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Summery summary 2017 So, the new forums are up and running, some content popping up here and there - and all seems to be quite well at this new discussions settlement of ours. Nice!

Thought of posting a little summary about some upcoming new features, and when to expect them. This is something that's been probably originally posted at the old forums, but we'll hereby bring the completely new forum members on track as well.

So summer it is, and we've been steadily trucking towards yet another version. Once it's wrapped up it's gonna be summer holidays for me, and new features in UnReal World for you. Summer it is, despite of the current weather in Finland including little snow and sleet every now and then, chilly days and almost frosty nights. But the weather engine still isn't bugged ;) I'm hopeful that maybe in July we could have a new release out. Like always, we're adding new features on many different fronts but let's highlight some of the probably most widely interesting here:

* Bones and antlers

Antlers and bones can be now harvested from carcassess.
They have only little usage on their own but do serve as trophies and new raw materials to be utilized via modding if you like.

* Skulls and teeth

Skulls can be now harvested from a few species of dead animals whose skulls (or teeth) have meaningful ritual or magical usage. Skulls can be furthermore applied to pick teeth from them. Bear teeth for example are well-known for their magical powers.

Screenshot: By the sacred bear memorial rite tree Panu takes a look at the sturdy bones after hanging the bear skull in place.


* New spells, more spells, spells screen overhaul

We're giving up the old ritual system for good, and now focusing on the new kind of spells and spells system first showcased in version 3.40. This means removal of some of the old spells, but also featuring more and more new spells.

Ritual screen will be known as "Spells and magic means" screen and all the new spells are listed there as well. "New spells" refers to spells featured in version 3.40, which are learned within quests and performed by following the instructions given in spell description by using the common game mechanics and actions.

Currently you can view new spell descriptions only in the quest journal, but now it all will be available within the spells screen. Whenever a new spell is learned it will also appear in this new list of spells.

Bringing the selector on a any spell in the list displays its information dialog. If necessary, a selection is then made by mouse click or enter. In addition, there are also hotkeys for quick spell selection.
In case of the new manually and mechanically performed spells the spell selection merely shows the spell description and instructions to follow in order to perform the spell.
The old spells (eg. blood-stanching incantation) are colored differently and automatically put to action upon selection.

Screenshot: The new spells screen with quite a bit of spells known. Hovering the selector over the first spell shows the description.

   
* Cubs and calves - rise of the young animals

Cubs and calves have been added for relevant wild animal species eg. elks, bears, reindeer, hares etc.
In case of large species ie. elks and bears, the young ones usually follow their mothers in the wild for a full year after the birth. So, now you may occasionally encounter an elk mother wandering together with her calf, or a bear mother followed by her cub. Mother animals may act more unexpectedly or aggressively than usual when they're still taking care of their young ones -- and that's especially true in case of bears.

Few screenshots - the adventures of fghfg among cubs and calves :)
Bear mother with its cub. Careful now. You don't want to position yourself in between those two.


Ooo.. isn't that sweet... not a hunting day today.


* Ant nests

   For some this is a mere curiosity, for some an absolute necessity. Anyhow, ant nests can be now found in the forest. They are needed in performing certain spells but have no other use to the player character currently.

Screenshot: It's raining - and it's ant nest!



And finally, something to highlight about upcoming Steam goodies...

UnReal World Steam Trading Cards

Trading Cards for UnReal World are coming this summer. Yet again we like to do things with deep thought, love, ambition and talent and that's why the card artwork is drawn by Finnish comic artist Tuuli Hypén. (Some of you may remember her classic "conflict in the woods" drawing based on the old title screen.)
We've cherished and talked about the card themes and plots during the spring, the creation is in progress, and below you can find a sneak preview collage consisting of drafts, sketches and semi-finished artwork.

Trading Cards are likely to be launched even before the actual next version is finished. We'll start with six cards, and most likely expand the pack in the future. Prepare yourselves, foreign and domestic card traders!




