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Tracks covered and decayed by snowfall and rain I've had a simple roadmap for the next patch update with a simple goal of "fix a dozen things, add half a dozen new things". The fixes are soon done, and new features are being worked on. One thing to mention is an addition of snowfall and rain now covering and decaying tracks. Track decay rate naturally depends on amount of snowfall or rain, and also the age of the tracks. Severe snowfall may cover fresh tracks in a hour so the weather now gets to play a greater role in tracking.

Few more fixes, few more additions to go. And then getting to build a new update. And as we can see and imagine from this example one single addition can easily include half a dozen side factors and bring up dozens of new situations to our adventuring characters.

February 19, 2020, 06:40:22 PM
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Boatmen and fishermen 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. I could see this being executed in pretty much the same way as on land, and it would definitely add some spice to water travel, especially when travelling in the Islander archipelago.
February 23, 2020, 11:17:48 PM
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The Kalevala Day and 10,000 days of digital Finnish culture in UnReal World Today, February 28th, Finland celebrates Kalevala Day and the Day of Finnish Culture in honor of The Kalevala - a 19th century work of epic poetry regarded as our national epic. That's something to celebrate, but we've got some more for you on this special day...

In early 2020 we received an interesting e-mail from a player (Cheers, Travis!) sending congratulations on a milestone: UnReal World had lasted 10,000 days in the real world.
This was calculated from the date stamp in executable file of version 1.00b distribution archive. We don't even remember the exact release date, but it was summer of 1992. So the continuing lifespan of the game is at least 10,000 days - and well, it's quite something.

Needless to say, The Kalevala and UnReal World go well together. It is not so much about direct influence as a book, but the game draws inspiration from the same pool of oral tradition, folklore and mythology of our ancestors. Of this content some is rooted in ancient unrecorded history dating back thousands of years, and some is closer to Iron Age - where the game takes place. So let this day be a celebration of The Kalevala, but also 10,000 days of digital Finnish Culture in the form of UnReal World.

10,000 days...

10,000 days is a long time. Lines of source code in the game now sports somewhere around 140,000.
On average that makes:
14 lines of code per day
for 10,000 days.

Changelogs for version releases contain around 15000 lines of text, so that makes:
1,5 lines of changelog entries per day
for these 10,000 days.


...and continuing

That's just some numbers to give an idea of the long history, which is continuing as we speak. It seems to be 9 days since the last dev.post here at the forums.
So on average there should be around 126 new lines of code and 13,5 lines of changelog entries written.
We haven't checked but we are continuing.

Would you buy an old but continuously developed fenno-ugric roguelike from these guys?

From the left: Sami (creator) and Erkka (co-designer) of UnReal World

We wish you happy Kalevala Day and the Day of (digital) Finnish Culture.
Let's continue.

February 28, 2020, 07:40:40 PM
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Re: The Kalevala Day and 10,000 days of digital Finnish culture in UnReal World What an amazing project. When I'm old and retired, I'm sure I'll still lurk the forums, excited by the next update. You guys rock! :)
February 29, 2020, 11:38:40 AM
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The Kalevala It was interesting to see, on Steam, the celebration of the 10,000 days-long development of Unreal World.

I happened to be re-reading 'The Compleat Enchanter' in which travelers arrived within the Kalevala and joined Lemmenkainen in a fight against the folk of Pohjola. There was the 'Elk of Hiisi' and a wall of serpents that turned out to be just magicked lingonberries, stories of enormous banquets and challenges, of deadly assassins and outsized heroics.

Fun reading these and recognizing some aspects of the game borne out.

March 02, 2020, 01:01:58 AM
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Re: Bow Balance question Ok, uhm... perhaps first of all sorry for digging up and penetrating you with that seemingly old topic...
I can well understand it is "not your playstyle" to know everything about the mechanics, it's not mine either.
And sure some correlations should not be too visible for players in order to have a nice gaming experience. Some day, i will find out if the spirits like pike or roach better, before or after the catch, every or every second day...

On the other hand, some are realy, realy foggy. And repeatedly testing is not delivering any technical expertise. So there must be a balance between knowing all, and knowing nothing about game mechanics.
Second, my problems do not concern gameplay. Gameplay is actually very fine – if not perfect, considering balance, realism, and ambient feeling.
But when i mod new things in, i want to know what i am changing, just because the base game is balanced that well.
It is almost for sure that the new item or thing or whutever i add, is not fitting in the balanced system when i just dont have basic information like, for example:

 – Does the name of the bow lead the enginge to treat it differently? (i guess so, will test. Trusting the realistic calculations of the devs, i think/hope that will actually have the biggest impact)
 – Is weight of the bow changing something? (i guess so, will test)
 – Is the bow damage combined with the arrow damage?(i guess so, but thats almost impossible to test) 
 – Is the Rate of fire differing?

I have already soaked up all information i could find and i am well aware of the forum search possibility, but actually for these answers there are not really any information found.
Or perhaps i have to dig deeper?... Additionally i cannot browse the old forum, dunno if its broken but i cannot visit that website.
What i can find, are people complaining about not hitting a moving bird at 50 yards despite being the best archer in the (Unreal)World, and i think many of us are tired of that one.

I think there is a lack of centralized information on some things, many infos are scattered over different sites. The Wiki is a extremely useful and important tool, yet giving much outdated or wrong information. The Enzyklopedia is more reliable imho, because its written my the devs themselves, but does only give you cryptic or abstract info.

Just an example: 

Longbow:

Wiki says, its good when you have low bow skill, because of the high accuracy.
Enzyklopedia says, it takes years of training to shoot one.


