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Limping and animal size tracking information The last update of year 2019 is coming up, and so is this tracking related addition:

 - added: limping and animal size tracking information

          When examining tracks now you can also see if the creature is limping. This requires
          character's TRACKING skill to be 25% or more. Severity of the actual leg injury can't
          be interpreted so crippled animals also leave limping tracks.
               Animal size, big or small, can be also seen from their tracks now. This is so
          obvious that only absolutely untrained trackers will fail to notice it.
          Moreover, the actual track graphics are also shown smaller or larger depending on
          the creature size. Notice that as the young animals smaller in size their tracks pretty
          much always appear as small ones.
               The new information is displayed in tracking messages for example like this:
          "You see here fresh limping tracks of small elk..."

These are future additions, not yet functional in the current version 3.60.
The update featuring these additions - and more - is to be released still in 2019.

December 07, 2019, 01:21:43 PM
1
Find a sage, build a gate These two awaited features are coming up for the next release.

 - added: chat option to ask for a sage in the village
 
          When chatting with NPCs there's now a way to find out ask if there's a sage in the village.
          "Is there a sage around?" chat line can be found from "Ask for help/company" chat options.
          If there's a sage you will be told his whereabouts in the village.

NOTE: Yes it would be great if the villagers would direct you to the nearest sage in surrounding villages if they don't have one of their own. This is to be likely added in the future, but now (to stay in schedule with the release) we were out of time to start working on it.

 - added: fence gate

          Gates can be opened and closed just like doors. They can be also built by player character
          from Make menu under Building options.

These are future additions, not yet functional in the current version 3.60.
The update featuring these additions - and more - is to be released still in 2019.

December 13, 2019, 05:43:41 PM
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Version 3.61 released on Steam, and for Lifetimers The last update of the year is 2019 is out now as version 3.61 is released.
It's available on Steam, and Lifetimers will find the release at the designated forum section.
In addition to fistful of bugfixes this update also features a small bag of new features of which some are long-awaited and suggested improvements.


3.61 changelog

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

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 - added: companions can help you with hauling and pushing items

          Unoccupied companions spontaneously help you when pushing or hauling heavy loads is
          being proceeded.

 - added: fence gate

          Gates can be opened and closed just like doors. They can be also built by player character
          from Make menu under Building options.

 - added: when [C]ommanding animals the animal name is displayed in the menu title

          For example, if you would command a dog called Rekku the menu title appear as:
          "ANIMAL COMMANDS: REKKU"
          This helps owners of multiple animals to be sure they chose to command the desired one.

 - added: target selection if multiple creatures occupy the same location where an action is to be done

          If there are multiple creatures at the location where you proceed to execute certain actions
          you will be asked to select the target creature. This applies to following actions:

          - melee attack
          - packing and unpacking animals
          - looking at the location

 - added: limping and animal size tracking information

          When examining tracks now you can also see if the creature is limping. This requires
          character's TRACKING skill to be 25% or more. Severity of the actual leg injury can't
          be interpreted so crippled animals also leave limping tracks.
               Animal size, big or small, can be also seen from their tracks now. This is so
          obvious that only absolutely untrained trackers will fail to notice it.
          Moreover, the actual track graphics are also shown smaller or larger depending on
          the creature size. Notice that as the young animals smaller in size their tracks pretty
          much always appear as small ones.
               The new information is displayed in tracking messages for example like this:
          "You see here fresh limping tracks of small elk..."

 - added: tree in front of the character automatically selected when cutting branches

          You don't have to specify a direction for cutting and peeling actions if there's a tree in
          front the character you. That tree is always automatically selected for these actions.

 - added: chat option to ask for a sage in the village

          When chatting with NPCs there's now a way to find out ask if there's a sage in the village.
          "Is there a sage around?" chat line can be found from "Ask for help/company" chat options.
          If there's a sage you will be told his whereabouts in the village.

 - changed: need for heated room, fireplace or fire are checked first in cookery recipes

          It's more convenient that way as you aren't bothered with meaningless ingredient selections
          if these requirements aren't met.

 - fixed: failed hideworking with "somebody else got the skin" message diplayed and no skin obtained

          This rare occurrence might happen if the hideworking got cancelled at the very last minute
          of the hideworking process.           

 - fixed: agriculture graphics representing a planted tile disappearing soon after planting certain crops
       
          This was a result of crops mistakenly entering wintering state if the planting was done early
          enough, and thus the planted graphics was removed. They still sprouted properly though.

