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Temperatures across the map should be different Throught the game I found that the temperatures do differ from north to south but not that much. In my opinion being in the north or in the south should change how you play your game. If I live in the north I should start to get worried about the cold much sooner than someone who lives in the south(same for the summer in south). Also winter should be much more colder in north. Moreover terrain type should slightly effect temperatures too. For example if i am on a mountain terrain it should be slightly colder than, say, a forest etc.

Geographically speaking I know that temperatures doesn't differ too much in Finland from north to south(5-6 Celsius most) but as I said this slight difference can be changed for the sake of gameplay.

March 04, 2018, 11:31:55 AM
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Re: What's Going On In Your Unreal World? Just caught 2 bears within 1 week in the early spring. Now I got 48lbs of bear fur, 350+ cut of dried meat. Never felt better than this..
March 04, 2018, 01:32:28 PM
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Re: Some clothes weigh too much Yes, it seems for example those fur overcoat and cloak weights are slightly too heavy. These pieces came in with armour glossary updates and weights never reasoned properly.
Some other pieces could be tweaked too, some clear errors can be spotted. I'll be taking time to go through the armour clossary weights.




March 04, 2018, 08:29:21 PM
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3.50 stable version released on Steam and for Lifetime members After quite a long period of balancing and wrestling with glitches in the preceeding beta versions we are now ready to tag version 3.50 stable and...
Version 3.50 (stable) is now released on Steam and for Lifetime members.
Here you can find UnReal World Steam page, and the version is also available for lifetimer members at the designated forums section.
Standalone installer versions at the homepage will be put available some days later.

Here are the fixes/additions since 3.50 beta 2:
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Version: 3.50 (stable) changelog

- added: treat bleeding wounds of your pets and companions

It is now possible to try to stop bleeding of the wounds of your pets and companions. The attempt is started by using physician skill, or opening [F7] wounds screen, when facing a bleeding pet or companion. If bleeding wounds are found you'll be asked whether you wish to try to treat them.
The actual wound to treat is then auto selected based on its severity.

The actual game mechanics of applying physician skills to your pets and companions are the same as treating your own wounds. Herbs can be used in the process, the success or failure messages are the familiar ones, and so on.

- added: crash security to overcome creature and item losses when travelling with companions and watercrafts

There's now extra data save added upon each map load to provide crash security and to minimize certain creature and item loss potential. Previously it was quite often the case that the pets and companions you were travelling with would disappear upon a crash. The same sort of crash related disappearence might also happen to the items you were transporting with a watercraft - including the watercraft. This sort of losses should be history now.
Crashes may naturally lose some progress in the game world, but all the creatures and items should stay intact and be available upon returning to post-crash UnReal World.
Finally, let us remind that force quitting seems to be the most usual type of unexpected UnReal World termination and this addition should not in the least to be taken as an encouragement for safer force quitting.

- balanced & fixed: weight of some clothes

Some were found too heavy, and a few were found too light.
The corrections go as follows (with old weight in parenthesis):

* Woollen tunic - now weighs 4.6 lbs (was 5)

* Nettle cloak - now weighs 2.6 lbs (was 6)
* Woollen cloak - now weighs 5.3 lbs (was 6.5)
* Fur cloak - now weighs 11.5 lbs (was 14)

* Woollen overcoat - now weighs 6.3 lbs (was 5.5)
* Fur overcoat - now weighs 13.5 lbs (was 15)

* Leather leggings - now weighs 6.3 lbs (was 2.9)
* Fur leggings - now weighs 7.4 lbs (was 3.5)

- fixed [rare condition]: all too frequent map maintenance with some old characters

- fixed [rare condition]: sages offering the old style teaching of new ritual for some migrated characters

- fixed: triggered traps sometimes appearing as readied and erect

- fixed [rare condition]: too fast melting of ice in the spring

- fixed: animals tied in place with a rope remaining tied even if the rope was destroyed (eg. by a fire)

- fixed [rare condition]: spiritworld related entries cluttering the data stack and causing misleading hoarding warnings

- fixed: animal pens in the villages appearing too close to the western border

The problem was that your dog might end up located in the village animal pen when entering the village from the west.

