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Re: Some clothes weigh too much
Yes, it seems for example those fur overcoat and cloak weights are slightly too heavy. These pieces came in with armour glossary updates and weights never reasoned properly. Some other pieces could be tweaked too, some clear errors can be spotted. I'll be taking time to go through the armour clossary weights. March 04, 2018, 08:29:21 PM |
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3.50 stable version released on Steam and for Lifetime members
After quite a long period of balancing and wrestling with glitches in the preceeding beta versions we are now ready to tag version 3.50 stable and... Version 3.50 (stable) is now released on Steam and for Lifetime members. Here you can find 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 put available some days later. Here are the fixes/additions since 3.50 beta 2: ------------------------------------------------------------------------------------------------------------------------------------------------ Version: 3.50 (stable) changelog - added: treat bleeding wounds of your pets and companions It is now possible to try to stop bleeding of the wounds of your pets and companions. The attempt is started by using physician skill, or opening [F7] wounds screen, when facing a bleeding pet or companion. If bleeding wounds are found you'll be asked whether you wish to try to treat them. The actual wound to treat is then auto selected based on its severity. The actual game mechanics of applying physician skills to your pets and companions are the same as treating your own wounds. Herbs can be used in the process, the success or failure messages are the familiar ones, and so on. - added: crash security to overcome creature and item losses when travelling with companions and watercrafts There's now extra data save added upon each map load to provide crash security and to minimize certain creature and item loss potential. Previously it was quite often the case that the pets and companions you were travelling with would disappear upon a crash. The same sort of crash related disappearence might also happen to the items you were transporting with a watercraft - including the watercraft. This sort of losses should be history now. Crashes may naturally lose some progress in the game world, but all the creatures and items should stay intact and be available upon returning to post-crash UnReal World. Finally, let us remind that force quitting seems to be the most usual type of unexpected UnReal World termination and this addition should not in the least to be taken as an encouragement for safer force quitting. - balanced & fixed: weight of some clothes Some were found too heavy, and a few were found too light. The corrections go as follows (with old weight in parenthesis): * Woollen tunic - now weighs 4.6 lbs (was 5) * Nettle cloak - now weighs 2.6 lbs (was 6) * Woollen cloak - now weighs 5.3 lbs (was 6.5) * Fur cloak - now weighs 11.5 lbs (was 14) * Woollen overcoat - now weighs 6.3 lbs (was 5.5) * Fur overcoat - now weighs 13.5 lbs (was 15) * Leather leggings - now weighs 6.3 lbs (was 2.9) * Fur leggings - now weighs 7.4 lbs (was 3.5) - fixed [rare condition]: all too frequent map maintenance with some old characters - fixed [rare condition]: sages offering the old style teaching of new ritual for some migrated characters - fixed: triggered traps sometimes appearing as readied and erect - fixed [rare condition]: too fast melting of ice in the spring - fixed: animals tied in place with a rope remaining tied even if the rope was destroyed (eg. by a fire) - fixed [rare condition]: spiritworld related entries cluttering the data stack and causing misleading hoarding warnings - fixed: animal pens in the villages appearing too close to the western border The problem was that your dog might end up located in the village animal pen when entering the village from the west. - fixed: BUTCHER_CONFIRMATION setup option not checking whether the carcass actually could be skinned Now the confirmation, if enabled, is asked when applicable only if the carcass actually can be skinned. - fixed: wounded adventurer quest sometimes generating too lightly wounded adventurers This made the intended quest giver adventurers not speak about their hardships at all even though the villagers would hint about it. - fixed: milk from rams and bulls ------------------------------------------------------------------------------------------------------------------------------------------------ March 25, 2018, 08:18:47 PM |
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Summary of the year 2017 added to development history section
Summary of the year 2017 has been now added up to the development history section at the homepage. Our development history section covers overview for each year since the release of UnReal World 1.00b in 1992. Check it out here: http://www.unrealworld.fi/urw_devhist.html April 22, 2018, 05:24:59 PM |
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Re: Inaccessible cave
Haha, a collapse! You have a wonderful perspective. You used to be able to build a door into the wall to allow access. I haven't tried this in some time. You can "deconstruct" the rock. Open biy_glossary.txt, scroll down to just above "[SUBMENU_END:kota]" Add a new line and put .Big Rock . save and close the file. Now when standing next to the Big Rock open the building menu and choose deconstruct and pick a rock Note: use f3 on the item to see the name as it may be High Wall or something else, not played in a while. May 01, 2018, 08:51:33 PM |
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Re: Lost Ram Quest Question
Yes, it's the "<domesticated animal> in forest cover" quest. Spoiler: show May 08, 2018, 11:15:06 PM |
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Re: Persistent world
I think this would be really cool. Dwarf Fortress, for example, allows the ability to re-settle or re-explore abandoned fortresses. In Unreal World, you could re-discover abandoned shelters and cabins - perhaps in a delapidated state of decay, with some items missing from robbers and animals. It would also be cool to sometimes discover randomly-generated camps, abandoned settlements, etc whilst traveling the world. May 19, 2018, 04:06:14 AM |
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integration of animals into bargaining
Right now, it seems as though animal bargaining exists independently of standard item bargaining. It would be nice if the two were integrated. For example, a masterwork sword might be worth far more than a cow. it would be nice to be able to trade the sword for a cow, plus other items. It would also be nice if the rewards from quests, such as "5 Squirrel Hides worth of Goods", could be applied towards purchasing animals. Currently, it cannot be. Thirdly, it would be nice to be able to trade animals for other animals. For example, I could travel to the north and purchase a reindeer, then trade it down south for a cow. Of course, a reindeer might not be worth a cow, but perhaps with a dog as well... or a few furs... it could be. May 19, 2018, 04:10:50 AM |
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Balanced that spirit, fixed them sacrifices
Two important things to help us get along better with the spirits in the upcoming patch: - balanced: forest spirit's attitude in regards to hunted animals - size and significance matters When an animal is felled the forest spirit's mood change and need for compensation by sacrifices now depends on the size and significance of the animal. Previously almost all the killed animals were valued equally by the spirits which resulted in small game hunters often receiving unreasonable disgrace. Now it is far more tolerable to hunt smaller game and get along with only casual sacrifices every now and then. - fixed: only one sacrifice allowed per day If any kind of sacrifice to any spirit was performed even the different kind of sacrifices during the same day were considered excess. This was not intentional, and is now fixed back to normal: You can perform multiple sacrifices on daily basis as long as they are targeted at different spirits, ie. forest or water spirit, or if the act of sacrificing is a part of unique spell. These are future additions not yet functional in current version 3.50 (stable). June 07, 2018, 01:59:14 PM |
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Re: Change the wilderness map?
In most cases, no. However, I actually have gone out of my way to cut down every single tree in a map tile, and managed to turn a spruce forest into an open plains tile. October 22, 2018, 06:38:44 AM |
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Re: Allow humans to recognize baited traps
And what bait do you use for Njerps? Axes? It would make sense only edibles are considered bait when it comes to detection. I don't believe Njerps take edibles at all.
December 21, 2018, 11:17:08 AM |
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