See likes given/taken
Post info | No. of Likes |
---|---|
Boatmen and fishermen!!!
I think it would be interesting if you could run into fishermen and other such boat-goers when travelling by boat/raft in larger water areas (the sea, lakes) in the same way that you can run into traders and hunters on land. I could see this being executed in pretty much the same way as on land, and it would definitely add some spice to water travel, especially when travelling in the Islander archipelago. July 05, 2020, 08:04:56 PM |
1 |
Version 3.63 released on Steam, Itch, and for lifetimers
Hey, a new UnReal World release is out now. Version 3.63 is now available on Steam, Itch.Io and Lifetimers will find the release at the designated forum section. The summer sale on Steam still continues for a little while, so if you're quick and willing it's possible to take that sort of a tactical advantage. With the new release the previous version (3.62) is now publicly available at downloads section. UnReal World Steam store page: https://store.steampowered.com/app/351700/UnReal_World/ UnReal World Itch.io store page: https://enormous-elk.itch.io/unreal-world This version 3.63 is kind of a summery release in itself. There's features and fixes on all fronts, but some is specifically related to the lush of the summer. You can find the full changelog below but first, here's a moody image of certain real world item which you can now find in UnReal World too. ...as I'll go now gently beat myself with this one, you can enjoy the new release -- and do the same in there at will. Version 3.63 changelog - added: separate key command for commanding your pets and companions [!] Talking to someone and commanding your pets and companions are now separate commands. Commanding is now done with with [!] key, and the good old [C] key is used only to talk to someone in normal fashion. The game notifies you about the new [!] key command when talking to companions in normal way, or when talking to someone when there are pets out of sight. These little messages hopefully make it easier to get the new command policy memorized. Also, if you mistakenly try to [C]hat with pets the list of commands is still displayed. If there are no pets or companions around at all trying to command them [!] just displays an informative message and doesn't proceed into fruitfless target selection. Also, if there are no companions in sight the menu for shouting commands doesn't anymore contain needless "Choose a target in sight" option. - improved: fire mechanics Various features have been added to make fire burning, its' warming effect, obtained information and visual appearance more detailed. * Burnt-out fire graphics is related to the amount of fire burned at the site. Small fires leave small remains, large fires leave large remains. * Remains of fire accumulates over time so sequential fires burned at the site will increase the remains. The remains will still eventually disappear with few days pause in fire burning. * embers graphics has been added and remains of burnt-out fires will be now appear glowing red for awhile. For how long the embers will be glowing depends on the amount of fire burned. * when looking at burnt-out fire it's now also told if there are glowing or still warm embers. This information gives an idea eg. about how recent a campfire found in the wild might be. * glowing embers from nearby burnt-out fires helps you to start new ones. This is automatically checked if you start making a fire with glowing remains at adjacent tile. - added: smoking requires continuous maintaining of fire In the previous versions smoking succeeded if the room was heated once, and the process required no further maintenance. Now the heating must be maintained through the whole process. It's not critical to maintain an exact temperature but the fireplace in your smoking cabin should be warmed up properly on daily basis. Should you forget it one day it's still possible to compensate by heating it up even more the next day. If the heating is completely neglected you will find your smoked foodstuff all spoiled. If the heating has failed only to some extent you may find some of the smoked foods spoiled. - added: gradual heating up and cooling down of fireplaces and sauna stoves When warming up a fireplace or sauna stove it now takes some time before the stones get properly heated up and start releasing warmth into the room - and this process is gradual. As a rule of thumb you should keep fire burning at least 3 or 4 hours to get fireplaces and sauna stoves properly heated up. The cooling down is gradual as well and fireplaces and sauna stoves will retain warmth hours and hours after the fire has burnt out. The warmer the fireplace or sauna stove has been the slower it will also cool down. With these changes in action you can't expect to have a nicely warm room at an instant you light up a fireplace. Or you can't have a sauna bath right after lighting up a sauna stove. However, the fireplaces are designed so that they release some heat when the fire is burning. This allows you to still effectively warm up by the fireplace while it is still only getting heated up. Also, now you might notice having to warm up the fireplaces longer and more carefully than in earlier versions to have your cottage nicely warm during the coldest winter days. With gradual cooling down of fireplaces the winter morning temperatures inside your cottage may sometimes apppear surprisingly low compared to the earlier. This is because in earlier versions fireplaces retained constant and exceedingly high temperature for very long-time after the fire had burned out. - added: sauna