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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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Re: Bow Balance question I'd assume the accuracy values you're referring to, which is already presented in the wiki as "by no means a certainty" and is based on very old information, have a high chance of being either incorrect or not the whole story.

I think the game is mysterious about rolls, stats and other details partly because the game was designed around mystery and superstition, so I wouldn't overthink the stats too much. If you really care about accuracy stats, the best thing I can think of would be to experiment by shooting a very very large number of arrows at stationary targets at various distances. Of course, actual calculations may be different on live targets, and may factor in skill or stats in unexpected ways, so even that might not do it.

March 05, 2020, 05:44:34 AM
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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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Some cooking and modding improvements? On the cooking recipe requirement check, can you also add "pot available" as second item either in inventory or 'nearby' in the the valid recipes? Of course, only as long as the pot is empty.

On similar note (I'm aware there's mod for it already), dried meat and fish has been used in cooking since ancient times. Is that something you think will be in vanilla at some point?

Third, is it viable to use water containers for Hideworking from ground/nearby similar to lakes, rivers, sea, swamps, bogs, marshes? Penalty goes up for smaller characters tanning bear and elk skins doubly for holding skin AND water container.

soom moro!
~JP

[EDIT: Split and moved from dev.news section by Erkka. For the sake of the forum readabality we wish the development news is reserved only for development news, and other things be posted to their appropriate sections. Posting suggestions in suggestions also ensures that your suggestion will be noticed, for we seldom browse back to re-read old development news, but the suggestions section is regularly checked when organizing the to-do list for each new version.]

March 18, 2020, 06:31:42 PM
1
Re: Some cooking and modding improvements? 👍🏽 Erkka, thanks and sorry!
March 18, 2020, 10:15:01 PM
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Re: Kaumolaiset to drik Board makeing GET RICH FAST Boards are still an important source of income for new players. If they use fallen tree trunks (found in every forest tile), they save a lot of time.
If you have a metal axe (not stone axe):
- find a fallen tree trunk
- make boards
- sell as many as you can
- make paw-board traps
- sell as many as you can

It really helps new players, yet it's much more balanced than before. I am guilty of this myself, I remember one character who wanted to buy every single item in a rich Driik village and who took down enough trees to have his name cursed by the spirits forever...
All in all I think board value should be reduced to 2 cuts instead of 8, it would make much more sense. At the moment, you turn one board worth 8 cuts into a paddle worth 4 cuts, but this is just my personal taste.

March 21, 2020, 11:38:09 AM
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Domestic Reindeer Milking We can milk sheep and cows, why not reindeer?

Really just me being selfish and wanting more immersion for my northern tribe reindeer herding characters (including a fantasy of someday having a completely nomadic character who migrates and lives off the meat/milk/hides of their herd of reindeer).

From what I've read of the historic evidence of the practice, the milk yield isn't very large and the reindeer require some special handling, such as typing the female reindeer by her antlers with a rope or lasso, but I think it would be great to be able to do it and create traditional Sami-style cheeses!

March 23, 2020, 11:02:30 PM
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Re: Cattle Pulled Sled Yes, this is on the list of future plans by the devs.
March 26, 2020, 03:28:28 AM
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Village Women Trading Too! Whenever I ask around, the village ladies never have anything to trade! How about we let them offer jewelry, clothing, food, cords, knives (maybe they can be the best chance at finding a small knife?), plants, seeds, etc?

If textile crafts ever go vanilla, it would be great to be able to buy spinning and weaving tools (spindles, looms, yarn) from them also!

March 26, 2020, 09:27:14 AM
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