This is upcoming stuff, not yet featured in the current version 3.40



June 03, 2017, 07:16:33 PM
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Re: Confirmation before eating unknown items! I've had my character eat unknown mushrooms based purely on the description; if it seemed to be a happy/positive description, I ate it. This tactic has lengthened my Ancestors list by a good deal  ;D
June 06, 2017, 04:59:47 AM
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Re: Can you be a Bandit?
bad ass
Speaking of which, I really liked that you could not just persistence hunt an animal (non-predatory), but also kick its breathless ass barehadedly, since it doesn't really put up any fight in that state. A good way to save the skin and train unarmed for those tricky njerpez situations. I also tried flails and clubs but they tend to leave marks from time to time. Especially flails.
But, going back on topic,  I wish there were means of dealing with people without actually killing them. They should ask mercy in some situations, especially women and children. Maybe, like, a beaten up guy with noone on his side would start a chat where he could trade for his life by items. Thet mechanic would actually allow a ruffian RP without a need for murder.

June 24, 2017, 01:11:59 AM
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Random little additions... Summer days are truly different. Oh how easily one can end up being carried away with all sorts of recreational activities and events. But I'm frequenting the coding chambers as well,  especially on rainy days :) -- and now, instead of organized update post, here's a completely random bunch of few small additions to expect in the next patch:

 - added: skinned/cut/burnt carcass coloring

        Skinned carcasses now appear in fleshy red color.
        Cut or eaten carcasses appear dark reddish, and burnt carcasses blackish depending on the cut/burn degree.
 
 - added: BUTCHER_CONFIRMATION configuration option

        If the option is enabled a confirmation prompt appears if you try to butcher a carcass before skinning it.
        This is to avoid accidentally cutting up the whole carcass and losing the skin.

        To enable the option add the following line to urw_ini.txt setup file in your installation folder:
        [BUTCHER_CONFIRMATION:YES]

 - added: SPEND_DELAY_ADD configuration option

        This option can be used to slow down all the time consuming actions if you find the game turns running too fast for your taste
        during the time spending dialog. The given value is in milliseconds adding that much more delay for each game turn.
        Good value to try slowin things down a bit would be 10 and nobody wants to go for more than 100.

        To use eg. 10 millisecond custom delay add the following line to urw_ini.txt setup file in your installation folder:
        [SPEND_DELAY_ADD:10]

 - added: winter skin/fur descriptor

        And as we know winter furs are more valuable, and it's been like that for a long time. Now there's finally
        also an indication of wintertime furs and skins within the item description.
        For example:
        "Fine winter fox fur" or "Poor winter bear-skin"

 - renewed & optimized: drawing of rain and snowfall

        Previously rain and snowfall were drawn in putpixel fashion which was a speed issue on some systems.
        Now rain and snowfall presented by tile graphics, with improved look and fast rendering.

 - added: redrawn 8 directional tiles for watercrafts

        Both punt and raft now appear bigger and prettier in completely redrawn fashion. Credits for these tiles goes to Paulo Spinola.
        Watercraft tile direction changes based on the last actually rowed direction.






July 02, 2017, 08:09:25 PM
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Smoke From Fires Visible From Distance Could we have smoke on the wilderness map from fires that lasts for the duration of the fire, plus a bit longer after it burns out?

Perhaps smoke could attract other humans just like it would in R/L.

July 08, 2017, 04:11:50 PM
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Re: Birch bark for crafting I think there are many excellent things that have been added with mods. Of course it would be great if many of them were added to vanilla. I agree. But keeping in mind this game is a labor of love developed by one man (with help from his friends), he has decided there are many other larger improvements that keep the game growing rather than incorporate mod ideas that can continue to be used as mods easily enough. I completely agree with that course of action. There is only so much time in a person's life!

