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Version 3.51 released on Steam and for Lifetime Members Version 3.51 is now released on Steam and for Lifetime Members.

Here comes a minor but significant new patch before I'll start settling for summer holidays.

The additions in this version 3.51 mostly consist of balances, fixes and additions related to interacting with both the spirits and NPCs. Many small game hunters should be happy to know that for example the unreasonably harsh forest spirit mood changes are now toned down.

Find the full changelog below, here's UnReal World Steam page, and the version is also available for lifetimer members at the designated forums section.

I wish you all great adventures in both real and unreal worlds -
and nice and cosy summertime, if that happens to be your local season.

Cheers!


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Version 3.51 (stable) changelog

** Saved characters from version 3.40-> are compatible with this version. **


- added: map of known areas (F6) remembering the toggleable settings to show or not to show cultural areas and map markers

This was once featured, but got broken somewhere along the way. The settings are remembered after exiting F6 map view and persist until toggled otherwise. The display for both cultural areas and map markers is on by default when the game is first started.

- added: ask NPCs to find quest related persons in villages

You can now ask villagers if certain quest related persons are around. This is done by automatically appearing chat options within the common greet dialog. For example:
"Is Sampsa around?" or "Where can I find Tornia?"
All the quest related persons, including the original quest giver, are covered within these chat options if you are aware of them.
There are some exceptions though; NPCs who are involved in quests themselves can't be asked for others whereabouts, but there are always enough common villagers around to assist you.
When it comes to finding quest related persons in other villages the chat options become available only when you are in the right village where the person can be actually found. This can be considered slightly gamey in our standards, but it is more helpful that way.

- adjusted: no more multiple villagers with same names

Possiblity of two NPCs having the same name within a single village has been removed. In seriously crowded clustered villages it is theoretically possible that villagers might run out of unique names, but real chances for that to happen are practically non-existent.

MIGRATION NOTICE: Within villages created in the previous version two persons with same names may still exists.

- added: dozens of new northern names

Due to aforementioned adjustment it was necessary to add lots and lots of new names for northern men and women.

- improved: NPC name randomization routines

NPC culture has more distinguishable influence to their given names. There's noticeable variation between the eastern and western names, but especially the current wider range of northern names now appear unique from rest of the world.

- added: light a torch with another torch

If you are already carrying a lit torch a new torch can be lit of it. This is done in normal fashion by [a]pplying the torch to be lit.

- balanced: forest spirit's attitude in regards to hunted animals - size and significance matters

When an animal is felled the forest spirit's mood change and need for compensation by sacrifices now depends on the size and significance of the animal. Previously almost all the killed animals were valued equally by the spirits which resulted in small game hunters often receiving unreasonable disgrace. Now it is far more tolerable to hunt smaller game and get along with only casual sacrifices every now and then.

- fixed: only one sacrifice allowed per day

If any kind of sacrifice to any spirit was performed even the different kind of sacrifices during the same day were considered excess. This was not intentional, and is now fixed back to normal:
You can perform multiple sacrifices on daily basis as long as they are targeted at different spirits, ie. forest or water spirit, or if the act of sacrificing is a part of unique spell.

- fixed: spoiled food items were seemingly accepted as sacrifices

Now it is foolish to try that sort of sacrifices.

- fixed: former companions never agreed to be hired again

Despite of their "maybe in the future" responses former companions did never reach proper status to be hired again. This is fixed now and companions can be rehired after a varying NPC dependant timespan from few months to full year.

MIGRATION NOTICE: Rehiring possibility timespan may appear glitchy as companionship date information was broken in the previous version. For most succesfull rehiring of former companions try it at villages that were visited long time ago.

- fixed: skinning young animals mistakenly gave adult animal size skins

Now skins obtained from young animals are more or less smaller depending on the cub/calf actual age and size.

- fixed: village items getting easily corrupt upon crash

Crash security improvements added in version 3.50 are hereby improved/fixed in regards to certain crash vulnerable village items.

