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Haft them axes, haft them spears
Hafting of the axes and spears is underway. This is relatively complex and fundamendal addition and I guess we'll be putting out a new release when it's all finished. There's still lots of work to do, but let's have a first sneak preview of the upcoming hafting mechanics. So, axe and spear items now consist of two parts; heads and hafts. Haft refers to their wooden handle or shaft, which can break over time or upon damage. When a haft breaks the separate head remains, and can be hafted again. Hafting is a process of attaching axe or spear head to a new haft, making it a complete working weapon again. Now let's meet our test character Terhi and let her show how the hafting in UnReal World goes. ![]() One day the haft of her trusty woodsman's axe broke leaving the head lying on the ground. For all the different axes and spears their heads now also exist as separate items. Blacksmiths still sell these weapons readily hafted, so the heads aren't commonly found until the axe or spear haft breaks. ![]() Crafting the hafts and the process of hafting can be found from [M]ake menu under a new [H]afting category. The first two options are used to craft a new haft, and the latter for actual hafting to assemble a working weapon with the head and the haft. Terhi now proceeds to craft a new axe haft. ![]() Both crafting the haft and hafting task itself requires CARPENTRY skills. Terhi has managed to craft a fine axe haft, and then she proceeds to actual hafting. In this list of hafting requirements there's a new "hammering tool" entry. Axe haft needs to be pounded tightly into the eye of the head, so a hammering tool is required. The butt of another axe, if available, is the best option but you can do this hammering also with a club, solid firewood or even a stone. ![]() The hafting is done and she managed to assemble a decent woodsman's axe. Let the timberwork continue! The haft quality and success in hafting has significant impact on the finished axe or spear usability. Poor hafting may result in lowering the weapon quality even below the head quality itself. The finished axe or spear quality thus now refers to overall usability with the used haft, and the success in hafting. On the other hand, you may also manage to raise the finished weapon quality higher than the head quality itself with a perfect and perfectly fitted haft. So, this is how 2024 starts feature wise. Stay tuned. These are future features - not yet functional in current version 3.82. January 12, 2024, 06:19:14 PM |
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Haft wear out and breakage mechanics continued
As mentioned in the earlier post we're working on axe and spear haft breakage mechanics and re-hafting features. To come up with separate spear and axe head and haft items was the easiest part of the process. And that's fully completed by now. To add mechanics and features to combine head and hafts into fully working weapons, ie. hafting, was a bigger thing to accomplish but it's also done by now. What's been more tricky was to add active wear out mechanics when these weapons are actually used in the game world. Be it crafting, building or in the combat. But we've gotten there by now and your axe hafts will actually wear out when the axe is used. And eventually, when severely worn out, they will break. (This coding groundwork can be later on utilized for making edged weapons getting dull in use, so that feature is also one step closer now.) ![]() Here's Olaus. He has been using his axe for a long time, and now upon felling yet another tree its worn haft breaks. It was one thing to make the haft wear out mechanics work for player character, but we also needed to put in effect for NPCs. That wasn't a piece of cake, but it's done by now. And that opens up an opportunity for variety of new incidents to take place. It's not likely, but theoritically possible, that one day a player character finds an old axe or spear head from the woods. Dropped and left there due to NPC activity. ![]() Here's a bear fighting scene with a companion called Aimo. Aimo's spear haft breaks at the critical moment, but he wisely proceeds to grab the fallen spear head. If need be, spear heads can be used as sort of substitute for a weapon, although far less effectively than a proper spear. These are future features - not yet functional in current version 3.83. January 27, 2024, 05:01:18 PM |
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Pausable tanning and arrowmaking
For the next version we'll also proceed with adding some more pausable crafting. The last (and most the laborous and time consuming) phase of tanning - softening the hide - now becomes a pausable task allowing you take breaks and continue at will. Arrowmaking will also be become pausable. Start crafting your batch of arrows, and then take a break and continue at will - finishing it in parts as you please. As we know, tipped arrowmaking is harcoded due to sake of the complexity of multi-part item composition. But the blunt arrow, found in diy_glossary.txt, will also become a pausable craft. With this we'll test and introduce allowing pausable crafting to be extended into moddable diy_*.txt files. Once we get these things going the mechanics will be built up to make all the crafting pausable in the near future. These are future features - not yet functional in current version 3.82. February 09, 2024, 11:17:00 AM |
