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Re: Bridge Building Here's my successful door-bridge, shorter than expected once I scouted a new spot, and a view of the map. Hard to see, but I am in the southeastern corner of the visible area, and the bridge is built at the more southerly shelter nearby. This bridge goes over the only water crossing between my cabin and the cave I'm going to fix up as a hunting lodge in Kaumo. Should be about four days trip each way, though I know for a fact it's only three by boat. The important thing is that I don't need my cow to carry a punt now, and the several weeks of changing seasons when I couldn't use it anyway won't prevent me from quickly traveling between my homesteads.

September 30, 2017, 10:59:42 AM
Time flies, the autumn comes Oh my, it's the last of september already, and there's been no news since entering the summer vacation. Let's fix that quickly now.
So, for those who only read news I should announce that I did survive the summer ;) -- and as a more concrete evident frequent forum browsers have spotted few replies and
here and there. Mostly concerning a few squashed or mysterious bugs.

At the moment, regarding the game, I seem to be very short of time for anything else than continuing the development from where it was paused before the summer vacation. And occasionally squashing the most relevant bugs with the left hand when possible. Once we get a fistful of more to-do's featued a roadmap towards the next version becomes more to clear announce verbally for you, good people. The last few weeks it's been mostly all about continuing to add a new spells and finalizing ritual system renewal. It's one of the big next version additions, and was vaguely briefed in this old forums thread.

With the shortage of more words and news to give you let's just say that the autumn is coming, but so are the future features of UnReal World.
Let there be code, and let there be swans.

September 2017, outside the development chambers.

September 30, 2017, 12:15:25 PM
Wounded or starving dogs refusing to attack on command Let's announce just one small but significant upcoming addition....

 - added: wounded or starving dogs may refuse to attack on command

        If your dog is seriously wounded or starving it may refuse to attack on command. Even the suffering dogs still defend
        their masters and themselves from charging predators and enemies, but are just reluctant to act as war dogs who always
        run after a given target completely despite of their own condition. This addition may encourage you to keep your dogs
        more safe and better fed from now on.

This is an upcoming feature, not functional in the current version 3.40.

October 04, 2017, 02:21:40 PM
Re: Partially constructed trap fence eats spikes Aye, I've also noticed this. Doesn't happen when the partial construction gets a good way in, from what I can tell. Just when the construction is (almost) immediately halted due to being ready to drop (not sure if the same would happen if starting construction at 99% fatigue, would have to test). Deconstructing the partially built fence does return the stakes, though, so that works as work-around: if it tries to consume more stakes, ESC out, deconstruct and rebuild.
October 15, 2017, 02:04:47 AM
Tracks being covered by snow One of those little things --- I've got a bunch of old forest reindeer tracks nearby my cabin from mid-autumn.  Seems very odd that months later, when everything's covered with a foot of snow, I can still see them fine.

Making snow cover tracks (and maybe rain decaying tracks?) would also make the weatherlore skill a little more useful.  Hunting during intermittent snow would be very difficult, since you couldn't keep a track on as the snow covered things up.  Hunting after the snow fell on a clear day would be your goal.

October 22, 2017, 12:38:37 AM
Re: Wounded or starving dogs refusing to attack on command @makute :
You've been already asked about this, but can't resist: with the new cubs and baby animals, how far is animal husbandry? And more important, human husbandry


@codyo :
From all the times I've asked, "human husbandry" is remaining a very low priority (despite how badly I want it too). So that feature will be a long ways off.

How far it is depends on the level of desired detail. Having domestic animals give birth and their young ones to grow isn't that tricky to do anymore now that we've got it for wild animals. However, with the many player tactics of hoarding dozens of animals huge farms would soon arise. Characters who would live a full year could sit still and be secured with all of their easily "re-generating" animals. I'd like to make having domestic animals far more laborous than it currently is, having to feed them, having them to get sick every now and them - sometimes lethally, not being able to drag a pack of cows with you across the whole map everytime you want, and so on. This sort of improvements feel more important than a sloppy and quick animal husbandry. But it's coming up eventually, we're now more certain of it than ever before ;)

@caius :
Did this comment contribute to this addition?  ;)

With all the stuff bubbling around it's hard to say what contributes to which  ::) but making dogs less of a war dogs has been on my mind for a loooong time.

@Mati256 :

but now a way to treat wounded dogs feels more important than ever... and if you can heal dogs, why not companions too?

Mmm..that is a long awaited functionality but like said many times before it's made so that dogs (and all the pets) usually heal faster on their own than what would happen if low or mediocre physician skills were applied. So these pet healing thingies currently play for character's advantage in a sense.

