mechanics
Couple questions.. Like; What?    and Are? and You thinking?  ???  (Intended as humor)

Seriously though, will prepare times be modified? Being home for 16 days straight, to tend the kitchen is way to familiar :D :D

No changes to preparation times. You don't have to stay home, just warm up the fireplace on daily basis and mind your business the rest of the day.
Or heat up the room to greater extent every other day and you're good to go as well.

To answer the first questions I guess I was thinking the smoking process has been too easy and gamey for all too long.  :D

May 19, 2020, 08:08:13 PM
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Re: Improvements to fire mechanics, changes to smoking mechanics
Will hot embers of campfire/bonfire count as heated fireplace for cooking stews?

No. Heated fireplace needs to be a heated fireplace.

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Re: smoking, is daily burnt minimum fire enough? 16 branches or 4 firewood as that heats up the fireplace? Or do we need to start burning slender trunks or blocks now? Little hint would be appreciated!

4 firewoods sounds sounds a bit too low. Common sense can be followed here - you don't warm up a cold fireplace with a fire that lasts just half an hour or so.
And the smoking also requires smoke, which diminished when the fire dies out. I'd say ten firewoods on daily basis would do.

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Will Kota be considered heated room with fire/embers now?

No.

May 21, 2020, 09:53:01 PM
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Re: Improvements to fire mechanics, changes to smoking mechanics
I always found the mechanics of smoking meats in the game are bit odd to say the least, but since its been like this for a very long time, I guess I got used to this and never mentioned it. But now... Lets be honest here - if we want to do anything even remotely resembling proper smoking - this will not do. I guess the game is trying to simulate cold smoking, but as far as I know this method will not work with raw meat. In fact, it will not work so badly that if you'd try it, its almost certainly will lead to mid-level food poisoning at best and the brave food experimentator will need proper medical assistance. Sami, since you are taking a second look at this, maybe it would be a worthwhile effort to add a proper smoker building? Cold smoking does not need lots of heat, but it needs constant smoke source - aside from taste, it serves as natural anti-bacterial preserver. Fire source is not needed as such, as long as there are at least some embers under some moist wood shavings - its perfectly fine. So the smoke house can use a special fireplace with much longer burning fires (literally for days) that give almost no heat and cant be used for cooking or heating up.

It's the cold smoking the game simulates, and it works for raw meat/fish too. And yes, the smoke is more important than the high temperatures, but those fireplaces are the very sources of smoke. There are no chimneys, so everytime you burn fire in the fireplace the smoke fills the rooms. So all the houses are "smoke houses" to begin with and there's no need for special fireplace or special building. It's ancient and traditional way to cold smoke foodstuff in saunas. It would work similarly in regular houses too as the smoke generation is the same with those fireplaces without chimneys.

Actually, when the regular cottages were warmed up it gets (of course) so smoky in there that people rather stay outside for those few hours of active warming up, and then return when most of the smoke has been led out. The fireplace remains nicely warm still. This regular warming up process is yet to be simulated in the game because..well..very few would love it at first. :)

May 21, 2020, 10:03:46 PM
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Re: [3.62 - Steam] urw.exe has stopped working / problem event name: BEX This BEX thing is a mysterious troublemaker that Windows sometimes brings up. ineedcords already pointed out seemingly useful link but you can also do a little online search for the said error and see the results - and hopefully find a way to overcome it too. All in all, it's a system issue and there's unfortunately not much we can do on the game level to help you out.
Wishing you luck, and drop a note how it goes.

June 15, 2020, 06:52:13 PM
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Re: Loading a save game uses a tick of time Yes it does, and this is intentional for the reasons PALU guessed - to encourage playing the real threatening situations through.
It's confusing to spot at first but now you all (reading this) know. Been like that for 26 years, and I can recall only very few remarks of it. We'll keep this trademark continuing. :)



June 15, 2020, 07:10:11 PM
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Re: Vanishing Blunt arrows We'll be adding a message and broken arrow in the the upcoming version.

So it's now...

Fixed - persists in 3.62.

June 24, 2020, 07:23:47 PM
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Summer and sales, and a new patch in horizon It's summer, and Summer Sales have been launched both on Steam and Itch.Io.
So it's two options for you to get UnReal World for discounted price.
And we should also let you know that before the sales period is over, a new patch will be released.

Something to consider and look forward to.

Summery greetings from a mighty birch tree!

Sami - UnReal World developer

June 28, 2020, 05:00:00 PM
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