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Messages - Sami

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1
A couple of Njerpezit follow on questions, then:
- Will they also benefit from dogs? That can make them a lot more dangerous than they are currently...
- I've encountered them felling trees. Will they also hunt? If they do, that means you don't know if the remains left by a hunter is from a friend or foe, which I think would be a good thing.

I guess it's yes and yes. Wandering Njerpez can do all the ordinary woodsman tasks so the new wandering NPC features should fit in to their behavior automatically.

2
Development News / Summery summary in the midst of upcoming version hype
« on: August 05, 2019, 11:53:54 AM »
Yes, yes. Yet another version is cooking up. That's not news. That's how it goes with UnReal World.

But what it will be about, and when to expect a release?
That would be more like news. And that's what this post is about.

Summer is always a busy season. There's so much happening that it's hard to even summarize what's happening. Many of the warm days and nightless nights get spent on recreational activities, but working hours in the development chambers have been also been busy and sweaty. Now lets take a look at what has happened, and to where all this is taking us. Some of this stuff may have been announced already, but it doesn't hurt to drool once again.

The main focus of upcoming version is laid on NPCs. This applies to both companions you can hire for yourself, and wandering woodsmen you may meet in the wild. But that's not all. I'll cover some of the upcoming new features in the chunks of text below. I won't add screenshots this time, but a few selected historical image sources from Finnish museums and archives. Some of these may not be era-accurate, but mood and theme suitable nevertheless.


Wandering NPCs will actively hunt animals, based on their cultural preferences, and also utilize the kills the best they can.

This opens up possibilities for numerous exciting incidents to take place as the woods with hunters and their game now becomes far more alive and complex than before.
The very act of NPCs hunting is propably rarely witnessed by the player character but traces and remains found in the woods can tell a story of another human hunter at the area.
Wandering woodsmen and adventurers may now also occasionally have dog companions with them. And just like the dogs owned by player characters these will also protect their masters.


"Hunter with his gear"
Photographer: Sirelius U.T. 1898
National Board of Antiquities / Suomalais-ugrilainen kuvakokoelma / SUK36:263
License: CC BY 4.0


Companion usefulness gets boosted with several new tasks they can do on demand

New companion commands are:
* butcher and skin carcasses
* roast meat or fish
* make logs and boards
Companions skills naturally affect to outcome of the tasks so their expertise can be sometimes used to obtain higher quality goods than what the player characters could produce by themselves.
That's cool, you might think. And you also might think of few other tasks companions could do. Indeed. Same here. We actually do have a few more things regarding companions still under construction. Currently we're working on mechanisms to allow unoccupied companions automatically to help you with laborous tasks (eg. building) thus shortening the working time.


Well, we haven't concentrated solely on living things. Here's a few of probably the most interesting additions and features regarding item galore;

Harvesting and utilizing birch-bark

It will be possible to harvest and utitilize birch-bark in crafting. Birch-bark is peeled and removed from a tree in long strips which are then wound to a ball for storage. (As a trivia, this kind of balls are called 'Sommelo' in Finnish.)
It will be possible for player character now to craft birch-bark shoes, caps, boxes, baskets - and also birch-bark ropes.


Ball of birch-bark, 'Sommelo'.
The National Museum of Finland / Yleisetnografiset kokoelmat / VK5354:11
License: CC BY 4.0



Measure of length for tying equipment

Tying equipment such as ropes and cords now have a length property, and tying equipment requirements in crafting are now length based. There will be also options for joining and shorterning ropes and cords as sometimes specific length is desired.


Armour and cloth quality having impact on their protective values

High quality armours and clothes now provide more protection, and the low quality ones provide less. In most cases this covers more than one coverage aspect, but always at least the most important aspect for the item in question.


Footwear wearing out in use

Shoes and boots now wear out in use ie. when walking or otherwise moving around by foot. Footwear material determines their durability.


Reindeer fur boots, 'Nutukkaat'.
The National Museum of Finland / Suomalais-ugrilaiset kokoelmat / SU4724:35
License: CC BY 4.0



Let this be enough for summery summary about what to expect. Now then there's that other question...

When we're done with those "few more things" still pending to be added it is time to start wrapping things up for a beta release. I'm quite reluctant to set or mention any deadlines as they usually don't keep, but if we think it out loud then...
It shouldn't take more than few weeks to finish the most urgent pending to-do's. Then a week of extensive testing and adjusting the latest additions, and then if everything goes fine it's time to start final packaging.
So...
...we could be seeing first beta of the brave new version in early september. And from there on, what has been laid in there will still be evolving and growing, stabilizing and multiplying.