stove tile slightly stylized It's a bit darker and has smaller mouth now. This is to better distinguish sauna stove from a common fireplace. - added: building a sauna stove Sauna stoves can be now built by the player character. You’ll find the option from [M]ake menu -> Building -> Wooden building. - improved: throwing water on the sauna stove Before it was necessary to use sauna scoop to throw water on the sauna stove. Now it's done simply by [a]pplying a water container beside the sauna stove. An option for throwing water from the container appears when the condition is met. Messages about the results are also updated and now it is told if you get mild or proper steam - depending on how hot the sauna stove is. There’s also a sound effects added so you can hear how the sauna stove really hisses. With these additions sauna scoop now becomes a deprecated item. It continues to exist in object galore, but with no real use. Upon using sauna scoop you only get a message to use new mechanics instead. - added: leaf trees now grow and lose their leaves gradually according to the season You can see leaf trees gradually getting more lush in green in the spring, and again losing the leaf cover in the late autumn. - added: vasta – a kind of broom to beat and treat oneself with during sauna bath Vasta is a kind of broom made out of leafy birch twigs and used during sauna bath to gently beat oneself in order to get the muscles relaxed, body massaged and skin cleansed. Vasta can be made by yourself from [M]ake menu under Utility articles. Making of vasta requires bunch of leafy birch twigs which can be collected from birch trees using your TIMBERCRAFT skill. To use vasta [a]pply it while taking a sauna bath. There’s also sound effect added so you can hear what the beating with vasta really sounds like. Using vasta improves the healing effects of sauna bath. There’s also game encyclopedia [F1] entry about vasta available. - added: collecting leafy birch twigs When collecting branches from birch trees (by using your TIMBERCRAFT skill) you now get leafy birch twigs if the season is right. If not, mere branches are collected. There are appropriate messages to indicate if the leaves aren't big enough just yet, or already gone old. This addition is foremostly added for making vasta which requires leafy birch twigs to be used. - added: shout commands activated when pets are too far to respond to talked commands When commanding your pet that is too far away you are now automatically given options for the possible shouted commands. Foremostly this makes "Come" always an available command for dogs. - added: wandering Njerpez can be met in small groups too Njerpez warriors don't wander all alone anymore but can be met in small groups, or pairs as well. If a conflict will arise from these encounters you have to be extra careful now. A group of wandering Njerpez can also have multiple dogs with them. - adjusted: wandering Njerpez commonness based on the region Wandering Njerpez are most commonly met in the east and south-east. That's an old rule which hasn't changed, but in the previous versions the borderline of their existence and non-existence was strict and rigid. Now the wandering Njerpez commonness is more gradual, decreasing the further into the west and north you go. Now it's been also verified that Njerpez raiders don't ever try to reach regions of western and northern cultures, so that's where to settle if you want to avoid raiders completely. - added: pause for spacebar when player character falls through ice - added: non-weapons can be thrown even when both hands are wielding something This makes it easier to bait a trap, feed a dog, toss firewood into the fire and so on as you don't have to unwield anything to be able to throw such things. - added: reindeers can be milked It's now possible to milk reindeer does. The period when the milking is possible is the same as with cows, but the yield is little lesser. - adjusted: milking period of sheep shortened with few months Sheeps now yield milk only from swidden month to harvest month. - added: character age and days played now appear in [P]rofile screen This info is displayed at top of the screen saying eg. "You are 16 winters old, and have lived 7 days of adventuring life." - removed: character [L]og screen It's been considered useless for a long-time, and it's no longer in use at all. - fixed: fresh bloodscapes sometimes disappearing instantly upon map load - fixed: throwing water on the sauna stove not increasing the temperature This had gotten broken somewhere along the way when adjusting temperature checks. Now it’s fixed and you will again notice the character getting warmer upon throwing water on the sauna stove. - fixed: no message or results of arrow breakage when it happened upon hitting a creature Now if an arrow breaks upon hitting a creature the breakage message is displayed and broken arrow will remain at the location. - fixed: companions that were commanded to stay put did still engage into fights - fixed: continuing early interrupted fence building requires the raw materials again - fixed: character not falling into the water if thin ice at the location is broken by dropped items - fixed: planted crop graphics appearing at picked mushroom location - fixed: when dropping items selecting the only item in filtered inventory category drops it immediately ignoring the other selections Cheers! July 09, 2020, 12:38:00 PM |
1 |
Re: Questions about Intelligence & other stats
Like others, I've fairly sure the Advanced course provides a reward as well, but I expect it will be some time before my current character gets to the end of it.
