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Guinness world record for "First open-world survival videogame" The second world record received acknowledges UnReal World as a forefather of the genre.

So...

Back in 2016 we got (and proudly hold) the record for longest update support for a videogame in GWR Gamer's Edition 2017.
And now, in the recently published Guinness World Records Gamer's Edition 2019 UnReal World gets the record for "First open-world survival videogame". Oops, we kind of created a videogame genre, but we do not regret :)

The book happily presented at the end of this post is a Finnish edition, and here's how GWR mentions the record in English:
Quote
    "The second millennial decade has witnessed an explosion of open-world survival games, particularly on the Steam platform with the success of PC tiles such as DayZ, Ark: Survival Evolved and the battle-royale shooter PlayerUnknown's Battlegrouds.
    The genre's trues roots can most likely be traced back to the indie sandbox RPG UnReal World, first released in 1992. Set in Iron Age Finland, player's principal aim was to survive its challenging and harsh environments. Incredibly, the game was still going strong and receiving updates, as of September 2017. The game was developed by two people - head creator Sami Maaranen and programmer Erkka Lehmus (both Finland). As of September 2017, it held the record for longest update support for a videogame."
(Yeah, it's out-of-date info with latest updates as the books live in press-time info. And in case somebody wonders about the near future updates a new bugfix and balancing patch is actually to be released this month.)

Cheers and thanks to all of you for making history and taking part in creation of a videogame genre with us.


Erkka (co-designer) at the left, Sami (creator) and Alli (the cat) at the right.
And if you take a look at our previous GWR post it seems like have started a tradition with these world record promo pictures as well ;)



October 21, 2018, 12:03:14 PM
1
Version 3.52 released on Steam and for Lifetime Members Time for a small but essential patch update. Version 3.52 is now released on Steam and for Lifetime Members.
Additions in the now released version are foremostly bugfixes for smoother survival, but some balancing of exploitish issues is also featured.

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.
Standalone installer versions at the homepage will be released in November.

Cheers!

------------------------------------------------------------------------------------------------------------------------------------------------
Version: 3.52 (stable)

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


 - balanced: villagers' interest to buy boards
 
         Previously trading boards could be used an exploit as villagers did buy them without any reasoning.
         Now there's a cap for villagers' interest in boards and they only buy the amount they want to
         have as a reserve. This varies from village to village, and some villages are not necessarily interested
         in player character's board trading attempts at all.

 - added: NPCs will store the obtained timber in the village

         NPCs may obtain timber (eg. boards) through trading. Previously NPCs just carried the heavy loads around
         causing unncessary burden for themselves. Now they eventually store the timber in the village.

 - added: roasting meat/fish decreases its weight

         We tought this was featured already, but no. Now roasted meat/fish loses about 25% its weight in the process.

 - updated: NORTHERN BOW game encyclopedia info + image added

 - added: new NPC kid portrait

          Still not much variety with kid portraits, but if you are into portrait customization more of them can be now
          added for kids as well -> truegfx/kid?.png

 - fixed [Linux]: redundant libcurl dependency removed

 - fixed: character creation extra skill point issue for 0% skills

          Increasing and then decreasing skill for 0% level skills mistakenly allowed two points then to be spent
          on the said skill.
 
 - fixed [rare condition]: quest generation and companion rehire delays

          Long lived migrated character might encounter extremely long intervals between new quest generation and
          earlier NPC companions willingness to be rehired.

 - fixed [rare condition]: bird thief quest sages forgetting about the quest

          This occurred only with long lived characters. Sages involved in the quest first talked about
          it normally, but might not recognize the quest anymore after a while.

 - fixed: kids not recovering from wounds and injuries

 - fixed: young animal skins were worth the same as adult animals skins

          Now the price is reasoned according to the skin size.

 - fixed: when trading with NPC the accepted items they couldn't carry just disappeared from their inventory after the trade

          Now the excess items NPCs can't properly carry are put on the ground as a common village property.

