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Villager exploit fixes Some suggestions after finding a couple of quite nasty exploits involving villagers:

  • Villagers should be able to put out fires. It is possible now to trap a whole fortified village by setting a fire on the entrance tile and shooting the villagers down one by one through the fire. I've also been able to burn down village houses without the villagers doing anything but shout at me. (It would also be neat if the player could put out fires, but I'd say villagers being able to do so is more important balance-wise at the moment.)
  • Villagers should react to violence even if it doesn't involve the (current) village members. After hiring someone from the village you are able to kill them instantly in the village right in front of the villagers. This contradicts a bit with the villagers not letting you hire them before the first companion has returned.

March 08, 2023, 01:07:26 PM
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Re: Version 3.80 released
When arrows break we get broken arrows.

It seems it would be good to have the different head types such as "broken broadhead arrow" to facilitate recovering the high quality ones and not have the low quality ones bumped up to average.

I'd make it so that if the arrow breaks the head might remain useful and recoverable, so we would get arrowhead + broken arrow shaft. The shafts are unsable anyway if they are broken, and can be basically used only as firewood.

June 01, 2023, 08:26:25 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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Frequenting the development chambers Hey hey,
it's august now. The call of the wild, sunlight and outdoors in the real world still remains strong but as the summer keeps turning into autumn I'll be starting to frequent the development chambers more often now. The coding season starts with some bugfixing and continues with the planned future essentials mentioned in the previous post.
That's all for now - see you!



August 07, 2025, 04:01:18 PM
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UnReal World arrives on GOG We are happy to announce that good old UnReal World will arrive on GOG (Goog Old Games) digital distribution platform soon.
It's time to get excited, spread the word and visit UnReal World on GOG page for wishlisting and sneak peek.
GOG release is bound to happen this month, and as soon as everything is checked and verified thoroughly I'll be posting another announcement with the exact time and date.

The process of launching UnReal World on GOG was initiated a bit out of the blue in late september and it kind of re-arranged my plans of finalizing the upcoming version for an october release. Now our schedule is to have UnReal World released on GOG this month, and then follow up with a new UnReal World version in November on all the three distribution platforms; Steam, GOG, Itch.io. And the rest will be history, as they say.

I'm super happy for UnReal World to arrive on GOG, as it has been wished for by the players for years, and because Good Old Games is more than suitable new digital home for a game with more than three decades of development history.
Cheers!

October 10, 2025, 03:59:14 PM
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UnReal World released on GOG.com Into the far north GOG.com shall take you .... as UnReal World has been now released there!
We've got 50% launch discount for two weeks, so go check UnReal World GOG store page and spread the word.
When you've got UnReal World in your GOG library be sure to leave a review - there's lots of empty space available for those. ;)
Getting on GOG is an important milestone in the history of UnReal World - and the road goes ever on.
Thanks and cheers!

October 20, 2025, 03:34:20 PM
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Fresh article on PC Gamer I had a pleasure to chat with PC Gamer contributor Rick Lane in late semptember and now his article on PC Gamer is out.
Accompanied with nicely picked photos and quotes he approaches and opens the long history of UnReal World since it's early days in the article titled:

The Dwarf Fortress of survival gaming has been in continual development for 33 years, and its creator doesn't think he'll ever stop updating it: 'When I accomplish one feature, I always have two more waiting'

November 02, 2025, 01:09:53 PM
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From tendons to sinew yarn We're aiming to release a new version this month, and one of the last things to be added is obtaining and utilizing animal tendons in the making of sinew yarn.
This is nicely linked to ongoing improvements with making of clothes as it's been traditional to sew leather and fur clothes with sinew yarn.
In the game other type of yarn will just as well, but being able to produce sinew yarn will surely come in handy in many ways.
Compared to spinning plant fibres into yarn making sinew yarn is quite a lot slower process as it needs to be done merely by hand. However, availability and rather easy processing of animal tendons into sinew fibres is in favour of producing sinew yarn.
One downside of sinew yarn is that you can't use it for fishing gear as it comes loose when getting wet. It's yet to be decided to what extent and how we'll be manifesting this in the game world. Groundwork of obtaining tendons, drying them and separating the sinew fibres is now laid out, and soon enough I think we'll be seeing some preview screenshots too.

These are future features - not yet functional in current version 3.86.1

November 06, 2025, 06:05:09 PM
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Re: The making of sinew yarn - completed with screenshots
is tendon edible? :)

One can try when this version comes out.  ;)
But realistically, if cooked for a long, long time they could be eaten but for now we don't have tendon cooking supported.
Dogs will happily chew on them, though.

November 15, 2025, 03:15:57 PM
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