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Re: [3.63] NPC hunters don't pick up their arrows.
Version: Unreal World 3.63, Linux/Steam build, unmodded

What happened: Set a small deadfall trap and went about my business. Came back to discover an animal had triggered the trap, but an NPC hunter had killed it (with arrows), and was in the process of skinning and butchering it. However the NPC hunter made no attempt to ever pick up the many arrows that he had shot and left lying around.

What's expected: Hunters pick up arrows they've shot, at least if they're nearby.

Steps to reproduce: Have not attempted to reproduce.

Notes: Not only did the hunter steal my kill, but after butchering the carcass he then set my trap on fire to roast the meat, so I didn't feel so bad about stealing his arrows. I've also come across hunters that weren't stealing my kills, and they don't collect their arrows either.

NPCs wisely picking up their shot arrows is simply not featured.
They may do it randomly, on occasion, but the actual mechanics are lacking. Not a bug per se, but just a feature not featured yet.


September 10, 2020, 11:35:19 AM
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Re: [3.63] "NUMPAD 0" registering as "0" Thanks for the follow-up, trowftd. Very vague issue, especially if the chances for failures accumulate the longer you play. These gotta be be quite rare problems, and theirs origin remains a mystery to me.
I checked SDL2 bugzilla and there's bunch of reports about wrong keys getting registered AND multiple keyboard events getting triggered at once, but these were mostly related to virtual keyboards and exotic keyboard layouts.
However, this still indicates things can go wrong in the ways described. I'm afraid there's not much I can do, but I'll check the code just in case.

September 27, 2020, 05:45:23 PM
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Re: [3.63] Info for Mallard shows raven instead
I suspect what's happening is that if there's no info page for the target, then it sometimes shows the info page for a previous target. In all instances where I can remember, the info screen that is shown has been another animal that I've recently encountered.

Ahaa! This might be the reason indeed. Thanks for the tip, Teellox. I shall try it again.

September 27, 2020, 05:46:47 PM
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Re: [3.63 - Steam] Bloodscape disappeared when loading next tile of zoom-in map Got the save and managed to find these sows and cause bleeding injuries on them, and indeed the bloodscapes vanished pretty quickly. The reason was also found, it's because of map data maintenances. There are so many tracks at the area that upon map load (and when data limit is approaching) the game wipes out some markers it considers not-too-important, and in this cases bloodscapes are the kind.
So it's not a bug per se, but just too much data at these maps.

September 27, 2020, 05:50:06 PM
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Re: [3.63] "NUMPAD 0" registering as "0"
I tried reproducing the bug after I posted the message. I remember this bug from my playtimes but never really bothered to open a topic about it as I thought this was a keyboard issue.

Now as far as my reproducing attemps go, I can't seem to reproduce it really. Maybe the "bug" fixed itself I don't really know. Thanks for checking the code for us though  ;D

Okay, thanks for the follow-up. So this is likely pretty much system/setup/keyboard dependant issue. If it went away for you on its own, that gives some hope for the people who've encountered the issue.

October 04, 2020, 03:20:40 PM
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Re: [3.63] Sliver ring won't be consumed in sacrifice for forest spirits
In the past I always use sliver ring for the sacrifice ritual for forest spirits, the ritual success every time but the ring never get consumed. Last time I change what I use to sacrifice into a sliver chain bracelet and this time it got consumed for 1/3. I guess the sliver ring never get consumed is abnormal then?

Is that's abnormal, and a bug. I got another report about this a while ago.
The issue was related to low weight of silver rings and too rough math rounding. And it's fixed now.

[Fixed - persists in 3.63]

October 12, 2020, 08:00:21 PM
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Re: [3.63] Items disappear off an unconscious enemy. Like the people already mentioned some data can be lost if the game is shut down, or crashes. There are many save points along the regular gameplay even without manual saving, but they don't cover all the cases.

It's kind of like "I wrote a novel on some text editor, and then shut it down from task manager, and my last chapter just disappeared." So these aren't bugs per se.

We could add more auto-save intervals, but there would always be a gap that's not covered. Or if there wasn't, the gameplay would be awfully slow due constant saving.

October 14, 2020, 08:54:34 AM
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The first snow and back from holidays Hey, it's been a good two months without a word here at dev. news section, so it's about time to break the silence,  although you may have spotted my slowly increasing presence at the forums bugs section already.
We had the first snow few days ago, so the summer season is evidently ceasing.
See, I went on summer holidays quite late this year, in august, and thought "it's likely autumn, or early winter, before I get back to development chambers again."
Looks like that the time is at hand now.
Hunting bugs has always been a good way to get oriented back into coding, and I guess focus on that will continue for a good while. But yeah, the endless to-do lists also awaiting for us. So let's continue from here, and see where we get by the end of the year.

October 23, 2020, 09:16:19 AM
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Re: Lacking penalty information on setting traps In general, penalties do not apply to setting the traps, but penalties do naturally apply to crafting item traps eg. loop snares and paw boards. The game naturally tells you about this, and worse quality item traps are naturally worse in attracting or catching the prey.

In making of trap construction, pits, deadfalls etc., penalties do not apply as you can dig a pit, and set the trunks according to your best trapping knowledge even though your penalties would make the process longer than usual.

However, if you are so seriously injured that you can't function normally, eg. only one hand is usable, then the trap construction outcome may also be worse than normally. In this case the game tells you that things are "slow and difficult to your this-and-that-part being not usable." etc. So, in that sense, the penalty information is shown when it applies to your trapping effort.

October 29, 2020, 10:37:30 AM
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Seasonal sales and Kekri customs Harvest festival sales are on at Steam and Itch.io -- and in the Far North we do celbrate Kekri.
So let the new adventurers be respected with the discount, and the ancestral spirits with our special Kekri costumes and customs...

During this festivity period you can grab the game for decent discount on Steam, or from Itch.io.

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.


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?
Yes. He dresses up as Kekripukki.



We wish you happy and haunting Kekri time, or Halloween - if that suits you better.
Celebrate and participate!



October 30, 2020, 11:53:03 AM
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