July 10, 2020, 02:49:19 PM |
1 |
[Spoilers] Which bow is best? Aiming to resolve confusion around bows
There's a regular debate around the bow accuracy stat on the wiki, and it left me wondering... Are shortbows really more accurate than Northern Bows? What's going on here? So, having recently found myself with extra time on my hands thanks to the global pandemic, I fired up ghidra and spent some time decompiling UnReal World 3.62 to see what's really going on. Decompiling code isn't exactly straightforward; one gets the instructions executed by the CPU, not the original source code, so there's a lot of piecing things together and sleuthing required. But I think I've managed to get to the bottom of this particular open question, and Sami has been extremely kind in letting me share my results. Before I get into spoilers, I want to point out that the in-game manual on missile combat gives an accurate description that appears to be confirmed by code: Quote from: Missile Combat Success at firing an arrow or throwing a weapon depends on the applicable weapon skill. This is a common combat rule and missile attacks are no exception, but your performance only determines the initial quality of the shot/throw, ie. how much your aiming is off and how accurately you manage to send your missile on its course. The worse your performance the wider the cone of spread is possible, so it's not always guaranteed that a good shot/throw will result in a good strike at exact location of impact. Even a minor deviation from the intended trajectory will accumulate over distance. Any shot/throw is bound to hit better at close range, and the further the target, the more precision is required. Should your missile miss the original target or even fly completely wild, it can still hit something else on its course - unfortunately this could be also your own dog. Quote from: Ranged Target A target that is being attacked by a missile weapon can't choose any conscious defense maneuver as in melee combat, but moving targets can still avoid getting hit. This defense possibility for moving targets is automated and it doesn't matter if the target is aware of the attack or not. A target is considered moving if it is actively running, flying, escaping etc. from one location to another, but also when it's making fast movements in its place like when engaged in a fight. The faster the target is moving the better chance it has to make it out of the way or to make a lucky movement in its place and unintentionally dodge the missile. This is based on the target's actual mobility and manner of moving, so if the target is slowed down due to physical penalties or for whatever reason, its chances to avoid missile attacks are lowered accordingly. Naturally, it's not only the target's speed that matters but the missile velocity as well. It's easier for any moving target to make it out of the way of low-velocity missiles, but very fast animals will be challenging to hit even with bow and arrow - and exceedingly challenging if they are both fast and small. So straight up, the game tells you the important factors involved are:
None of this mentions "weapon accuracy", and Sami has confirmed in a PM to me that: Quote from: Sami If the bow accuracy would really be radically different between bows it surely would have been mentioned in the game information. So I can confidently say that the accuracy figure on the wiki is extremely misleading. It does mean something, but you are almost certainly never going to encounter that in the game. Read the spoiler section below if you really want to know, and also have a little more bow mechanics revealed. Spoiler: show Many thanks again to Sami for not only an incredible game that's brought me much joy throughout the years, but also for his understanding and support when I decided to dig further into its mysteries! ~ Teellox July 21, 2020, 04:49:27 AM |
1 |
Re: Adventurer's Needle quest
Quote Not sure if this is some new bot/spammer tactic but many of the new topics, started by first time posters are most of the topics from the reddit /r/ thread So that is the trick? Huh. I've also been wondering how some posts seem suspicious, yet they aren't (modified) copies of old posts in the forums. But to copy paste relevant material from reddit, that is some advanced spam-bot logic. Personally I'm not following reddit, so I can't recognize copypasted posts by memory. Oh well. I have to take a second look at available anti-spam features, as it seems we need to add some more muscles to the forum anti-spam procedures. July 22, 2020, 05:26:30 PM |
1 |
Which game update you are looking forward to?