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June 17, 2018, 05:18:47 PM
1
Re: Version 3.51 released on Steam and for Lifetime Members
- added: light a torch with another torch ;D ;D ;D

I just did what was suggested :)

June 17, 2018, 09:40:55 PM
1
Re: What your heaviest kill so far ?
Curious what you used to butcher it.
Blade quality and type can greatly affect the harvest.

All my weapon are masterwork quality. That why I felt strange getting so few meat compare to elk or bear.

June 26, 2018, 06:36:53 PM
1
Re: Can someone tell me why this item isn't working?
Code: [Select]
.Sinew-backed antler bow. "Hunting Bow" [effort:2] [phys:stance,arms] *CARPENTRY* %-20% /4h/ \1d\ |2|
{Big spruce branch} [remove] [noquality] '+for core'
{Antler strip} (2) [remove]
{Recurve ear} (2) [remove]
{Fibre from sinew} #1#  [remove] '+for backing'
{*Glue} [remove] [noquality] '+for attaching limbs'
{Fire} '+For heating glue
{Knife} <Small knife>
{Bowstring} [remove]
[NAME:Antler Bow]
[TILEGFX:lcc-antbow]

This should work now. First you missed . in the header and second {fire] should be {Fire}

June 29, 2018, 04:49:22 PM
1
Version 3.51 released on the homepage - off to holidays now Version 3.51 is now released also on the homepage.
For those who have curiosity towards Steam and supporting the game we remind that summer sale there continues until 5th of July, and here's UnReal World Steam page.

The current version is trucking quite alright, and despite of few bugs that may come in your way we are good to hit the holidays now. We trust that you will survive.
Finnish summer will surely bring us some rainy days too so some tweaking, fixing and even patching may take place during the summertime - but officially I'm mostly absent from development chambers until early august.

Best wishes,
enjoy the game,
enjoy the seasonal goodies and I'll be sure to do the same...


Midsummer midnight 2018, just outside the UnReal World development chambers.

June 29, 2018, 08:57:47 PM
1
Re: Version 3.51 released on the homepage - off to holidays now
Hope you have a great holiday, it is well deserved.
I do expect to see at least one fish(ing) pic :)

Thanks for all you do.

Thanks, you good fellow. I fish very rarely nowadays, but I'll keep that in mind. If (or when) I end up visiting Erkka I think we can take care of the fishing holiday pic post from there then.

June 29, 2018, 11:12:10 PM
1
Re: "The Challenge" Fuck it. Imma try this.
June 30, 2018, 05:39:40 PM
1
Forum crash Seems like we have had a forum crash. I'm not aware of the reasons behind it, but luckily we are on-line again. I had to manually run some database recovery procedures, and seems like everything is back to normal, only that for most of the boards the "last post" column is empty on the index page. I hope it will get fixed by itself as the discussion resumes and new posts appear.
July 13, 2018, 02:49:59 PM
1
Re: Forum crash Glad that you managed to get us back, Erkka. I also noticed the forum crash during the day, and now came to start working on recovery, but you already had done your magic.

This was an unpleasant discovery, to see forums fail like this, although web search results prove it's not a rare thing to happen.
Maybe spam bots did contribute to the issue to occur, as they aren't a rare thing either.

July 13, 2018, 08:38:56 PM
1
Re: Forum crash I still think it might have been a techical problem somewhere in systems of the webhosting company, for in the morning the entire database connection was unavailable. That came back by itself after a few hours, so I assumed the tech guys at webhosting did what they could. After that a few database tables were corrupt, and I ran the database system's internal repair command on them.

So, yeah, it might or might not be related to spam bot activity. In any case, I don't know if we could do more to prevent spam accounts from registering without making it too unconvenient for real users to register. I think at the moment we have it so that each new user has to answer two custom questions - I have no idea how the bots bypass that, as I'd guess that even with a brute force attack getting two random words correct might not happen so often.

July 13, 2018, 08:46:29 PM
1
anything