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Version 3.83 beta for Windows released
The work with new version, 3.83, is soon finished and we hereby ease the anticipation with an early beta release for Windows. Thus, version 3.83 beta for Windows is now available on Steam, Itch.Io and for lifetimers. Once the Windows version stability is confirmed, wrapping things up for Linux and OS X will follow and we aim to have have 3.83 stable version released this month. The most notable additions in version 3.83 are weapon/tool hafting and the haft wear out mechanics, and pausable arrowmaking and tanning. Here's the changelog: Version 3.83 (beta) changelog ** Saved characters from version 3.80-> are compatible with this version. ** BETA NOTICE: This is a beta release. There are likely bugs, things are still somewhat under construction, and some of the listed improvements will be tweaked and polished further in patches to follow. - added: hafting spears, axes and shovels - and their separate heads and hafts Axe and spear items now consist of two parts; the heads and hafts. Shovel item now also consists of two parts; the iron blade and haft. Wooden shovel is an exception as it's made out of single piece of wood. Haft refers to the wooden handle or shaft, which can break over time or upon damage. When the haft breaks the separate head remains, and can be hafted again. Hafting is a process of attaching axe or spear head, or shovel blade to a new haft, making it a complete working weapon or tool. For hafting, there are now new craftable "axe haft", "spear haft" and "shovel haft" items. In reality the haft shape and proportions do vary depending on the axe or spear type, but in order not to make things overly complex the two generic spear and axes hafts work for all the different types of spears and axes. The different axe and spear heads now also exist as separate items. For the axes there are handaxe head, carving axe head, broad axe head, woodsman's axe head and so on. And for the spears there are kaumolais spear head, northern spear head, and so on. Blacksmiths still sell these weapons readily hafted so the heads aren't commonly found on their own. When the haft breaks the head and broken haft do drop on the ground, along with pause prompted game message. You can then carve a new haft and haft the head to assemble a working weapon or shovel again. The broken hafts are of no use and are best utilized as firewood. Crafting hafts and the process of hafting can be found from [M]ake menu under a new [H]afting category. The following self-explanatory options are available there: * Axe haft * Spear haft * Shovel haft * Haft a weapon or tool * Remove the haft The first three options are used to craft a new haft, followed by the actual hafting option to assemble a working weapon or shovel. You may also remove the haft at will for example to replace worn out haft early on. However, removing the haft may damage it a little bit so it's not recommended to do unless necessary. Both crafting the haft and hafting task itself require CARPENTRY skills. The haft quality and success in hafting has significant impact on the finished weapon or tool usability. Poor hafting may result in lowering the item quality even below the head quality itself. Thus the finished axe, spear or shovel quality now refers to overall usability with the used haft, and the success in hafting. On the other hand, you may also manage to raise the finished weapon quality higher than the head quality itself with a perfect and perfectly fitted haft. There are new game encyclopedia (F1) entries for the relevant topics: AXE HEAD, AHE HAFT, SPEAR HEAD, SPEAR HAFT, SHOVEL BLADE and SHOVEL HAFT - added: hafts wearing out in use Hafts of the axes, spears and shovels now wear out in use, and will eventually break. Axe hafts wear out in all the regular woodworking and timbercraft tasks where they are used. Shovel hafts and wooden shovels wear out in digging pits and preparing the soil. Spear hafts mostly wear out in combat. In all the cases the wear is relative to the task the weapon or tool is used for. Thrusting a spear into a large moving animal such as elk or bear may put the haft under serious strain. Likewise, felling big timber is more strenuous for the axe haft than doing casual carving. The haft wear out level can be noticed in character's inventory with the progressing wear bar. Hafts are in the risk of breaking apart when they've worn to about 80% of the original condition. Accumulating haft damage can also lead to decrease in the axe or spear overall quality. - modding add: new crafting requirement entries {Hammering tool} This defines requirement for a tool that is used to hammer things in place. It's used