 - fixed [rare condition]: aquatic birds flying still above the frozen waters

          This was a result of aquatic birds terrain exploration routines failing to find them new meaningful areas to check if the waters at their habitat got completely frozen.

 - fixed [rare occasion]: irrelevant quest related persons appearing in chat dialog
      
          Sometimes you were given chat options to ask whereabouts of irrelevant quest related persons in the village.   

 - fixed: young animals giving as much fat as the adults

          Now the fat yield from young animals is more or less smaller depending on the cub/calf actual age and size.

 - fixed: nameless villagers ie. occasional blank NPC names

 - corrected typos: harvesting dialog "select select the plants..." -> "Select the plants..."
                    northern name "Duo?gi" -> "Duongi"

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

October 28, 2018, 02:09:26 PM
1
Re: The song of robbers Oh! To me this is such a moody line that I'd leave it be.

Maybe the lyrics reveals the singers identity  ::)

November 06, 2018, 04:41:21 PM
1
Re: Woodsman won't cut it! It seems companions are a bit too afraid of bear skull pines and won't fell any trees if there's bear skull pine even relatively close by.
As a workaround you can take the bear skull(s) off the trees here at your homestead and bring them somewhere way further away.
Or then you just have to rely on companions tree felling assistance further away from the bear skulls.

Fixed - persists in 3.52

November 06, 2018, 04:57:43 PM
1
Re: The song of robbers "Loot and mayhem makes my day,
Robbing strangers is the way!
When we are done with our toils,
Home to Kaumo with the spoils."  :P

November 06, 2018, 09:13:52 PM
1
Re: Vegan characters? If your farm plot is away from your homestead, I recommend setting up a cellar on site and stock it up with fish or something before getting to work. I generally like preparing plot squares of 6x6, but it definitely takes time to clear away trees for the space. I think 36 tiles is the most possible you can prepare at once before the ashes disappear after two days. 3 branches is the minimum needed to start a fire and adjacent tiles are guaranteed to light up. Since preparing plots is heavy work, you can reduce your fatigue by keeping your character naked and have in your inventory only food, a water skin, and a shovel. Your character's warmth status will be sweating because of the ashes, but there currently aren't mechanics that involve moisture.

Turnips are a crop you can maximize with two plantings within a year if you can start the crop early enough, and the Njerp cooking mod boosts their nutrition potential with a roasted turnip recipe. But I guess you might not want to use milk for the mashed turnip recipe. Still, having cattle can help to move the higher yields made possible when your agriculture skill improves enough.

Barley and rye are the grain crops and will be most efficiently processed with a scythe and flail, but if you don't have them by harvest time then any cutting tool and a club will suffice. You can store the harvested Plant (that's the inventory category) indefinitely and won't have to worry about animals eating your crops. But birds can eat your grain Patches, so it helps to set up some traps on the perimeter of your farm or get a dog to scare them away. Sometimes cold weather prevents starting the spring planting soon enough before grain patches wither in the Fall month, but patches come back after withering and you can guarantee spring sprouts by planting a plot in late summer. Another benefit of autumn sowing is that your agriculture skill probably will be higher compared to when you start spring planting. See this thread for a discussion about calorie yields for flour. You'll see that it's better to avoid planting peas.

Sorrel can be threshed for leaves and seeds, but you can collect it in the wild from hills and mountains. It buffs appetite satisfaction as a seasoning herb and you only need one unit to improve your recipes. Bearpipe is also a useful plant to get your vigor status up when you have tasks you don't want to sleep through.

Hemp is a very handy crop if you get one of the sufficiency mods for weaving, but you might end up planting less since cords typically are used to prepare meat cuts. It still is a relatively nutrition-dense plant and has a higher yield than, for example, clayweed. Seeds can be ground into flour, and you can use hemp leaves as herb filler in the cooking recipes.