Give modding a try, it's not that bad  :)

July 27, 2017, 12:12:29 AM
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...fails to deliver a summer release || ...enters summer vacation.
Code: [Select]
You dream of a summer release.
You aim your fingers at the keyboard and code.
You fail to deliver a summer release.

You know, that's what has happened to me.
Like mentioned in earlier posts I dreamed of a summer release, and a proper long holiday afterwards.
But...we're behind the schedule with several planned goals and just can't make it.
Deadlines and summer - I should have known they don't go together.

So, hopes to come up with a new patch is thus postponed after the summer. I'll be entering summer vacation shortly, for the whole august.
This means I'll be more absent in regards to game related forums and e-mail activity.
Coding is to be continued in the autumn then, but some additional content is still to be expected sooner...

Steam Trading cards

Yeeees, the trading cards. That's what we will be releasing before I leave the development chambers. It's actually the trading cards (with emoticons, badges and all that extra) which have postponed my general working schedule more than expected. Ambitions can take time, you know, but we already love the outcome ever so much. So at least for Steam players there will be something new in UnReal World to browse during the summer.
A proper, loud and clear announcement of Trading Card release will be posted when the time is at hand.
You can still prepare yourselves, foreign and domestic card traders -- it's going to be beautiful!

Greetings from horseback

Code: [Select]
You aim your bow at a target from the horseback and shoot.
You are doing horseback archery.

You know, and speaking of dreaming, that has also happened to me.

For as long as I've been doing primitive and traditional archer I've dreamed of one day going for horseback archery. Until this summer it's been horseback riding and archery separately, but this very year I've picked up and entered this form of archery and horsemanship I've always craved for. This is going to be a dedicated horseback archery year for me, and whether I'm on a vacation or not, we just might see the next video greetings consisting of horseback archery footage.

Meanwhile, I'll leave you with these few still shots. First from the horseback, then by the tranquil summer lakes around my neighborhood.






Best wishes. We'll catch up with everything in the autumn. But I'm sure at some point I'll be tempted to post a few holiday greetings as well.

July 27, 2017, 02:01:46 PM
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Suggestion for the upcoming Trophies As trophies are in the next release... one thing I am really really hoping for is having exact animal sizes to animal descriptions, and/or for the bones/skulls you get from them.
It would be cool story wise, to walk into my cabin on a cold winter night and see a large bear skull in the corner, and reflect on the time I beaten such a large dangerous bear.
Quote
e.g. (examining a bear) This is a huge male bear! He stands at 6ft (1.8m) tall at the shoulder.
 You've harvested a 18 inch skull from the bear!
The same for antlers, I'd want to show off the number of the points that I have on the antlers I harvest (the individual horns on an antler for those unfamiliar with the term).
Quote
You take a 15 point set of antlers from the Stag corpse.
The same can be given to fish, make them variable in weight or length... So people can dream about "catching the big one" in the game.

I think adding some flavorful descriptions like this would help towards community involvement too and story sharing.
This way everybody can show off who got the biggest stag/bear/pike and so on ;)

Update:
If more specific size descriptions are added to animals, this should mean variable skins size and butchered meat amounts too. But for the purpose of this suggestion it doesn't have to go this far yet.

July 28, 2017, 06:06:37 PM
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Re: Buoidda's Crafts 1.6.2 (Help)
I'm intrigued by the sheep shearing in this mod. Looking at the code it seems you don't actually need a sheep to get the Greasy wool, am I right?

 Though I've not look at the code you are probably correct, NPC adjacency is not supported at this time.
http://z3.invisionfree.com/UrW_forum/index.php?showtopic=7401&hl=

August 07, 2017, 06:00:36 PM
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Re: Smoke From Fires Visible From Distance The roleplayer has an idea,

Perhaps adventurers, foreign merchants, hunters and woodsmen could come to your camp/ settlement to seek shelter from a snowstorm or something. I wrote a short story set in UrW that was something along those lines.

August 17, 2017, 12:04:48 PM
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