in hafting an axe. The butt of an axe is commonly used as a hammering tool, but clubs, pieces of firewood or stones can be also used as a substitute. {Axe or carving knife} This defines requirement for a tool used in rough woodworking and carving. It's used in crafting hafts to carve out their rough shape from a slender tree trunk. Axe is the preferred tool here and always the best option, but usage of knives is allowed as a substitute - even though they make the task significantly slower. The common woodworking axes such as handaxe, carving axe, and woodman's axe are the most suitable ones. If a knife is used the sturdy ones such as skramasaksi, northern knife, kaumolais knife or hunting knife work the best. Both of these entries can be utilized in diy_*.txt and biy_*.txt modding at will. - modding add: [nowear] and [wearpct:num] tags to specify haft wear out accumulation rate Axe, spear and shovel hafts wear out also when they are used as tools in crafting or building tasks. There are these two new tags to customize the wear accumulation rate as the intensity of tool usage varies depending on the task. [nowear] tag means that the used tool doesn't wear out at all. [wearpct:num] specifies custom wear out percentage rate (1-100) in relation to the highest rate (100) where tool is used intensely during the whole task. Examples: {Axe} <Carving axe> [nowear] Here an axe is needed, preferably a carving axe, and it doesn't wear out at all in the said crafting/building task. {Cutting_weapon} <Axe> [wearpct:25] Here a cutting weapon, preferably an axe, is needed. It wears out in 25% rate compared to the continuous intense axe work. Maybe the axe is needed only 25% of the time in this crafting/building task. - removed: hard staff and throwing axe These two weapons have been removed for being somewhat anachronistic and not that important. - added: pausable tanning Tanning is now pausable task allowing you to have breaks and continue at will later on. To continue paused tanning simply use the tanning option again standing beside the partially finished item. This applies only to the last and most laborous stage of the tanning process which is softening the hide with a beater. The preceeding, faster processes of cleaning the skin need to be done in one go. Partially tanned hides will remain on the ground and can be picked up only after they are finished. They are rendered with a different tint and described as "partially crafted", "half-crafted", "largely crafted" etc. when looking at them. - added: pausable arrowmaking and arrow shaft crafting Making arrows and arrow shafts is now pausable task allowing you to have breaks and continue at will later on. To continue paused arrowmaking simply use the same option to make arrows or arrow shafts again standing beside the said partially finished items. For blunt arrows this means using [M]ake -> "Arrows" -> "Blunt arrow" option. For all the other kind of tipped arrows use [M]ake -> "Arrows" -> "Arrow" option. And for the arrow shafts you would naturally use [M]ake -> "Arrows" -> "Arrow shaft". Like the other partially crafted items these will remain on the ground and can be picked up only after they are finished. They are rendered with a different tint and described as "partially crafted", "half-crafted", "largely crafted" etc. when looking at them. - changed: maximum number of arrows or arrow shafts to craft in one batch The maximum arrow or arrow shaft batch production quantity is increased up to 10 at one go. - changed: arrow shaft crafting time Now that the making of arrow shafts is pausable the time required to craft one is increased to more reasonable level of 90 minutes. - changed: blunt arrow crafting requirements Now that the blunt arrow making is pausable the time required to craft one is increased to more reasonable level of 2 hours. <br> Number of slender tree trunks required is also modified so that you can craft three blunt arrows out of one slender tree trunk. Blunt arrows are now also prone to outcome quality modifiers, so your tools and expertise determines if the finished blunt arrows will be curved or superior or something in between. - modding add: [yield:num] tag [yield:num] tag is used to specify for how many produced items the single raw material entry is enough for. Ie. how many finished items it can yield. The tag is used in diy_glossary.txt for making blunt arrows as follows: {Slender trunk} [yield:3] This means one slender tree trunk can yield three produced items ie. blunt arrows. So, for example to craft six blunt arrows you would need 2 trunks. Crafting 7-9 blunt arrows you would need 3 trunks, and so on. - enhanced: rendering of the terrain type images Terrain type images on zoomed-in map are now rendered directly to the screen using the available resolution. This makes the images appear more crisp and clear. - fixed: being able to fish facing away from the water - fixed: companions performing some tasks too fast Due to miscalculations in companion time counters they managed to complete some tasks, eg. felling trees, all too fast. The issue was mostly noticed in