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Re: [3.60 beta-hotfix 3] Birch-bark strips length and weight not lineal I think this is a rounding error. If it's 1.1 lb then it rounds up to 2, for all items not just this one. but if you compare the weight of your total inventory with the weight after you drop it, you'll learn the true weight.
September 25, 2019, 12:28:25 PM
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Re: [3.60 beta-hotfix 3] Birch-bark strips length and weight not lineal Yes, it's rounding thing. The game doesn't show decimals in case of items that weight more than 1 lb, and they are rounded up to next integral.

September 25, 2019, 06:57:22 PM
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Re: Ability to set aspect ratio 16:9 Yeah, that's where we are heading at some point -> 16:9.
Requires some rework on the graphics and UI to do it in away that stands some time so this won't happen overnight, but rest assured it will happen.

September 29, 2019, 10:38:07 AM
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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
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Tracks covered and decayed by snowfall and rain I've had a simple roadmap for the next patch update with a simple goal of "fix a dozen things, add half a dozen new things". The fixes are soon done, and new features are being worked on. One thing to mention is an addition of snowfall and rain now covering and decaying tracks. Track decay rate naturally depends on amount of snowfall or rain, and also the age of the tracks. Severe snowfall may cover fresh tracks in a hour so the weather now gets to play a greater role in tracking.

Few more fixes, few more additions to go. And then getting to build a new update. And as we can see and imagine from this example one single addition can easily include half a dozen side factors and bring up dozens of new situations to our adventuring characters.

February 19, 2020, 06:40:22 PM
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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

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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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The situation and stuff These are challenging times. I hope you are doing okay and healthy.
And I believe the game may serve as a breath of fresh air during the times of isolation.
Also, it's fine to express our thoughts and feelings and experiences about the pandemic on the forums too, if you feel like it.

Finland is locked down too, but things haven't changed all that much for me or Erkka as it's remote countryside life anyway.
The virus affects the daily life nevertheless, and these days portion of my time and energy also goes to assist close elderly people who need help.

The development is being kept on, but I tend to get swamped under feedback simply because people have more time to play the game and I have less time play the developer role. ;) I maybe delayed with replies and reactions, but nevermind - still doing my best to cope with the life and the game.

There is fistful of bugs pending to be fixed, and I've started writing reply marathon to suggestions from the past six months or so. I guess it will be the first reply marathon at the new forums, but it's still several evenings away before I'm done with it. From my own endless to-do pool I've started work on improvements regarding the fire mechanics. There are many little things to adjust and add, but you'll hear more about it when it all starts to shape up.

Take care!

April 11, 2020, 01:13:35 PM
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Improvements to fire mechanics, changes to smoking mechanics So it was said earlier - quite a long time earlier actually - that fire mechanics are about to undergo some improvements. Now there's some concrete upcoming features highlight on that as follows. Lots of adjustments have been done and all the fire stuff has become more flexible to allow numerous little features still to follow. Let's see where it goes, but at least these are in already:

- 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 and remains of burnt-out fires will be now 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.

 - 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.

These are upcoming features, not yet functional in current version 3.62.

May 19, 2020, 06:42:24 PM
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Re: Improvements to fire mechanics, changes to smoking mechanics
Couple questions.. Like; What?    and Are? and You thinking?  ???  (Intended as humor)

Seriously though, will prepare times be modified? Being home for 16 days straight, to tend the kitchen is way to familiar :D :D

No changes to preparation times. You don't have to stay home, just warm up the fireplace on daily basis and mind your business the rest of the day.
Or heat up the room to greater extent every other day and you're good to go as well.

To answer the first questions I guess I was thinking the smoking process has been too easy and gamey for all too long.  :D

May 19, 2020, 08:08:13 PM
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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
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