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Summery summary 2017 So, the new forums are up and running, some content popping up here and there - and all seems to be quite well at this new discussions settlement of ours. Nice!

Thought of posting a little summary about some upcoming new features, and when to expect them. This is something that's been probably originally posted at the old forums, but we'll hereby bring the completely new forum members on track as well.

So summer it is, and we've been steadily trucking towards yet another version. Once it's wrapped up it's gonna be summer holidays for me, and new features in UnReal World for you. Summer it is, despite of the current weather in Finland including little snow and sleet every now and then, chilly days and almost frosty nights. But the weather engine still isn't bugged ;) I'm hopeful that maybe in July we could have a new release out. Like always, we're adding new features on many different fronts but let's highlight some of the probably most widely interesting here:

* Bones and antlers

Antlers and bones can be now harvested from carcassess.
They have only little usage on their own but do serve as trophies and new raw materials to be utilized via modding if you like.

* Skulls and teeth

Skulls can be now harvested from a few species of dead animals whose skulls (or teeth) have meaningful ritual or magical usage. Skulls can be furthermore applied to pick teeth from them. Bear teeth for example are well-known for their magical powers.

Screenshot: By the sacred bear memorial rite tree Panu takes a look at the sturdy bones after hanging the bear skull in place.


* New spells, more spells, spells screen overhaul

We're giving up the old ritual system for good, and now focusing on the new kind of spells and spells system first showcased in version 3.40. This means removal of some of the old spells, but also featuring more and more new spells.

Ritual screen will be known as "Spells and magic means" screen and all the new spells are listed there as well. "New spells" refers to spells featured in version 3.40, which are learned within quests and performed by following the instructions given in spell description by using the common game mechanics and actions.

Currently you can view new spell descriptions only in the quest journal, but now it all will be available within the spells screen. Whenever a new spell is learned it will also appear in this new list of spells.

Bringing the selector on a any spell in the list displays its information dialog. If necessary, a selection is then made by mouse click or enter. In addition, there are also hotkeys for quick spell selection.
In case of the new manually and mechanically performed spells the spell selection merely shows the spell description and instructions to follow in order to perform the spell.
The old spells (eg. blood-stanching incantation) are colored differently and automatically put to action upon selection.

Screenshot: The new spells screen with quite a bit of spells known. Hovering the selector over the first spell shows the description.

   
* Cubs and calves - rise of the young animals

Cubs and calves have been added for relevant wild animal species eg. elks, bears, reindeer, hares etc.
In case of large species ie. elks and bears, the young ones usually follow their mothers in the wild for a full year after the birth. So, now you may occasionally encounter an elk mother wandering together with her calf, or a bear mother followed by her cub. Mother animals may act more unexpectedly or aggressively than usual when they're still taking care of their young ones -- and that's especially true in case of bears.

Few screenshots - the adventures of fghfg among cubs and calves :)
Bear mother with its cub. Careful now. You don't want to position yourself in between those two.


Ooo.. isn't that sweet... not a hunting day today.


* Ant nests

   For some this is a mere curiosity, for some an absolute necessity. Anyhow, ant nests can be now found in the forest. They are needed in performing certain spells but have no other use to the player character currently.

Screenshot: It's raining - and it's ant nest!



And finally, something to highlight about upcoming Steam goodies...

UnReal World Steam Trading Cards

Trading Cards for UnReal World are coming this summer. Yet again we like to do things with deep thought, love, ambition and talent and that's why the card artwork is drawn by Finnish comic artist Tuuli Hypén. (Some of you may remember her classic "conflict in the woods" drawing based on the old title screen.)
We've cherished and talked about the card themes and plots during the spring, the creation is in progress, and below you can find a sneak preview collage consisting of drafts, sketches and semi-finished artwork.

Trading Cards are likely to be launched even before the actual next version is finished. We'll start with six cards, and most likely expand the pack in the future. Prepare yourselves, foreign and domestic card traders!




This is upcoming stuff, not yet featured in the current version 3.40



June 03, 2017, 07:16:33 PM
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Re: Telling Furs Apart it would also be cool if different animal furs looked different, so a fox fur looks like a fox fur, bear fur looks like a bear fur... etc
June 15, 2017, 09:26:18 PM
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Midsummer greetings and pictures Almost equally bright days and nights go by as we're approaching the midsummer day, Juhannus, 24th.
I'm travelling from Kiesse to Kaumo (in the real world, but with unreal world region names) to welcome and celebrate the midsummer.
This post is to wish you all happy midsummer time, or best of the season, wherever you are.
And this is how the nature looked around here yesterday during the darkest hour of the night.





I'll be offline for a good few days, see you around next week,

June 22, 2017, 10:53:24 AM
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Random little additions... Summer days are truly different. Oh how easily one can end up being carried away with all sorts of recreational activities and events. But I'm frequenting the coding chambers as well,  especially on rainy days :) -- and now, instead of organized update post, here's a completely random bunch of few small additions to expect in the next patch:

 - added: skinned/cut/burnt carcass coloring

        Skinned carcasses now appear in fleshy red color.
        Cut or eaten carcasses appear dark reddish, and burnt carcasses blackish depending on the cut/burn degree.
 
