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Re: Bow Balance question Try a search of this and also the old forum. Many have gone down the path you have started treading and tested/analyzed bows until the cows came home. I remember them doing it, but didn't pay attention to any results because it's not my play style.

(edit: spelling)

March 08, 2020, 01:14:26 AM
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Re: Bow Balance question  The Wiki on the official site, if I recall correctly, was intended to be maintained mostly by players.
So I'll not damn anyone for the work that's there. I also encourage anyone willing to take their time to make it better.

March 10, 2020, 06:33:31 PM
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Re: Cruel hand of Winter? I lost another one. This time, it was an Adventurer. Same place but in summer this time, so, it's possible that it's not about the weather.

I noticed that this guy had taken almost total damage on a Fine leather Cap and about 10% damage to a leather cuirass, both of which had been undamaged when I gave them to him. All he'd done with me is go to the island camp and lend a hand to my building of walls. Does drowning damage clothing/equipment?

 I was bringing in tree trunks from across the rapids and he had made the initial trip to the island and a subsequent trip for lumber. So, I guess this was his 4th venture across the rapids. It seems I just won't be able to bring Companions there.

March 14, 2020, 06:17:38 AM
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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

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

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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Re: Version 3.62 released on Steam, and for lifetimers
Sacrificing a mud worm for you, Master

:D That's a unique sacrifice for a unique game.

March 17, 2020, 08:52:10 AM
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UnReal World launched on Itch.io, version 3.62 available there as well The time has come for us to enter the realm of itch.io and offer more of an indie marketplace for the game in addition to Steam distribution.

UnReal World is now available on itch.io. Launch sale lasts until end of march 2020. The price of the game on itch.io is slightly lower than on Steam, version updates to both will continue to follow similarly.

Here's our Itch.Io page:
https://enormous-elk.itch.io/unreal-world

Take a look, take your pick, spread the word, stay healthy.

March 20, 2020, 06:07:11 PM
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UrW YouTube content I don't know where to post this, or if for some reason we're not supposed to discuss such things here (in which case, feel free to delete this thread,) but I've started posting a lot of UrW content to my YouTube channel.

https://www.youtube.com/playlist?list=PLXqodERK6ClIiPYJooxj1fBjjLw08Mid3

Bear in mind that most people will find this content very slow-paced and boring (maybe watching at 2x speed would help?)

I also enjoy this YouTube channel, although he only produces one fairly short episode per week.

https://www.youtube.com/playlist?list=PLon_Uoste4m13HxCM_VwqQU7YfivzEWlD

Edit: My character's name also might seem a little presumptuous but I wasn't really planning to feature him on a YouTube series when I created him. Sorry for any offense.

March 26, 2020, 05:42:41 PM
1
Head gear, bird leather I've found that a character can wear on his head, all at the same time:
1. Woolen cowl
2. Leather cap
3. Fur Hood
4. Mail cowl
5. Iron helm or a iron spectacle helm

Would this even be possible?

On another subject, I wonder about bird leather as a viable craft item. I'm having trouble visualizing a bird with skin thick enough to make leather, or large enough to make tanning it worthwhile.

March 27, 2020, 03:43:31 PM
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Re: [WIP] RPG-ish(?) Character Portraits Here's another:

March 28, 2020, 01:01:28 AM
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Re: [WIP] RPG-ish(?) Character Portraits
Can I ask you, do you also changing the other pictures, or you just change the portraits?

I'm just going to do portraits for now, I think.

No promises, but maybe when I have some time I could see if I can write up some steps for what I do when making the portraits, so you might have an easier time using your scripts and stuff. And your death scene looks much more moody, I like it.  :)

Thanks!
I already worked on and finished a few backrounds. I already have a concept about how I like to change those backgrouds; and it's namely: the color tone of those pictures. I'm a guy who really doesn't like cold, and I hate winter, and the snow - I hope the finnish guys now didn't get mad at me ;)

So what it means that I prefer warm color-tones. So, while I try to keep them as "nordish-winterish" as possible, I bend the colors to add a bit "warm" feelings to those pictures. Or changed the mood. I'm really happy to hear, that you get that mood-change when you looked at my variation of the death-scene, beause that wa my intention!

But! Not every time this "warming-up" gives a good result, in my opinion. Sometimes I had to change the tone into the cold blues, to get that "far-north" feeling. Tho, it isn't really a big thing when it come to the backgrouds, but it can have a drastic effect on portraits!
What I like to tell you, is that, I'm not sure why, but for me, those peoeple who have that pinkish-reddish color to their face (like lot of those with ginger hair) they give me the impression of "nordic-people". When they took a sunbath, their skin get that bright reddish taint to it and not that well tanned brown.
See the "fem5.png" portrait! That lady is a very good example to what color tone I prefer, if I think about someone nordic.

So, if you don't mind I played with your last picture, because that is somehow looks like a very well tanned man, like someone from a warm climate.
Another thing; If I think about pictures, portraits from a game, I really like to see when all the different pictures has something similarity in them: they are from the same game, the game must have it's own style, and to me it also means; they use the same color tone.
Your first portrait (fem3.png) give me the base: that lady, too, has that little bit of (IMO) nordic-reddish taint in her face. The man in your second portrait is just too brownish, so I changed the tone to somthing like the lady in your first portrait. To give it that more "nordic" tone and to achive the similarity in the colors. While I prefer warm color tones, in this case I had to change it to more cold.
And of course, if all the portrits has the same color-tone; it also means more consistency in the art-style of the game.
(P.S.: I also changed the color tone of another portrait, just to showcase to you, what I talking about.)

Of course, simply changing the tone of the whole pictures it can ruin the background or the cloths.
Like it did with the green shirt and with the forest backgroud, and also drasticly changed the background on your portrait.
Definitely must do the color changing only in the skin, so skip the background and such, I just didn't want to spend time with that for no reason.

March 29, 2020, 04:57:19 PM
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anything