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Wounded or starving dogs refusing to attack on command Let's announce just one small but significant upcoming addition....

 - added: wounded or starving dogs may refuse to attack on command

        If your dog is seriously wounded or starving it may refuse to attack on command. Even the suffering dogs still defend
        their masters and themselves from charging predators and enemies, but are just reluctant to act as war dogs who always
        run after a given target completely despite of their own condition. This addition may encourage you to keep your dogs
        more safe and better fed from now on.


This is an upcoming feature, not functional in the current version 3.40.

October 04, 2017, 02:21:40 PM
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Re: Arrow disappears Yep, checked the code paying attention to the latest pondering here and it's indeed simply so that there's no message when an arrow breaks due to impact of the hit. Arrows occasionally breaking upon it is naturally normal (and I actually can't recall if there ever was a message about it?). If we think it closely an arrow breakage inside target's body is harder to notice than seeing them splinter upon hitting a tree or so. Maybe we should add a message, or maybe we should add broken arrows to be carried by the target. On the other hand, I think my logic with broken arrows never being added to target's inventory was to save inventory slots from useless items.
Anyway, the case solved here, now just considering what to do about it. Low priority.

November 04, 2017, 04:25:31 PM
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"Spirit of the forest, I presume" Now that sort of a phrase may actually slip from your lips in the next version of the game as the Spirit of the Forest gets added to our small cast of otherworldly creatures.
Reworked spells and many kind of spirit world additions has a major part in the galore of upcoming features, and manifestation and actual appearance of spirit of the forest is now featured and off my to-do list. Implementing a related quest (or two) is still required, but step by step the planned spirit world additions do gets wrapped up.

As a necessary spin-off feature we also had to expand possible sacrifices to include not only foodstuff, but also valuables. See, offering silver has been traditionally very much linked to pleasing the certain spirits. And as the spells in the game now are actual collected old spells we had to add silver sacrifices if we wanted to add proper spells for "summoning" the spirit of the forest. (You may want to see post about the used "spellbooks" at old forums).

You know, with this version it feels like our to-do things are proceeding really slow compared to the amount of work and energy put in. Seems like we're dealing with complex entities rather than simple isolated features. But there's the spirit of the forest now. He brought in so much more code and features than first assumed, but it all just had to be done.

Let's not spoil too much about what the spirit of the forest can actually do for you, but we know he's an important spirit, watching over the forest and the animals. According to the folklore the spirit of the forest may sometimes tell you where the game is, if he's pleased with you. That, at least, is an actual feature now. And as a tidbit of our desired in-game perfection I gotta mention that these spirits often concentrate on only culturally important animals. Thus, the spirit of the forest can prioritize his observations differently for members of northern tribes than those of the western tribes.
But now look at this fellow of one of the eastern tribes...
He must have something right to hear this from..well...from the spirit of the forest, I presume.


November 04, 2017, 05:28:15 PM
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Re: "Spirit of the forest, I presume"
Quote
  I'd like to be able to have a more grounded, historical experience too.  If I'm shooting lightning bolts at a level-25 domovoi, I might as well be playing ADOM. 

Well, at the very moment there (again) is an another thread where a player is actively trying to encounter a being which is supposed to be more or less 'supernatural' - and has difficulties doing so, for it isn't easy to find the right conditions to encounter such a being.

I think that speaks of Sami's design philosophy - personally I wouldn't worry about the game turning into 'thow lignting bolts at magical creatures'-kind of high-fantasy. The 'supernatural' elements of UnReal World are, and will remain, elusive and hard to catch, and after all, we can't be exactly sure if they are mere hallucinations, a series of random luck, or possibly a prankster hermit playing tricks on the player character.

Also, the way I see it, this actually is the historical experience. The pagan folks believed in these rituals having an effect, and they believed those supernatural entities to exists, and there were reports of people occasionally spotting those creatures. So we don't simulate the 1000AD world the way 2000AD scientist believe it to be, but we simulate the 1000AD world the way 1000AD folks probably themselves experienced it to be. No lightning bolts, though, they aren't a part of Finnish folklore =)

November 07, 2017, 11:14:32 AM
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Re: Roads
Quote
Can someone post a link about historical fact of this.

I don't know if there are any online sources about this. It is just common folklore in Finland, passed down from a generation to another. Sleeping on a path, or camping on a road spells bad luck. Don't know where it comes from, to me it seems like an obvious part of 'cultural subconsciousnes' - folks just know it to be like that, but can't say how they know it  :)

Also, I'd guess this is not strictly spesific to Finnish folklore. Something similar seems to be going on with crossroads.

EDIT: fixed the link

November 20, 2017, 12:02:09 PM
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Re: "Spirit of the forest, I presume"
Are these new functions going to take the ritual skill into account? Just want to know for my future characters, cause I always try to get along with the spirits, but at the current time am able to do so without any skill at ritual.

