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Random little additions... Summer days are truly different. Oh how easily one can end up being carried away with all sorts of recreational activities and events. But I'm frequenting the coding chambers as well,  especially on rainy days :) -- and now, instead of organized update post, here's a completely random bunch of few small additions to expect in the next patch:

 - added: skinned/cut/burnt carcass coloring

        Skinned carcasses now appear in fleshy red color.
        Cut or eaten carcasses appear dark reddish, and burnt carcasses blackish depending on the cut/burn degree.
 - added: BUTCHER_CONFIRMATION configuration option

        If the option is enabled a confirmation prompt appears if you try to butcher a carcass before skinning it.
        This is to avoid accidentally cutting up the whole carcass and losing the skin.

        To enable the option add the following line to urw_ini.txt setup file in your installation folder:

 - added: SPEND_DELAY_ADD configuration option

        This option can be used to slow down all the time consuming actions if you find the game turns running too fast for your taste
        during the time spending dialog. The given value is in milliseconds adding that much more delay for each game turn.
        Good value to try slowin things down a bit would be 10 and nobody wants to go for more than 100.

        To use eg. 10 millisecond custom delay add the following line to urw_ini.txt setup file in your installation folder:

 - added: winter skin/fur descriptor

        And as we know winter furs are more valuable, and it's been like that for a long time. Now there's finally
        also an indication of wintertime furs and skins within the item description.
        For example:
        "Fine winter fox fur" or "Poor winter bear-skin"

 - renewed & optimized: drawing of rain and snowfall

        Previously rain and snowfall were drawn in putpixel fashion which was a speed issue on some systems.
        Now rain and snowfall presented by tile graphics, with improved look and fast rendering.

 - added: redrawn 8 directional tiles for watercrafts

        Both punt and raft now appear bigger and prettier in completely redrawn fashion. Credits for these tiles goes to Paulo Spinola.
        Watercraft tile direction changes based on the last actually rowed direction.

July 02, 2017, 08:09:25 PM
Re: Snow showing on open water tiles Let's say it's frazil ice.

July 26, 2017, 08:40:47 PM
[let it be] Re: Forest maiden quest (possible spoiler) To me this is great, moody scene a game can generate. Really sparks your imagination.
I wouldn't take action on this one, unless it's reported, say, dozen times more ;)

July 26, 2017, 08:45:54 PM
[let it be] Re: Left and Right are swapped This gets reported at least once a year. Just as frequently people say it shouldn't be fixed since it's always been like that. Can be imagined as mirror image - before mirrors, but during the times of reflecting water.
Still, in 2017, we'll take no action on this one. Let's see next year :)

July 26, 2017, 08:51:31 PM
...fails to deliver a summer release || ...enters summer vacation.
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You dream of a summer release.
You aim your fingers at the keyboard and code.
You fail to deliver a summer release.

You know, that's what has happened to me.
Like mentioned in earlier posts I dreamed of a summer release, and a proper long holiday afterwards.
But...we're behind the schedule with several planned goals and just can't make it.
Deadlines and summer - I should have known they don't go together.

So, hopes to come up with a new patch is thus postponed after the summer. I'll be entering summer vacation shortly, for the whole august.
This means I'll be more absent in regards to game related forums and e-mail activity.
Coding is to be continued in the autumn then, but some additional content is still to be expected sooner...

Steam Trading cards

Yeeees, the trading cards. That's what we will be releasing before I leave the development chambers. It's actually the trading cards (with emoticons, badges and all that extra) which have postponed my general working schedule more than expected. Ambitions can take time, you know, but we already love the outcome ever so much. So at least for Steam players there will be something new in UnReal World to browse during the summer.
A proper, loud and clear announcement of Trading Card release will be posted when the time is at hand.
You can still prepare yourselves, foreign and domestic card traders -- it's going to be beautiful!

Greetings from horseback

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You aim your bow at a target from the horseback and shoot.
You are doing horseback archery.

You know, and speaking of dreaming, that has also happened to me.

For as long as I've been doing primitive and traditional archer I've dreamed of one day going for horseback archery. Until this summer it's been horseback riding and archery separately, but this very year I've picked up and entered this form of archery and horsemanship I've always craved for. This is going to be a dedicated horseback archery year for me, and whether I'm on a vacation or not, we just might see the next video greetings consisting of horseback archery footage.

Meanwhile, I'll leave you with these few still shots. First from the horseback, then by the tranquil summer lakes around my neighborhood.

Best wishes. We'll catch up with everything in the autumn. But I'm sure at some point I'll be tempted to post a few holiday greetings as well.