Training your herblore skill will help identify unknown mushrooms that can supplement your diet. If you're willing to 'grind' the skill, be sure to collect different herbs at your homestead so you can just pick up the whole bundle each day and use the keyboard shortcuts to examine your food inventory.

Berries have a longer shelf life than meat cuts, but they can still spoil in the cellar. Depending on what kind of berry, the time spent harvesting from a bush can become costly, so don't be in a hurry to harvest them as soon as they're ripe unless you plan to cook a lot. I like using them in the cheese mod, but again I don't know your attitude towards dairy livestock. You'll probably end up using berries to brew kvass for the okroshka soup on the Njerp recipe mod.

But if you do end up going for the cheese mod, I recommend using Stonelobber's Primitive World Mod for the clay pottery module to keep up with milking a dairy herd. Pot quality matters in cooking, but simply storing seeds in ugly pots won't hurt.

Check the Plants page on the wiki for nutritional information on herbs. Lake reed can be found at big lakes (bigger than one tile) and you can harvest a lot of it. It's not as nutritious as the grain crops, but you can make flour from the roots.

November 09, 2018, 11:59:12 PM
1
Version 3.52 released on the homepage Version 3.52 standalone installers have been now released on UnReal World  website, at Downloads section.
Additions foremostly bugfixes for smoother survival, but some balancing of exploitish issues is also featured.

Cheers!

Here's the changelog:

Code: [Select]
Version: 3.52 (stable)

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


 - balanced: villagers' interest to buy boards
 
         Previously trading boards could be used an exploit as villagers did buy them without any reasoning.
         Now there's a cap for villagers' interest in boards and they only buy the amount they want to
         have as a reserve. This varies from village to village, and some villages are not necessarily interested
         in player character's board trading attempts at all.

 - added: NPCs will store the obtained timber in the village

         NPCs may obtain timber (eg. boards) through trading. Previously NPCs just carried the heavy loads around
         causing unncessary burden for themselves. Now they eventually store the timber in the village.

 - added: roasting meat/fish decreases its weight

         We tought this was featured already, but no. Now roasted meat/fish loses about 25% its weight in the process.

 - updated: NORTHERN BOW game encyclopedia info + image added

 - added: new NPC kid portrait

          Still not much variety with kid portraits, but if you are into portrait customization more of them can be now
          added for kids as well -> truegfx/kid?.png

 - fixed [Linux]: redundant libcurl dependency removed

 - fixed: character creation extra skill point issue for 0% skills

          Increasing and then decreasing skill for 0% level skills mistakenly allowed two points then to be spent
          on the said skill.
 
 - fixed [rare condition]: quest generation and companion rehire delays

          Long lived migrated character might encounter extremely long intervals between new quest generation and
          earlier NPC companions willingness to be rehired.

 - fixed [rare condition]: bird thief quest sages forgetting about the quest

          This occurred only with long lived characters. Sages involved in the quest first talked about
          it normally, but might not recognize the quest anymore after a while.

 - fixed: kids not recovering from wounds and injuries

 - fixed: young animal skins were worth the same as adult animals skins

          Now the price is reasoned according to the skin size.

 - fixed: when trading with NPC the accepted items they couldn't carry just disappeared from their inventory after the trade

          Now the excess items NPCs can't properly carry are put on the ground as a common village property.

 - fixed [rare condition]: aquatic birds flying still above the frozen waters

          This was a result of aquatic birds terrain exploration routines failing to find them new meaningful areas to check if the waters at their habitat got completely frozen.

 - fixed [rare occasion]: irrelevant quest related persons appearing in chat dialog

          Sometimes you were given chat options to ask whereabouts of irrelevant quest related persons in the village.   

 - fixed: young animals giving as much fat as the adults

          Now the fat yield from young animals is more or less smaller depending on the cub/calf actual age and size.