woodworking tasks, but you may find some other companion performed tasks also to appear in slower more reasonable pace now. - fixed: villagers not reacting if you attacked a hired companion of their own group in their own village - fixed: villagers accepting too many items if they were offered in one go during the first trade - fixed: terrain type image not updating when climbing across terrain boundary This happened only when using the climbing skill. - fixed: the fish splashing and spawning despite of the ice Occasionally you might find fish splashing in the water even at locations with ice cover. This happened if the water froze again after the spawning had already started in the open water. - fixed: Bewitched Wolf quest not generating correctly This quest might have been missing for few versions, so enjoy if it now comes your way. - fixed: triggered item traps remaining in set status This might rarely happen with loop snares and paw-boards. The graphics also show the traps being set and ready, despite of the fact that they were actually triggered already. - fixed: placing any items to a pine tree with bear skull produced the bear skull placement message ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Cheers! February 19, 2024, 07:14:40 PM |
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Springs
Yes, it's springtime! (pun intended) We'll be adding springs, water sources bringing groundwater to the surface, in the terrain generation. Springs can be found at varying environments on zoomed-in maps. A spring found in the wilderness may provide a great spot for a homestead for those who like to live further away from the lakes or rivers. And moreover, springs remain unfrozen even in the winter. Some time ago there was also a suggestion to have village water supplies to remain unfrozen for easier spotting. Now we'll make it so the village water supply ponds will be actually springs from now on. And for the migrated characters, the existing village ponds will be turned into springs as you visit these villages. I guess will also take a little browsing of the old Finnish spellbooks to see if there are inspiring magical means or remarks related to springs. Springs were traditional places of mystical powers and certain guardian spirits. New spells or quests potential is high. These are future features - not yet functional in current version 3.83. March 27, 2024, 12:12:18 PM |
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Pausable weapon crafting
The current pausable crafting mechanics have been tested quite extensively by now and only a few adjustments have emerged. This is promising as eventually all the item crafting will be come pausable - and lesser the problems at this point, the sooner it happens. For the time being we're still proceeding in small sections and next the crafting of weapons listed [M]ake->[W]eapons category will become pausable. There will be some adjustments to certain weapon production times as they can be now increased to more reasonable levels. Shortbows for example will get an average production time of 12 hours or so. A skilled character with quality tools may still be able to craft a shortbow in a day, but with mediocre skill and tools it's a process of several workdays. Stone-axe will get the greatest production time increase - we'll be talking about 50 hours or so. It really is a slow process to get the stone blade knapped and grinded out to shape that is efficient for felling trees. Thus, stone-axe will become a survival option which you won't take up too lightly. For other weapons the changes won't be that dramatic, but changes are still to be expected. These are future features - not yet functional in 3.83. April 01, 2024, 09:09:47 PM |
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Spring things, pausable things, future things
Springtime is busy time - both out in the nature and inside the development chambers. We're preparing for a new version release still this month. Pausable crafting additions is proceeding strongly. Quite a batch of craftable items will be using the pausable crafting mechanics in the upcoming version. At this point the pausable crafting mechanics will cover all the weapons, lumber items, hafts and item traps such as paw-board fox trap and loop snare - and some more are likely to be added. So, with the upcoming version more than half of the craftable items will become pausable tasks. And in the version after that we'll likely manage to have all the crafts pausable, allowing it also in all the diy_*.txt modding. A new skill, bowyer, will be also added. It's quite self-explanatory that this is the ability and knowledge to make bows and the craftable bows now call for bowyer skills in their crafting. And longbow will be made available as a new craftable bow type for the player character. So, for the next few versions we'll be working mostly on item related additions, and hope to have these released in decent pace. After that, when all the crafting is pausable, we'll move into adding new quests. Some of these will be small and casual, but some will be most exciting for the players who'd enjoy the presence of marriage or permanent companions. Let that be a sneak peek in advance further into this year's plans. April 08, 2024, 08:43:26 PM |