July 27, 2017, 02:01:46 PM
Steam Trading Cards arrive in the Far North Just quickly dropping by to post this Steam Trading Cards related news.
The card artwork is so great, and the reception has been so enthusiastic, that we gotta promote this on all fronts.
Even if it wouldn't concern you, check out the following picture at least :)


Six Cards for the adventurers under the northern sky,
Five Backgrounds for the settlers in their cabins of wood,
Nine emoticons for the community bound to cheer and sigh,
One badge, six levels, for the players struggling to survive for good
in the ancient north where you are free to roam or to settle.

Umm... you get the picture, right?


UnReal World trading cards are here

Yes, our Trading Cards are now live and released.
And naturally with the finely tailored badges, emoticons and backgrounds included in the set.

There you go...

One background, one trading card, one badge -- and one developer -- in action.

Trading Cards and Backgrounds -- unique glimpses of the game world

It's all about deep thought, ambition, setting suitable design and talent.
Thus, Trading Card and Background artwork is drawn by Finnish comic artist Tuuli Hypén. Her creations are completely fresh moody imagery of carefully cherished and selected scenes. Beautiful, collectible, profile decorating unique glimpses of the game world for you.

Emoticons and Badges -- something old, something new

The badges kind of represent a coming-of-age story...
It's the familiar looking survivor, now only in hi-res and detailed, progressing through the course we have used to follow with many characters. Slowly acquiring wealth, equipment and skills on the way. And if you pay great attention to the details, in our setting appropriate badge artwork also the beard length is a sign of progress.

The emoticons come from the game world and tiles...
There's Noaidi's mushroom, and there's Elk.
There's Njerpez Warrior and there is Fire.
And a few others, to boost your communications.

Umm, but what are Steam Trading Cards?

Oh, you are new to Steam Trading Cards?
Well, they are virtual cards earned by playing games on Steam. Sets of cards can be turned into game badges and tradable Steam community items.

Check out the introduction page, and find detailed FAQ at the bottom:

To whom it may concern or interest, here's UnReal World Steam store page .

Into the far north we shall take you...
...and have some trading cards drop on your way as well.

August 07, 2017, 06:08:50 PM
Video greetings - some for the supporters, some for everyone It's been a while since last video greetings, but now there's fresh greetings from horseback available for donors and supporters.
As usual, lifetimers can find the video at dedicated forum section, donors who place a donation of any sum will get to see it, and Steam purchasers can find it in the video greetings DLC.

...aand the previous epic winter video greetings is now available for everyone to see here at Enormous Elk YouTube channel.

Otherwise, I'm continuing my vacation and real life adventures for the rest of the august.

August 14, 2017, 09:19:31 PM
Re: Pig in forest cover quest I can't say for sure if it's a bug or not, but I can take a look at the saves, so just send 'em along.
The animals may also fail to reach you sometimes as the quests work in organic fashion, but in that case you maybe should have spotted released animal tracks at least - or found the carcass if it had been attacked by a predator or something.

But I'll be wiser after checking out Reko, for example.

When it comes Talvikaksi, there's been something hasty with quest flagging. It doesn't happen so that these Shamans are generated when this quest needs them, but the shamans existing in the village already come part of quest if the quest comes along. We dearly try to avoid generating stuff based on the quests needs, we try to utilize the world as it exists as seedbed for quests. And as seen, it's both revolutionary and problematic :D

September 07, 2017, 02:00:11 PM
Re: Pig in forest cover quest
Sorry if it's a bit of a tangent, but it definitely seems villagers are generated for at least some quest.

Yes, some NPCs are generated on the fly, and some conditions also. Hence let me re-bold, "we dearly try to avoid generating stuff.." and "It doesn't happen so that these Shamans are generated when this quest needs them."(But continuing on this matter is irrelevant in this thread.)

September 07, 2017, 02:46:34 PM
Re: Empty container and loose contents Like people explained it's always been like that. You can't take things out from a container. You can pour from one container to another though.
This is confusing for many, so it would be best to add confirmation message to warn about losing contents if emptying is proceeded. (And those who've gotten used to the mechanics would probably love that confirmation message to be configurable on/off.)

The reason why emptying containers isn't featured is because the quantity and unit of the original items is lost when they are put in a container.
14 pinches of seeds come just a pile of seeds, and 7 perches become just a lump of perch when put in a bag. Getting the contents out could be featured so that you'd simply get "pile of salmon" or "pile of blueberries", but further utilization of those ingredients might cause conflicts elsewhere. To have containers remember the original quantity and units would need quite a bit of reworking the container code.

September 07, 2017, 06:34:12 PM