The game is challenging and fun as it is right now no doubt about that. But I'd like hear your opinions on updates you are waiting for, it can be from the development list or anywhere. I am actually hoping for a widescreen support, it should be a nice upgrade from the stretched and resized versions avaible right now. From the development list, it is a race between animal husbandry and infections, I think infections should make the game a lot more interesting, maybe something like the need for boiling the water and similar stuff like that. August 07, 2020, 02:14:14 PM |
1 |
Re: Increasingly realize the importance of eyesight attributes
I rapidly derealized the importance of taste attributes.
August 25, 2020, 02:21:45 AM |
1 |
Re: Which game update you are looking forward to?
I’m waiting for travois/sled/sleigh/cart/wagon update the most. Hopefully it’ll have inventory management for rucksack/stuff sack at the same time. 2nd on my wishlist would be advanced crafting: making all bows, smithing broad heads, reusing broken arrows. Rehafting axes, repairing armor. Smithing axe and spearheads, knife and sword blades. Preferably unlocked via quests and not easy or quick to get unlocked or produce. 3rd would be world generation rework: to include springs, brooks, streams, digging ditches, and the narrowing of roads to more realistic width. September 17, 2020, 07:18:53 PM |
1 |
Lots of angling improvements on their way
Fishing with a fishing rod is going to have if not a complete overhaul, a lots of improvements at least. I've been tweaking the angling code for a good while already, and the work just seems to continue and continue, but when it's all done we're going to have something like this featured: - fishing rods will be craftable by player character, with slender trunks, cordage and hook. - wooden and bone hooks will be craftable by player character. (If I get really carried away there might be some special hook types for special occasions.) - baiting will be featured. Worm digging is under consideration but we can also start with scraps of food and using small fish to catch bigger fish. - wear and tear of fishing rod parts will be featured eg. hooks snapping off eventually, when they've been nibbled enough. (Gotta add possibility to add new hooks as well.) These are future additions. Not yet functional in current version 3.63. November 17, 2020, 05:40:14 PM |
1 |
[Tool] WhereIsMyRobber - a "Homeland Robbers" tedium remedy
WhereIsMyRobber Have you haver got bored to death by looking for the robbers in the "Homeland Robbers" quest? Do you have some better use for your time, rather than exploring 20x20 tiles one by one? Then this is for you. If you never had But, despite being 4 robbers with a shelter, the robbers do not appear on the zoomed-out map; looking for trails on the zoomed-out map won't work either. Even standing on their actual location tile won't prompt the encounter on the zoom-in map, like instead occurs when you meet a squirrel or other animals. How are we supposed to spot a squirrel hiding on a tree but miss a roaming squad of robbers I have no idea. Especially because the robbers are supposedly looking for victims to assault. Yet, you could spend days in the area without never being approached. So, the only way to find them is zooming into every single individual tile of the area, hoping to be lucky. Obviously, it is not the most time-efficient way, given that there could be about 400 tiles to look into. In conclusion, I think this quest is too broken to be enjoyable, and I looked for some solution by digging into the game files. Here I make available a simple Python script to find the nearest robbers, and give instructions on how to reach them. Instructions
I have tested this on Linux. Please let me know if it works also on other platforms. There are no reasons it shouldn't but I am ready to fix it if there is some quirk Visual example The robber quest area Spoiler: show Where are they hiding?! Spoiler: show They were so close!! Spoiler: show On the specified tile, no tracks. Is it really the correct one? Spoiler: show Zooming-in reveals the robbers' shelter! The robbers must not be far Spoiler: show And there they are Spoiler: show Notes
Technical details For this script I have partially decoded the CRS and URS savegame files. While it is not within the scope of this script, it is possible to use this script to reveal the location of any creature/human near the player. I have already decoded the "id" bytes for other entities different than robbers, like wolves, bears, njerpez, elks etc. But that would be cheating, and it would make exploring meaningless and the game boring. If you want to contribute to "decoding" the creature files, you can find the script repository here: https://github.com/pietralbi/urw-data-scripts I might make a small modification to make this work also for the "wounded adventurer quest", by locating the assaulting bear, since that quest is just as broken as this one. But at least the "wounded adventurer" gives you a hint on the terrain-neighbouring terrain where the shelter is, which limits a lot the tiles to explore. December 05, 2020, 02:57:07 PM |
1 |