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Light my shingle
A new light source is coming up as we'll be adding shingles to the game. A shingle, or päre (in finnish), is a thin oblong piece of (pine) wood which were burned to produce light, and to make baskets as well. As a light source you may think them as all wooden candle of a sort. It may feel like a just one small item for an adventurer in the dark cabin, but the required and atmospheric additions will make producing and using shingles a rather significant feature. Traditionally shingles were burnt in a shingle holder which is a stand that keeps the shingle in a good angle for proper lighting and burning. It may be that they were also sometimes just inserted between the logs in the wall - but one had to be understandably cautious without a proper holder. I don't know yet if a shingle holder will be required in the game but the idea is that you could leave a burning shingle in place eg. inside your cabin. And moreover, as the shingles don't burn very long we would want to feature automatic "replace a shingle" mechanism where a new shingle eg. from a pile next the burning one, would be lighted automatically if the character is beside the burning shingle when it fades out. This way you could light a shingle, put a pile of new ones beside it, and not need to worry about replacing the burning shingle in time even if the task you were doing would take a long time. Here's an image of a shingle in a simple single holder. More shingle news will be posted when the things have proceeded further. And in the background the transition to pausable crafting continues. Oddities with the pausable mechanics have been pleasantly scarce in the latest release so we're on good roll with it. These are future features - not yet functional in current version 3.84.2 May 31, 2024, 12:35:32 PM |
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Testing after technical problems
Hello! We encountered some technical problems, but everything seems to be back to normal again. EDIT: Oh, but at first I had trouble posting this message, but I suspect that was because of old cached data lingering around from my previous log-in. So, if you have trouble posting at the forums, try logging out, (force)re-loading the forum main page and logging back in again. June 06, 2024, 03:38:04 PM |
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Summery summary
The summer and nightless nights have made it less attractive to sweat inside the development chambers, so I've been experiencing natural and seasonal downshifting periods with coding. Nevertheless, the new features are being pushed ahead slowly but steadily amid all the other intriguing summertime activities. So, a brief summery summary from the development chambers goes as follows: The work with the shingles is basically all done by now, except that there's one sidetracking idea that may delay wrapping up the shingle code. See, the shingles would actually need to be split from a block of pine wood, and as we know the tree species is not currently derived into lumber products. Well, I'd dearly would like to feature it now together with shingles but as it's somewhat complex addition we don't want to delay the next release too long either. So, this is being considered now, and yes, whenever the tree type will be featured in the lumber products it will naturally start affecting to many other crafts too. The pausable crafting transition naturally continues and it's now considered and prioritized as the main sector of work until all the crafts are prone to pausable mechanics. It won't be yet completed with the next release, but we'll be closer to the goal with every patch. When going through the all item definitions the bigger and lesser chances to some crafting recipes will follow. For example, as we're now getting shingles the concept and crafting of torches is being re-considered. The idea of featuring separate key-command for modded items has been brainstormed and very lightly sketched amid the ongoing conversation and is likely to be first featured as a "beta-feature" which can be used/tested at will alongside the current way of adding modded items. The current system of simple diy_*.txt snippet additions is going to stay as it is, and easy as it is. We're hopeful, but can't quite promise, that the separate modded item key-command will be featured in the release - it depends on the favourableness of the spirits of priorities. There are also several new arrow types being considered, eg. whistling arrow, together with introducing a separate ARROWMAKING skill. We're hopeful that these will be also feature in the next release - if the spirits be on our side. And then, a brief summery summary of the past weeks from outside the development chambers goes as follows: ![]() ![]() ![]() ![]() ![]() ![]() Cheers! June 30, 2024, 08:30:41 PM |
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