No, they won't. Ritual skill hasn't basically ever been properly functional, and for the next version it is likely to be removed since we can't find a good use for it anyway.
Like currently also in the next version the relationship with the spirits is kept up with character actions.

November 20, 2017, 12:38:14 PM
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Spirits, spells, short movies, short of time, and the diminishing year Today I came to a realization that the absolutely last thing to do for the upcoming version is to finalize the spirit of the forest related quest, and the many spells that were brought into existence because of this very spirit. The reality check came upon me shortly after browsing books for spells to receive bear hunting aids from the spirits when asleep. Shortly after thinking that dreams and premonitions would be now natural to feature with the other upcoming spell improvements. Shortly after noticing myself to follow a pattern where I add a new big to-do right after the existing list of to-dos before release grows down in size to a reasonable length. This has been a familiar and overly ambitious pattern in case of the version in development. Now as the end of the calendar year is drawing nearer and the holiday season approaches, it's better to start wrap things up for test builds and then consider how far a beta release possibility might be.

There's also been this certain short movie occupying our time. A short movie we shot in autumn 2016, and which has been cooking slowly in post-production ever since. But now, ladies and gentlemen, I'm confirmed to say that a brand new Enormous Elk short movie will still be released this very year. Like the upcoming version, this short movie is also the most ambitious of them all. We had a short post about it at the old forums, with a coffee break pic from the filming location. Now let's repost it here.
All in all, despite of breaks, all kinds of stuff is coming up. Peace and patience to all of you.


November 20, 2017, 04:15:03 PM
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Re: Kotas You can build a kota as big as you want if you build a lot of frames and have enough fur/hides for walls/flooring.

In my diagram, I put a box around the tiles representing the dimensions of a one-square interior kota and x is the tile you build the frame on. I colored the floor sections in grey and walls in orange. You'll need to build your frames apart by 1 or 2 tiles depending on the dimensions you want and all you need to do is build walls at the outside edges of the frames. I remember seeing somebody's picture of their livestock kota fence on one of the pages on the old forum's What's Going On In Your Unreal World? thread. It's a really good idea because predators can't break kota walls.
Edit: This is the post I was thinking: http://z3.invisionfree.com/UrW_forum/index.php?showtopic=3765&view=findpost&p=22035299


November 25, 2017, 03:20:57 AM
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Re: Northern Tribes
Quote
Will this be implemented in the game?

Well, at the moment the development situation is about this:

- Sami is busy working towards a beta release of the upcoming version 3.50
- Once the beta is out, the focus will be mainly on bug fixing
- Eventually there will be a stable release of 3.50
- After that it is time for a short break, as the version-release and bughunt phase is always a somewhat energy-consuming sprint
- And while the players are enjoying the new version, Sami and me will have the next version on the drawing board, deciding the major new features to be implemented in that version.

So, because of the general psychology of the game development cycle, at the moment the answer to any and all "will a feature X be implemented in some future version?" is and will be "we don't know as at the moment we are fully focused on getting the beta release out".

Put in other words; if there isn't an answer from the development team, it typically means that we are busy developing. Going into too detailed discussions about possible future features often just takes time away from the actual development.

November 25, 2017, 10:44:27 AM
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Releases, anniversaries, sales, and season's archery greetings Very exciting times are at hand...

We've reached beta stage with the upcoming version 3.50. Test builds have been compiled and tested to some extent, and we are ready to move onto releasing the first 3.50 beta version. This will first take place on Steam, and for lifetimers at the forums - and is to be followed with the standalone release on the homepage later on.

By the way, did you know that this year is 100th anniversary of Finland's independence?
Doesn't matter if you didn't, but it's a big year for the country and it all culminates on 6th of December - for that is the independence day of Finland.

On that very day we are celebrating Indie-dependence day for it's been 25 years of playable UnReal World releases.
In other words, the game has been out there for 1/4  of its development nation's official existence. It's either an old game, or a young nation ;)

We try to aim Steam/Lifetimer release of 3.50 beta to take place on 6th - the big indiedependency day.
Because of the anniversary Steam has also agreed to grant a special sale period for a bunch of finnish games. Before the sale is going on we can't exactly say when it starts or ends, but you should know UnReal World is available for a little cheaper price. It's probably our biggest price cut ever to be seen, so if you want to celebrate with us or finally get that Steam copy, the opportunity is around the corner.

And then, it's time fore season's archery greetings...
Over the years people have regularly hinted that could I start up on somekind of bushcraft video channel or so. Now Erkka occasionally drops videos related on variety of trad. chores, and at Enormous Elk videos we sometimes cover trad.lifestyle as well, but to me the dearest thing to showcase and talk about would be archery. So I'm trying to establish traditional archery channel, hopefully getting it going next year. History and archery, crafts and shoots, books and bows and techniques, and all that. Channel draft is available for early subscriptions:
https://www.youtube.com/watch?v=3LwjhvPSbB0

Now it's three night until the big indiedependency day. Stay tuned.

December 03, 2017, 03:09:34 PM
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anything