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Shooting snowballs ...meanwhile in Finland.
It's been snowing, and I've been studying the art of archery, so I gotta share this yesterday's shot to remember:

https://www.youtube.com/watch?v=jNnxu6bbBJI

December 17, 2017, 04:12:15 PM
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3.50 stable version released on Steam and for Lifetime members After quite a long period of balancing and wrestling with glitches in the preceeding beta versions we are now ready to tag version 3.50 stable and...
Version 3.50 (stable) is now released on Steam and for Lifetime members.
Here you can find UnReal World Steam page, and the version is also available for lifetimer members at the designated forums section.
Standalone installer versions at the homepage will be put available some days later.

Here are the fixes/additions since 3.50 beta 2:
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Version: 3.50 (stable) changelog

- added: treat bleeding wounds of your pets and companions

It is now possible to try to stop bleeding of the wounds of your pets and companions. The attempt is started by using physician skill, or opening [F7] wounds screen, when facing a bleeding pet or companion. If bleeding wounds are found you'll be asked whether you wish to try to treat them.
The actual wound to treat is then auto selected based on its severity.

The actual game mechanics of applying physician skills to your pets and companions are the same as treating your own wounds. Herbs can be used in the process, the success or failure messages are the familiar ones, and so on.

- added: crash security to overcome creature and item losses when travelling with companions and watercrafts

There's now extra data save added upon each map load to provide crash security and to minimize certain creature and item loss potential. Previously it was quite often the case that the pets and companions you were travelling with would disappear upon a crash. The same sort of crash related disappearence might also happen to the items you were transporting with a watercraft - including the watercraft. This sort of losses should be history now.
Crashes may naturally lose some progress in the game world, but all the creatures and items should stay intact and be available upon returning to post-crash UnReal World.
Finally, let us remind that force quitting seems to be the most usual type of unexpected UnReal World termination and this addition should not in the least to be taken as an encouragement for safer force quitting.

- balanced & fixed: weight of some clothes

Some were found too heavy, and a few were found too light.
The corrections go as follows (with old weight in parenthesis):

* Woollen tunic - now weighs 4.6 lbs (was 5)

* Nettle cloak - now weighs 2.6 lbs (was 6)
* Woollen cloak - now weighs 5.3 lbs (was 6.5)
* Fur cloak - now weighs 11.5 lbs (was 14)

* Woollen overcoat - now weighs 6.3 lbs (was 5.5)
* Fur overcoat - now weighs 13.5 lbs (was 15)

* Leather leggings - now weighs 6.3 lbs (was 2.9)
* Fur leggings - now weighs 7.4 lbs (was 3.5)

- fixed [rare condition]: all too frequent map maintenance with some old characters

- fixed [rare condition]: sages offering the old style teaching of new ritual for some migrated characters

- fixed: triggered traps sometimes appearing as readied and erect

- fixed [rare condition]: too fast melting of ice in the spring

- fixed: animals tied in place with a rope remaining tied even if the rope was destroyed (eg. by a fire)

- fixed [rare condition]: spiritworld related entries cluttering the data stack and causing misleading hoarding warnings

- fixed: animal pens in the villages appearing too close to the western border

The problem was that your dog might end up located in the village animal pen when entering the village from the west.

- fixed: BUTCHER_CONFIRMATION setup option not checking whether the carcass actually could be skinned

Now the confirmation, if enabled, is asked when applicable only if the carcass actually can be skinned.

- fixed: wounded adventurer quest sometimes generating too lightly wounded adventurers

This made the intended quest giver adventurers not speak about their hardships at all even though
the villagers would hint about it.

- fixed: milk from rams and bulls

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March 25, 2018, 08:18:47 PM
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Re: "The Challenge"     Hi everyone, I've been trying The Challenge for a few days and I liked it very much. I was very lucky in my random character, only a little less than what I usually play with, she could walk at 6 km/h which is very good for me since I like to run big game to exhaustion also, the initial wounds weren't serious and I could make tools right away, even better, I started by a river so cleaning wounds and running big game against the not yet frozen river provided me with clothes fairly soon.
    What I really liked was that since I couldn't zoom out except in hills and such I had to memorize my surroundings and the location of my traps and shelters which is a very realistic challenge, and that I noticed I could play a whole life without meeting anyone and I would be fine, I wouldn't have clothes or tools above rough and crude quality but I could make a living (a very important realization since I couldn't find a single village in 120 days), also I used traps in large scale for the first time and it was exciting to find animals trapped in them and wonder if I could make them more efficient.
    In the end that was my undoing, a lynx was roaming around my traps to take the birds in it so I baited a big deadfall trap I made for a previous lynx doing the same and the next day it was caught I moved in to kill it with blunt blows and it clawed me into unconsciousness and death  :(, next time I'm going to stone them to death.   

April 07, 2018, 10:24:25 PM
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Summary of the year 2017 added to development history section Summary of the year 2017 has been now added up to the development history section at the homepage.
Our development history section covers overview for each year since the release of UnReal World 1.00b in 1992.

Check it out here:
http://www.unrealworld.fi/urw_devhist.html

April 22, 2018, 05:24:59 PM
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Asking NPCs to find quest related persons in villages You know, despite of my lazy posting frequency we are active behind the scenes and adjustments for a next update are on their way.
Lately I've been sorting out mostly the quest related annoyances and confusions arising from locating certain villagers, and their names.

Code: [Select]
- 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 villages 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.

 - 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.


These are future additions not yet functional in current version 3.50 (stable).

April 28, 2018, 05:55:11 PM
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Cath the lost This is a story about a game I played while trying to follow the "lost" challenge:  completely random character, random start location, hurt helpless and afraid start in winter, and all possessions get destroyed as soon as you load.  You're also restricted to only using and traveling on the zoomed in map, except for viewing (not traveling) from mountain peaks to get a look at the lay of the land.  I have my sufficiency mod installed but aren't using it for the first winter.







Set upon by robbers while traveling alone in the wild, Cath was left badly beaten, with no possessions and nothing but her skills to keep her alive.  Luckily her wounds, while painful, were not too serious and didn't prevent her from walking or using her hands. She awakened completely lost and with no idea where she is - the first thing to do was to make a fire, for November this far North would surely freeze her within a day unclothed and without a fire.

May 17, 2018, 06:11:35 AM
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Re: Cath the lost As she packs up the meat and skin and heads south along the shoreline, she spies a lynx out on the ice nearby.  Perhaps it wounded the doe and scared her out onto the ice?  She decides that the lynx deserves a cut of the meat as a reward for its help.  She can afford to be generous.  She drops a cut of reindeer meat and slowly backs away, keeping the lynx in sight.



As she watches from a safe distance, the lynx approaches the cut carefully, circles, and then devours it before running off.  She feels at peace with the spirits.


May 27, 2018, 12:06:40 AM
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barry the bull, why you should get at least 1 bull. left my cabin this morning, gathering stones for the paths on my homestead (when finished, i'll Screenshot that to for y'all to see)

anyway, this picture is why you should get a bull, when doing large building projects.

https://www.dropbox.com/s/oja3tfkufi3izwx/barry.jpg

June 05, 2018, 01:24:33 AM
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Re: Vagabonds
Yeah, I usually murder them too.  Usually I just ask if they have a quest, and if not, it's murder time.  I do feel slightly guilty, but then again, if you were starving to death in the woods... perhaps you'd do the same
You must be a poor player indeed, if you're character is constantly starving so you have to murder everyone you encounter to get something to eat...

June 09, 2018, 08:30:09 PM
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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!


-------------------------------------------------------------------------------------------------------

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
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anything