October 22, 2017, 11:00:14 AM
"Spirit of the forest, I presume" Now that sort of a phrase may actually slip from your lips in the next version of the game as the Spirit of the Forest gets added to our small cast of otherworldly creatures.
Reworked spells and many kind of spirit world additions has a major part in the galore of upcoming features, and manifestation and actual appearance of spirit of the forest is now featured and off my to-do list. Implementing a related quest (or two) is still required, but step by step the planned spirit world additions do gets wrapped up.

As a necessary spin-off feature we also had to expand possible sacrifices to include not only foodstuff, but also valuables. See, offering silver has been traditionally very much linked to pleasing the certain spirits. And as the spells in the game now are actual collected old spells we had to add silver sacrifices if we wanted to add proper spells for "summoning" the spirit of the forest. (You may want to see post about the used "spellbooks" at old forums).

You know, with this version it feels like our to-do things are proceeding really slow compared to the amount of work and energy put in. Seems like we're dealing with complex entities rather than simple isolated features. But there's the spirit of the forest now. He brought in so much more code and features than first assumed, but it all just had to be done.

Let's not spoil too much about what the spirit of the forest can actually do for you, but we know he's an important spirit, watching over the forest and the animals. According to the folklore the spirit of the forest may sometimes tell you where the game is, if he's pleased with you. That, at least, is an actual feature now. And as a tidbit of our desired in-game perfection I gotta mention that these spirits often concentrate on only culturally important animals. Thus, the spirit of the forest can prioritize his observations differently for members of northern tribes than those of the western tribes.
But now look at this fellow of one of the eastern tribes...
He must have something right to hear this from..well...from the spirit of the forest, I presume.

November 04, 2017, 05:28:15 PM
Re: Is it possible? Thank you! It works now!
Gotta love good games that don't need a good hardware =D

November 15, 2017, 11:49:57 PM
Re: Crossbows One right off the bat they are not new Romans had belly bows, and ballistas in quite a few sizes including one that was just heavy awkward siege xbow that was mounted. But there is report of Romans fighting them as far back as 36bc probably belly bows or something like that when they went to asia, and it pierced their shields and armor. This is believed to be the origin of the Europeans first getting them as it was suspected they took some home with them, and created the bellybow off it, and the first ballistas that were smaller, still mounted but like cranked heavy siege xbow more or less. They were main stream with the iconic version till 1000bc, but romans, greeks and a few others were using their versions that predate that one in warfare as a staple since 3rd century with accounts all over the place of them being used by Greeks and Romans in sieges.

Now we cleared up the myth they just magically showed up in 1000bc when in fact that is the date they became a mainstream staple. More fun facts, Finland iron age lasted till 1200 ad. They were tribal, and not caught up with the rest of Europeans since they were so isolated. Not till some one talked the first viking cheif into joining the pope, and giving him a king title and crown, and telling him to spread the word or Jesus, and all his followers must never question your crown, as god said he was fit to rule man. Anyways they came over and took over, modernizing them at sword point while brining them religion in name of the pope. But till then it was isolated and bit backwards, but did get traders coming throw with modern toys such as nice viking steel, and even xbows. so the idea this is 800 BC is well crazy talk, I think your just reaching or don't realize how backward the north east was compared to the rest.

I mean they were some of the last of Europe to be tamed. I mean the viking age didn't even end till 1000bc era till then they were heathens using stolen armor and xbows from their prey, but still forging really good steel swords, granted its believed they "borrowed" that tech from others as they were always voyagers and traders and traded via rivers all the to Asia almost. Its believed that some one taught them hot to make crucible steel before most of Europe knew how to make steel.

Anyways no said anything about 800bc could just easily be 800ad maybe even 1000ad when most of Europe was fully embracing the xbow for warfare.

November 19, 2017, 02:31:25 PM
Spirits, spells, short movies, short of time, and the diminishing year Today I came to a realization that the absolutely last thing to do for the upcoming version is to finalize the spirit of the forest related quest, and the many spells that were brought into existence because of this very spirit. The reality check came upon me shortly after browsing books for spells to receive bear hunting aids from the spirits when asleep. Shortly after thinking that dreams and premonitions would be now natural to feature with the other upcoming spell improvements. Shortly after noticing myself to follow a pattern where I add a new big to-do right after the existing list of to-dos before release grows down in size to a reasonable length. This has been a familiar and overly ambitious pattern in case of the version in development. Now as the end of the calendar year is drawing nearer and the holiday season approaches, it's better to start wrap things up for test builds and then consider how far a beta release possibility might be.

There's also been this certain short movie occupying our time. A short movie we shot in autumn 2016, and which has been cooking slowly in post-production ever since. But now, ladies and gentlemen, I'm confirmed to say that a brand new Enormous Elk short movie will still be released this very year. Like the upcoming version, this short movie is also the most ambitious of them all. We had a short post about it at the old forums, with a coffee break pic from the filming location. Now let's repost it here.
All in all, despite of breaks, all kinds of stuff is coming up. Peace and patience to all of you.

November 20, 2017, 04:15:03 PM