It should be noted that the beta version will be released on Steam, and for lifetimers, and standalone (donation-based, free-of-charge) installers will follow after significantly longer time than what we have used to in the past. This is because the donation-based distribution has been receiving very marginal and insufficient support for years already, and I have to reason things out how to balance with the current distribution models. I'll be happy to answer possibly puzzled questions of relatively recent of near-future intending donors but that will have to await until next week - but don't hesitate to even e-mail if you feel like it.

3
Development News / Re: Summer Sale, Summer opportunities
« on: July 29, 2019, 12:20:43 PM »
Just a note on distribution: i actually bought the game on Steam in stead of donating because it was easier for me, but i still prefer to use the free version from the website. That's because the Steam version (on Linux at least) only works when you launch it via Steam. I actually had quite the annoyance when i tried to play URW on an airplane, and Steam refused to start (even in offline mode) because it couldn't connect to the internet. The version of the game downloaded via steam would not start on its own.

Hmm. All the Steam purchased versions should launch completely without Steam too. That's how we want it to be, there are no checks in game to Steam being active or not. 
You should be able to start Linux binary just like that from the game's folder.

4
Bug reports / Re: "unpaid" status gets stuck
« on: July 29, 2019, 12:18:14 PM »
This happened several times to me by now, when I pick up items in a village and then drop them again, sometimes the (unpaid) marker gets stuck.

Hmm. To find the cause we would need to find out how this is situation got triggered. It might be tricky, but lets try.
Can you think (or find) any pattern when this occurred to you? Any save scumming or crash/force quitting in a village.. etc.

Quote
edit: when noticing it before leaving the village it's also possible to go to a villager and simply hand them the "unpaid" items back to at least avoid the rep loss. This still isn't ideal though because it moves the item(s) into that villagers inventory away from the village's general store of items.

Yep. This is a normal feature, and an usable workaround, although not a perfect solution to the issue in question.

5
Development News / Re: Messing with measures
« on: July 17, 2019, 12:10:52 PM »
Will there be any loss off length due to the knot or is it so small as to be negligible, is there reduction in quality due to multiple knots, can we choose cord length when crafting or will it be a set length that we will then add to or shorten?

In many cases knots are a bad solution, so we imagine joining is done by opening and untwisting the strands and twisting them back together with reasonable lenght of the added piece. This of course should lose some length, but not so much the quality... But in order to get things done and not to stay in loop of perfecting mostly trivial things the loss of length and quality changes are not featured (at the moment).

When crafting it's said eg. you need "10 feet of rope" and sometimes you can come up with this from smaller pieces, and sometimes you need the full length. When crafting nothing is cut or joined automatically.

This all may be fine tuned in the future.
 

6
Bug reports / Re: Dog leash disappeared
« on: July 17, 2019, 12:00:57 PM »
When making camp I tied my dog to a tree, spent the next day fishing just a few meters away then as I wanted to leave I noticed that the rope had disappeared. Normally it's on the same tile as the tree you tied the dog to but this time it was just gone.

The dog is still shown as being "tied in place". Tried cutting down the tree but no change. Tried applying a different rope but it just tells me the dog is already leashed. Looks like I have no way to untie the dog so I'm just gonna lose it...

Three things...
1. Is this with the latest version 3.52?
2. You spent the next day just few meters away,  so you didn't zoom out from the area at all? (This may be important detail)
3. zip up the character folder and send it over to me. I'll fix the save for you - and try to reproduce.


7
Development News / Messing with measures
« on: July 10, 2019, 01:40:01 PM »
So, the length property has been added for tying equipment, and I've been working on to update item conversions and crafting requirements to accept this brand new addition.
Adding measure of length is a perfect example of seemingly simple, yet fundamental addition which extends all around the code and has brought up numerous related features.
Here's where we are at now with tying equipment additions, and now I hope to be able to catch up with more NPC stuff - where I was before getting entwined by ropes and cords.

 - added: measure of length for tying equipment

         Appropriate items, such as ropes, now have a length property. The unit of length we use
         is foot (ft), and should an item have a length property it is displayed both in inventory menu
         and when looking at items on the ground. This addition foremostly affects to crafting material
         requirements which can now be length based.

  - added: new crafting category under [M]ake menu: "Tying quipment"

         This category contains the usual ropes and cords, which are now removed from their previous
         location in "Utility articles".

 - added: Join and shorten options to manipulate tying equipment lengths

         Under "Tying equipment" category within [M]ake menu there are options for joining and shorterning
         ropes and cords as sometimes specific length is desired. You may not want to spend full length
         rope on something that requires only a short piece, or you may need to join cords together to
         come up with long enough string for a specific craft.

 - changed: tying equipment requirements in crafting are now length based

         Instead of requiring certain number of cords and ropes all the tying equipment requirements
         are now length based.

 - reasoned: required tying equipment types in some crafting recipes

         For example:
         When making arrows, previously you could use any "tying equipment" in the process - including
         ropes. Now arrow making requires "cord", a little finer and more specific tying equipment.