 - fixed: wrong inventory weight with certain startup scenarios

          When starting a new character the inventory weight was displayed wrong until you made your
          first move.

 - fixed: gaining skill options during character creation by hovering over encyclopedia hotspot

 - fixed: wrong tying equipment requirements when making patches of items

          This was noted eg. when making arrows. Crafting multiple arrows mistakenly increased both
          tying equipment length and amount requirements.

 - fixed: pushing duplicates items

          The issue was related to ice breaking messing up item data while pushing action was proceeded.

 - typo corrected: "coffing" -> "coughing" in herb effects dialog
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Who can have it?

You can have it, but you gotta get it from Steam. There's still one seasonal sale coming up there, so stay tuned if you happen to be looking for discounted price.
Standalone versions of 3.6* are being released at turn of the year, though. 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.

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

Cheers!

December 17, 2019, 07:27:05 PM
1
URW Modding Discord Made this a little while ago, feel free to join. Just a little place for people to chat about modding and maybe coordinating on some collaborative efforts.

https://discord.gg/R9rq4DV

December 19, 2019, 05:56:35 PM
1
Winter greetings, sales and releases The time has come to enter the holidays.
Thank you for 2019 fellow adventures, and we'll be seeing you again after yet another winter solstice.
The fresh version 3.61 seems to be running smoothly ...aaaand Winter Sale on Steam has begun, in case you want to give it a shot.
We will release 3.61 also on the homepage at the turn of the year.

With this picture we wish best of the season to all of you!
Cheers, and happy holidays!


Sami (creator) and Erkka (co-designer) prepared to chase away the darkness and welcome the nearing winter solstice :)


December 21, 2019, 07:32:50 PM
1
3.61 released (on the homepage) and a happy new year! On my behalf this decade ends with release of version 3.61 out to public on the homepage. Standalone installers are available now. If you're new to this version find your way to downloads section and be sure also to view changelog there as a lot has changed in 3.60 and 3.61.

We wish you a happy new year! (...and happy new version for those who only now get to try it out.)

I'll keep hibernating for a little while, although may occasionally reply to a post or two, but getting back on track for real with coding will have to wait until mid-january.

See you in 2020 - that's yet another decade for UnReal World development as well.

December 31, 2019, 05:27:07 PM
1
Traditional Finish log house building process Just saw this on YT, dont know has it been posted here already, but its interesting. And there is a storage in the house!
https://www.youtube.com/watch?v=_3J5wkJFJzE

January 07, 2020, 09:44:09 AM
1
Start-of-the-year post 2020, here we go! I hope everyone is doing alright.
For me, the last year started with a broken shoulder and the winter was pretty much over before I recovered up to healthy coding condition. This year starts better, with no serious injuries, and wrestling with bugs reported during my lengthened holiday season has been going on for a good while.
   The winter hasn't been much of a winter, though. We barely have snow, it's been a very few minus degree periods during the midwinter and the thin ice cover on the lakes lakes keep thawing and freezing. I've longed to go for skiing the whole winter, but that hasn't been possible. Bummer.
   But here we go, starting up a new year of game development. Minor bugfix updates to be expected first. Stay tuned.
And if you're up to sharing your own start of the year feelings feel free to drop a few lines. Cheers!

January 27, 2020, 08:30:41 PM
1
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
1
UnReal World Mobile Controller app for Android Devices Having hard time learning UnReal World keyboard commands?
Interested in modding keyboard macros for repeated tasks?
Or just wishing to use a touch screen instead of the physical keyboard?

We have some good news for you! A brand new UnReal World Mobile Controller app does exactly those things. Tap a "BUILD FIRE" button on touch screen and your character starts to build a fire. Tap "EAT" button and it will open a list of your food items, and you can use the Mobile Controller buttons to choose the item to eat. Edit a XML-file to customize the Mobile Controller virtual buttons, so that you can have buttons so arranged it best fits your personal playstyle.

The app comes in two versions; A free version with Google ads and with the standard virtual button layouts. And a paid full version which doesn't have ads and also allows you to use custom layouts. At the moment the Mobile Controller is available for Android only. An iPhone version might follow later on, depending on demand.

Find the UnReal World Mobile Controller at Google Play.
The full version
The free version

The app idea was suggested by a fellow indie inventor Ilmari Tamminen from Vaakalintu Ltd.
He did a whole lot of the design work, while Erkka (from Enormous Elk) did the coding.
This thing has been cooking for quite some time and now it's officially released.

Mobile Controller works with version 3.62 onwards.





March 23, 2020, 06:20:26 PM
1