 - fixed: nameless villagers ie. occasional blank NPC names


November 12, 2018, 11:16:47 AM
1
Re: sacrificing dried fish pleases the forest, not the water I think the bit about the fresh kill doesn't actually mean that the thing you sacrifice has to be from a freshly killed animal, at least not the way things are coded right now. I think what it means is "if you don't perform a sacrifice soon after killing an animal, the gods will get mad at you."

I think that right now there are different buckets of items: [dried fish, dried meat, smoked fish, smoked meat, roasted fish, roasted meat, raw meat] are in one bucket, [raw fish] is in another bucket, and [silver] is in a third bucket. When you sacrifice an item, it looks up which bucket the item is in and adjusts your relationship with the spirits according to the rules for that bucket.

Separately, there are different buckets of actions: [fishing] is in one bucket, doing it lowers your relationship with the water spirits. [killing big animals, letting big animal carcasses rot in your traps, just taking the skins and not using the meat, excess trapping, excess felling trees] are conjectured to be in another bucket. doing those things lowers your relationship with the forest spirits.

Probably the rituals where you ask for something also affect your relationship with the spirits -- before we had spells, anyway, asking too much made them angry. so probably some more buckets for rituals where they adjust your relationship up or down based on a bunch of factors.

Whenever you do a thing, it figures out whether your relatinoship with the spirit should go up or down by checking what bucket the thing you've done is in.


tl;dr:
So what I was initially arguing was that dried/smoked/cooked fish does not belong in the same bucket as meat, but in the water bucket. You guys have convinced me that actually dried/smoked/cooked food probably doesn't belong in either the forest spirit bucket or the water spirit bucket, but maybe in some generic third bucket.

November 17, 2018, 09:29:35 AM
1
Re: Why are spears and javelins with lover damage than arrows yet are much bigger?
Quote
Mens spear for throwing weights 800 g. There is no way in hell some old strong dude throws this just 16-18 meters

Hmm... I don't know but to me it seems that you are partially ignoring all the fact-based rational and friendly arguments which people have already written in this thread. So it probably won't help if I repeat what has been already said. Instead I try to speak using the same language you've been using this thread. Here goes;

A modern olympic athlete aims to throw a spear as FAR AS POSSIBLE. To do that, they throw a VOLLEY SHOT meaning that the javelin will fly HIGH until it hits the field in almost upright position. They do NOT aim at a target - they merely want to have the javelin land in the legitimate sector, not falling outside the boundary lines.

There is no way in hell in REAL LIFE a REAL HUNTER would want to use a VOLLEY SHOT to hit an animal.

November 21, 2018, 11:23:20 AM
1
Re: Why are spears and javelins with lover damage than arrows yet are much bigger?
Quote
Your logic is flawed - everything has realistic range except throwign weponz - spears and stones! Even I CAN aim on 30 m with stone to hit head sized target!

I agree - my logic is flawed, and arm-chair philosophy is always unrealiable. So I decided to turn to empirical evidence. I gathered some items with corresponding weights as their equivalents in UnReal World. I shot a video of tossing items (both in UnReal World and in the real life).

And I must admit that Aramis seems to be partially right - item throwing distances might use some adjusting. Crude javelins in UnReal World fly too far. Or then it is that UnReal World characters are better at throwing items, having a better technique and giving projectiles greater velocity than I could do.

Here are the results for me and my UnReal World character Pekka;

Crude javelins (3 lbs) : Pekka 26 - 30 metres, Erkka 12 - 15 metres
A rock (1 lbs) : Pekka 17 - 20 metres, Erkka 17 - 20 metres
A stone (14 lbs) : Pekka 12 metres, Erkka 7 metres

(I repeated the real life test three times. For the first two runs I had my stone weight messed up, I was using a 14 kg stone instead of 14 lbs one. On the second test I got javelins to 15 metres. But instead of using that clip in the video I wanted to be precise with my stone weight, so I did a third test.)

November 25, 2018, 05:56:37 PM
1