- fixed: BUTCHER_CONFIRMATION setup option not checking whether the carcass actually could be skinned

Now the confirmation, if enabled, is asked when applicable only if the carcass actually can be skinned.

- fixed: wounded adventurer quest sometimes generating too lightly wounded adventurers

This made the intended quest giver adventurers not speak about their hardships at all even though
the villagers would hint about it.

- fixed: milk from rams and bulls

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March 25, 2018, 08:18:47 PM
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New look of rain a bit hard on the eyes I find rain looks great in 3.50 but makes it really hard for me to see enough details to be able to play comfortably. To the point of eye strain actually.

At first I was pleased to be forced to stay indoors crafting, from a roleplay perspective. But then I realised that autumn kept progressing and there were weeks were it was raining more than it wasn't. I found myself waiting for the rain to break to do anything, just because it wasn't comfortable moving and looking around, let alone trying to hunt. The thing is, I'm definitely not advocating against the feel of realism it adds to the game. Same as it makes perfect sense not being able to see at night, an occasional heavy rain shower that completely blocks visibility would also make sense. But sometimes rain is just a little bit of water. It seems to me that the kind of rain that impedes visibility as much isn't all that common most of the time.

Of course it could just be me, I don't see anyone else complaining. In which case, I'll be doing some heavier roleplaying. :) But if not, maybe there is a way to soften the visual a bit?

April 10, 2018, 12:31:49 AM
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Summary of the year 2017 added to development history section Summary of the year 2017 has been now added up to the development history section at the homepage.
Our development history section covers overview for each year since the release of UnReal World 1.00b in 1992.

Check it out here:
http://www.unrealworld.fi/urw_devhist.html

April 22, 2018, 05:24:59 PM
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Commands should have a longer range than conversation So, once again I've had the frustration of battling robbers and most of the hirelings just twiddle their thumbs when the one they fought was killed, while the last of them is fighting a 1:1 battle against one of the robbers.
The refusal to follow orders in this situation has thankfully been fixed, but I still have the problem that the order range is the same as the conversation range, i.e. about 10 meters. As the robbers tend to come towards you in a string, there can be some distance between your character battling the first one and the hirelings battling the others.

My suggestion is that you should be able to shout commands to hirelings (and dogs) at a considerably larger range, probably about 30 meters (15 tiles), although maximum visual range probably wouldn't be excessive. Instead of the infuriating message that I have to get closer while the abandoned hireling gets hacked to death, only commands should be available if the distance is too large for conversation, with the rest being greyed out. Non hirelings should continue to behave as they do currently (i.e. no reply, "get closer"), as you can't order them around.

In the same vein, dogs ought to hear you at a considerably larger distance than is currently the case, both because you're presumably shouting to increase the range, and because dogs have a better hearing than humans. If the dog is sufficiently far away you may not hear its reply bark, though (range based on character hearing?).

May 02, 2018, 12:23:50 PM
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Autonomous bone-eating by dogs I was setting up a shelter with my starving dog and much to my pleasant surprise it started eating the bones I had placed a tile away. But when I examined them, the dog had had a preference for the least-eaten bone. I feel for convenience sake, if possible, a dog should finish one entire bone before moving onto the next one.
May 05, 2018, 05:17:32 AM
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Lucky Event... (sorry by size)


May 19, 2018, 06:29:48 PM
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Re: Trip to Finland It depends on what you prefer to experience.

If you want to see some ponds and lakes in the woods and walk a forest trail, that can be accessed via local buses of Helsinki-area - there's Nuuksio national park.

Also, if in addition to nature you'd like to see Iron Age history, you might consider Pukkisaari in Helsinki.

I think Helsinki, Kuopio, Tampere and Jyväskylä all offer some possibilities to take a boat / small ship touring the sea / lakes. There probably are UrW players in all of those cities, anyone willing to be a local guide?

Also, if our dates match, UnReal Adventurers are always welcome to visit my place - I'm located one hour train trip north from Tampere, and I have a rowing boat and access to the local lake. Or, I'd guess you can also ask Sami if he has free time to host an adventurer for a day or two - he is in Kuopio-area.

May 28, 2018, 06:14:31 PM
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anything