If that is not a paradoxon, i dont know what is. So one of them must be wrong, and i dont think its the Enzy...
Perhaps i can put that stuff a little bit together here, because people like me will repeatedly ask those questions. And if somebody wants to join, much appreciated. If not, feel free to ignore ::) Really no sarkasm intended ;). I mean, what's the point in having a wiki or a forum with people who talk about the game... It's all about knowledge

March 10, 2020, 02:10:27 PM
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Pausable digging and filling up pits We're wrapping up version 3.62.
A trusty small patch with about half a dozen additions and dozen of fixes.
It's just around the corner.
Of the latest additions digging and filling up pits are now made pausable, so you can stop these shoveling processes at will and continue later on by [a]pplying your shovel again.

Now it only takes some building, packaging and testing and hopefully the next week will be the release week.

March 14, 2020, 12:56:22 PM
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Version 3.62 released on Steam, and for lifetimers Wrapping things up went easily so it's time for the first release of 2020 as version 3.62 is now released.
It's available on Steam, and Lifetimers will find the release at the designated forum section.
Later this week we'll be setting things up on itch.io and release the game there as well, with continuing updates. We'll announce when it happens.

But well, what's new?
Half a dozen additions and dozen of bugfixes as follows:

3.62 changelog

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


- added: trading cap for meat and fish

         Villagers stop accepting meat and fish in trading when if they have decent reserves already.
         This cap isn't fixed but depends on village population. Also, cooked meat and fish are often
         accepted in larger amounts than raw.

- added: digging and filling up pits are now pausable tasks

         You can stop these processes at will and continue later on by [a]pplying your shovel again.
         
- changed: pits are now simply called pits instead of former vague term 'hole in the ground'.

- added: tracks getting covered and decayed by snowfall and rain

        Snowfall and rain now affect to tracks getting covered and decayed. You'll notice these effects
        by tracks getting less visible, and eventually disappearing completely. How fast this happens
        depends naturally on amount of the rain or snowfall. Severe snowfall may cover even the fresh
        tracks in an hour or so. Decay caused by rain is often lesser, but still noticeable. The older
        the tracks are the sooner they are prone to decay and disappear in case of both elements.

- added: tracks left by children now appear smaller

        This includes graphical presentation and description of the tracks eg. "You see here small
        human tracks."

- added: aggressive village dogs calm down together with their masters

        In case of minor breaches villagers might punish you for a while and calm down after you had
        learned your lesson - but their dogs didn't react accordingly. Now village dogs will calm down
        if their masters do so. This doesn't prevent village dogs from being a serious threat as they
        don't always reason the power of their attacks the same way the humans do and may cause lethal
        wounds by accident.

- adjusted: precautions regarding character save failures

        Additional precautions to overcome rare cases of character data blanking upon unexpected
        termination of the game have been added.

- adjusted: map maintenance routines
     
        The adjustments remedy rare occasion of too frequent maintenances of fresh characters with heavily
        explored zoomed-in maps.

- fixed: overlapping tracks modifying the existing track information

        Things like animal size and track freshness were sometimes mistakenly modified by overlapping tracks.

- fixed: watercraft mistakenly transported with the character when zooming out right after getting on shore

- fixed: everlasting small bones

        Certain bones would never get eaten up completely no matter how long dogs would chew on them.

- fixed: carcass disappearing if the creature dies while making a hole in the ice

- fixed: human tracks described wrong

        NPC description was mistakenly added to track description.
        It said eg. "You see here craftsmanhuman tracks." instead of intended "You see here human tracks".

- fixed: quality improvement when items decay to stale stage
   
        Foodstuff and skins might mistakenly improve a bit in quality when decaying if their original quality
        was the lowest possible.
           
- fixed: sages of some cultures not replying with valid phrases when asked for their skills and expertise
 
- fixed: animals released from the forest cover not following character on zoomed-out map level

        This got broken along with NPC pet ownership additions. Now it works again as it should.

- fixed: some cave treasures you heard of were never to be found

        The bug was caused by map maintenance being prone to mistakenly remove cave treasure locations.

- fixed: partially skinned carcasses mistakenly turning skinned upon map load

     This bug usually manifested itself when skinning got interrupted and the character fell asleep, which
     also initiates map save and re-load.

- typo corrected: angrered -> angered

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Who can have it?

You can have it, but you gotta get it from Steam - or later this week also from itch.io.
The release interval between paid and "donation-based" releases have grown significantly longer than what we have gotten used to in the past. This is because during past years donations have dried out disallowing solely donation-based development to thrive. Donations are still an option, people do it for a reason or another, but your generosity isn't any longer linked to the great perk of most up-to-date version being freely available for everyone. I'll be happy to answer possibly puzzled questions of relatively recent of near-future intending donors, so don't hesitate to eg. e-mail me if you feel like it.

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March 16, 2020, 05:12:52 PM
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Re: Village Women Trading Too!
I like things as they are. This is another slippery slope to introducing politics into UrW.

I hear you but by your rationale politics are already in the game. When was the last time you got a quest from a female Npc or saw a female hunter or found one will to travel with you? There is a balance between current societal norms and the norms of the game's historical fiction setting. I think big elk has struck that balance well. The PC can be male or female no plus or malus to gender, it a cosmetic difference. While the NPCs somewhat conform to the gender norms of the iron age north.

@JEB Davis your right they wouldn't be likely to be carrying them but I rather they do for balance of playability vrs realism tempered by what I would assume to be easier to code and use existing trade mechanics. But even better the addition Npc crafting and professions via Ask. Hello could you bake me some bread I'll trade you these two rabbits. Yes come back I half an hour. Could you carve me a special punt with the force of water. Bring me a long felled in the rain and come back in a month.

March 26, 2020, 08:53:43 PM
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Re: Alternative quest reward. 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.

March 27, 2020, 12:10:23 PM
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