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Messages - Sami

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1
Bug reports / Re: Arrow disappears
« on: October 22, 2017, 08:28:34 PM »
I'm completely sure I've killed e.g. birds with an arrow and collected only the bird from where it fell (straight down), with no arrow (whole or broken) to be found even when searching, so something is bound to be there.
However, I'll keep my eyes open with my next character (who'll be created with the next UrW version). After all, tracking down oddities is a lot easier when they're reproducible, or at least logged.

Okay, good, eyes open, and savegames ahead if the oddity seems to strike.
When time allows I might try some bird shooting myself as well.

2
@makute :
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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

and

@codyo :
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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 :
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Did this comment contribute to this addition?  ;)  https://www.unrealworld.fi/forums/index.php?topic=134.0

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 :

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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.



3
True indeed. Checked out the code and grain type plant's fistful size is hardcoded for some reason.
I can't remember why that sort of decision has been made, especially as flora files have seed_size defined for grains...although it's defined as Small, which is a bit off for the grains in the game. Gotta reason my reasoning regarding this at some point.

4
Bug reports / Re: woodsman's axe disappears
« on: October 22, 2017, 10:32:18 AM »
Message log is incomplete. It seems to start from the point where the woodsman's axe isn't anymore to be found in your inventory (but handaxe is used instead.)
To figure things out I would need to scan the complete original message log for woodsman's axe occurences.

5
Bug reports / Re: Double Sage Bug in Bird Thief Quest
« on: October 22, 2017, 10:29:46 AM »
Has there been any crashes or save-scumming since you got the quest?

I've got a vague recollection that some sort of double sage issues have been reported earlier, but the sages were different persons at least. Bow I can't in the least figure out what might cause that sort of duplication...

Feel free to .zip up your savegame (in the said village) and e-mail it over to me, or put a dl-link available here.

6
Bug reports / Re: Can't deconstruct doors
« on: October 22, 2017, 10:26:16 AM »
PALU's advise will most probably get this solved. Drop us a note was it that, Dogiuks?

7
Bug reports / Re: Returning already eaten food
« on: October 22, 2017, 10:25:30 AM »
Not a bug. Like noted, if you can't return what you're expected to pay the relationship with the village decreases.
There could be NPC chat message regarding the fact that item wasn't able to be returned, but serious me-eat-no-pay characters will discover how it goes anyway.

Dogiuks, fiddling with containers like that is bound the mess things up. Containers are intented to be bought in the condition and with the contents available, no pouring or making your own ratios of the product allowed in the UnReal World.

8
Bug reports / Re: Arrow disappears
« on: October 22, 2017, 10:19:22 AM »
Very hard to tell, if there's a bug or something quite normal in question.
To find out, we have to narrow this down to what was originally reported "when I hit arrow to the animals the arrows disappears" - and exclude the missed arrows which indeed can be difficult to find from the distance.

wanderer (and others), I would need to investigate a savegame right after you think you some of the hit arrows had disappeared. I think that might come in your way usually after the animal has brought down and arrows are to be collected. Feel free to send one.

One thing which can cause this sort of confusion though, is that arrows that break are left on the ground at the hit location. In the heat of the hunt you may misplace message information regarding arrow breakage. And if you, for example, notice making 5 hits to the target, but don't notice a message about one arrow breaking, then it may surprise to collect only 4 arrows from the kill.

Also, in the earlier versions broken arrows simply vanished. It was even more easy to get confused if message log wasn't read carefully throughout the hunt.

9
Stories / Re: Poems of the Fallen
« on: October 22, 2017, 09:58:18 AM »
Just a quick note which hopefully doesn't get things sidetracked;
I absolutely love this thread.  It's so great this was started, and that people joined in.

Oh I would love to have some of these verses to be composed into proper songs. Any composers/musicians/singers around who'd need a new project... :)



10
Development News / Wounded or starving dogs refusing to attack on command
« on: October 04, 2017, 02:21:40 PM »
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.

11
Development News / Time flies, the autumn comes
« on: September 30, 2017, 12:15:25 PM »
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.

12
Bug reports / Re: [Fixed - persists in 3.40] Pig in forest cover quest
« on: September 27, 2017, 10:55:19 AM »
This has been taken care of now.
We'll make it so that losing a lost animal trail under (lots of) new tracks means losing the trail for good, so the tracks that are said to belong to animal you're after are the ones that matter. It's also adjusted so that the small animal tracks don't that easily mess up the bigger tracks even if the smaller ones were numerous.

Fixed - Persists in 3.40

13
Bug reports / Re: Trapped small animal opens door on adjacent tile
« on: September 26, 2017, 03:55:16 PM »
Fixed. Persists in 3.40.
This bug might apply to other animals besides squirrels as well.

14
Off-topic / The History of Survival Games – From Archaic to ARK
« on: September 15, 2017, 10:30:31 AM »
This was an interesting article. The genre and its roots opened up, many interesting games mentioned, and UnReal World naturally being part of the history:

https://survivethis.news/en/history-of-survival-games/

15
Bug reports / Re: Pig in forest cover quest
« on: September 12, 2017, 01:54:06 PM »
sent!

Alright, Reko has been checked out and this feels like a borderline case between bug and extra challenge of procedurally generated organic quests ;)

See, there are more fresh pigs tracks around but they've just been messed up and stepped over multiple times with other animals tracks. Knowing where to burn the twigs will release the pig alright, so no flaws in quest generation here, but the player character really can't spot the downmost freshest tracks from the path of many animal visitors.

We could either make it so that forest covered animal tracks wouldn't get messed up by other animals tracks as easily as normally, or so that the freshest track information would be removed if that should happen. Both feel a little gamey, but if I'd have to choose I would go with the first option.

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