 - added: BUTCHER_CONFIRMATION configuration option

        If the option is enabled a confirmation prompt appears if you try to butcher a carcass before skinning it.
        This is to avoid accidentally cutting up the whole carcass and losing the skin.

        To enable the option add the following line to urw_ini.txt setup file in your installation folder:
        [BUTCHER_CONFIRMATION:YES]

 - added: SPEND_DELAY_ADD configuration option

        This option can be used to slow down all the time consuming actions if you find the game turns running too fast for your taste
        during the time spending dialog. The given value is in milliseconds adding that much more delay for each game turn.
        Good value to try slowin things down a bit would be 10 and nobody wants to go for more than 100.

        To use eg. 10 millisecond custom delay add the following line to urw_ini.txt setup file in your installation folder:
        [SPEND_DELAY_ADD:10]

 - added: winter skin/fur descriptor

        And as we know winter furs are more valuable, and it's been like that for a long time. Now there's finally
        also an indication of wintertime furs and skins within the item description.
        For example:
        "Fine winter fox fur" or "Poor winter bear-skin"

 - renewed & optimized: drawing of rain and snowfall

        Previously rain and snowfall were drawn in putpixel fashion which was a speed issue on some systems.
        Now rain and snowfall presented by tile graphics, with improved look and fast rendering.

 - added: redrawn 8 directional tiles for watercrafts

        Both punt and raft now appear bigger and prettier in completely redrawn fashion. Credits for these tiles goes to Paulo Spinola.
        Watercraft tile direction changes based on the last actually rowed direction.






July 02, 2017, 08:09:25 PM
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Re: Random little additions...
...
 - added: winter skin/fur descriptor

        And as we know winter furs are more valuable, and it's been like that for a long time. Now there's finally
        also an indication of wintertime furs and skins within the item description.
        For example:
        "Fine winter fox fur" or "Poor winter bear-skin"

It would be neat if I could trade xx lbs of Fine winter bear-skin to a craftsman (expanding on npc interaction/dialog) and return in some time to pay/pick up my new set of Masterwork Bear-skin cloth(s).

July 04, 2017, 02:17:57 AM
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Smoke From Fires Visible From Distance Could we have smoke on the wilderness map from fires that lasts for the duration of the fire, plus a bit longer after it burns out?

Perhaps smoke could attract other humans just like it would in R/L.

July 08, 2017, 04:11:50 PM
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Interesting world generation So I was rafting through islander territory and stumbled upon this... There's only two houses but there's like 7 people.. I wonder how they live there. Also before that I found a tiny settelment, not even in islanders territory that had only one old man and 2 houses.. Guess who took care of that establishment 8)
August 13, 2017, 12:06:41 AM
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Video greetings - some for the supporters, some for everyone It's been a while since last video greetings, but now there's fresh greetings from horseback available for donors and supporters.
As usual, lifetimers can find the video at dedicated forum section, donors who place a donation of any sum will get to see it, and Steam purchasers can find it in the video greetings DLC.

...aand the previous epic winter video greetings is now available for everyone to see here at Enormous Elk YouTube channel.

Otherwise, I'm continuing my vacation and real life adventures for the rest of the august.
Cheers!


August 14, 2017, 09:19:31 PM
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Re: Focus on Endgame Content Hmm, doing quests too woo a maiden reminds me of the crazy stuff the heroes of the kalevala had to do to get with louhi's daughters... Hmm maybe a quest to find a swan for a maiden.
August 17, 2017, 12:01:18 PM
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Re: The underdog of weapons: the short sword The point attack on axes is supposed to represent (in my opinion) using the lowest point of the sharpened edge in a kind of downward pull or hooking motion, rather than a straight chop (an edged attack) or hammer-blow with the back of the blade loop (blunt). It should do much less damage than it currently does, but it seems to work as well on legs attacking as blunt defensive counter-attacks from spears, suggesting a kind of acknowledgement of the entangling properties of these particular targets, weapon aspects, and situations, which doesn't necessarily need to be changed in and of itself. Hand-axe and woodsman axes are the only ones other than the battle axe that deserve decent combat ratings, as these two are built for utility and ease of use, and strength and durability, respectively. The battle axe has no utility whatsoever, it's utility is reflected in its attack bonus, its strength is reflected by its excellent edge damage, and its durability is shown in its ability to deal decent blunt damage, which I imagine is simply using a purpose-built weapon in a less technical way to pierce armor more efficiently.

The various body parts of humans and animals being more or less effected by different weapon types can be explained away by base armor values for animals bodies'/their particular skins' strong and weak points, and weak overall armor coverage on humans, both of which seem realistic.

Overall, I like the OP's suggestion though, shortswords are only viable if your sword skill is your best weapon skill, which would be silly of you.

August 19, 2017, 02:06:55 AM
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