 - added: tying equipment used in cookery do not disappear in the process anymore

         You can pick your ropes and cords back after the smoking and drying processes are done.   

These are future additions, not yet functional in current version 3.52.

8
Modding / Re: Question about debug_topics.txt
« on: July 08, 2019, 06:58:41 PM »
Was trying to make some cuts here and there in encyclopedia, then suddenly got lightning striked after adding some new entries.  :o

Does the max limit of topics is core set to max 500 ?

And eventually if is it possible to extend that bracket/limit?

Yes, it's capped at 500 topics and can't be changed by players. I'll give it some more space for the next version.
Back in the day we must have thought that "500 topics should be enough for everyone..." :)

9
Bug reports / Re: "you think you saw something move in the distance"
« on: July 08, 2019, 06:52:26 PM »
What about cancelling the waking up if the message would have been the visual one when sleeping indoors? After all, walls ought to reduce the awareness of what's going on outside (and would provide a small bonus in the form of uninterrupted sleep for sleeping inside).
A shelter would logically fall in between sleeping outside and sleeping inside (50% of the "see" messages ignored, with the remaining ones still present?).

These are kind of legacy messages anyway, so they could be reasoned down to some extent. However, that leaves occasionally nice hunch and imagination potential away as sometimes - mystically - we might wake up and "think of seeing something" even in complete darkness. 
Gotta think about this, low priority anyway.

10
Bug reports / Re: "you think you saw something move in the distance"
« on: July 08, 2019, 06:48:14 PM »
I have a bull nearby, so maybe it can be caused by farm animals? Otherwise my home location is devoid of animals and its deep winter so any tracks would be easily spotted.

No, it's not caused by the farm animals, or any familiar animals you know to be around.
It's always some kind of occurrence of new critters occupying or visiting the area.

11
Bug reports / Re: "you think you saw something move in the distance"
« on: July 05, 2019, 01:04:58 PM »
I am sleeping in my cabin without shutters and in about 10% of the nights I get woken up by this message.

Gotta change the message then.
In the said situation it's randomized that either you hear a rustle or see something in the distance.

12
Bug reports / Re: villigers falsely accuse me of picking dogpipe
« on: July 05, 2019, 01:01:58 PM »
Took a good while to figure out what was the case here, and a good while to add some pickup flagging but it's fixed now.
In the next patch, in a similar situation, a confirmation to harvest or not will be asked if unpacking is cancelled.

Fixed - persists in 3.52.

13
Development News / Re: Summer Sale, Summer opportunities
« on: July 03, 2019, 07:15:18 PM »
Hi Sami,
How lifetimers subscription will be managed regarding this?

Thankyou,

Regards.

Same as always; lifetimers for get everything ie. every version, on any platform or distribution channel, free of charge for ever (ie. lifetime of the game.)
 

14
Development News / Summer Sale, Summer opportunities
« on: June 29, 2019, 07:39:39 PM »
I'm a bit late to announce this but it is live now: Steam Summer Sale, and you can get UnReal World  for discounted price until 9th of July.

I want to bring this to your attention because it is likely that when next version is released the interval between Steam version and standalone (donation-based, free-of-charge) installers will be significantly longer. This is because the donation-based distribution has been receiving very marginal and insufficient support for years already, and I have to reason things out how to balance with the current distribution models. I'll be happy to answer possibly puzzled questions of relatively recent of near-future intending donors but that will have to await until next week - but don't hesitate to even e-mail if you feel like it.

Why this announcement is late then, is because while the sale was launching I was busy attending to 'science-art-forest' themed seminar and workshops at Koli in eastern Finland - a location famous of its hills and cliffs which are well-known national sceneries of Finland. 
In addition to presentation about working with the game I also performed an archery demonstration in the most awesome location I have ever shot a bow.
Summer is full of opportunities. Let's not hesitate. Cheers!


Archery demonstration, shooting with Japanese bow.


Giving a presentation about UnReal World and the related stuff..


The highest summit of Koli; "Ukko-Koli"

15
Good points here and there, and we try keep things covered.
See...
as we can see with combat related wearing out it's so that clothes and armour do not come down in their quality upon wear. 
So masterwork boots will appear as masterwork boots, even if they are seriously worn out masterwork boots. The same principle applies to footwear wearing out in use.
With weapons and tools it's already so that higher quality items are more durable. Now quality based durability will be extended to cover armours and clothes as well.
As a result your fine boots will last longer than the rough ones. 
And while I'm at it, the quality of armours and clothes will be extended to cover their protective values as well. Finer furs are warmer furs, and so on.

When it comes to repairing clothes, it really should be made so that you shouldn't be able to repair things infinitely.
This could be easily achieved by lowering the quality on each repair, finally forbidding rough clothing to be repaired at all.
Just pondering for now, though, as there are these other things in line first.

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