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Messages - Sami

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1
Development News / Off to holidays!
« on: August 01, 2020, 07:29:53 PM »
So, there's still summer left and there are no showstoppers discovered in the latest version -- that equals to me getting off to holidays now.
We can call this latter summer holiday, and I have feeling I'll spend quite a long one. So it's likely autumn, or early winter, before I get back to development chambers again.
I still can be reached by e-mail, but expect delays with replies. And on rainy days I may rarely pop up at forums too, but don't follow conversations very actively at all.
Take care, help each others out, stay safe and have some good times and adventures!
I'm off to holidays...


2
Suggestions / Re: Ice Checking
« on: July 30, 2020, 09:14:58 AM »
Like in topic - throwing stones/ blocks to check the ice if is able to withstand a weight

Just do it. Works already. Ice should react under load regardless of it being stones or whatever or your character.

3
Bug reports / Re: Savegame needs remedy.
« on: July 14, 2020, 06:23:05 PM »
After a few days of a break, I've returned home to play some Unreal World. Unfornately, my save file doesn't seem to work. It shows no text, yet I can still click it in the load game menu. When I do, it pops up the "savegame needs remedy, please contact the developers" message.

I don't have any mods installed, didn't mess with my save files nor the game, there are no drive errors, so it's probably the game.
The save doesn't work in the previous version of the game, it was created in 3.62, and doesn't work in it either.

I checked the save out, and unfortunately it can't be restored. Wiktor is gone. Sadly.
The character data is blanked out for the reason we do not know.

Issues of blanked character data have been reported rarely, and for that reason in 3.62 double character file backup was added.
But it didn't work out here, which I'm a bit surprised of. You did save the Wiktor in completely normal fashion, with nothing out of the ordinary going on? No other application keeping the savefile open, etc.?
We can't remedy Wiktor, but just trying to understand possible cause.

Quote
The ancestors screen shows the character, with the reason of death being "Quit living".

This caught my attention. Did you have earlier characters named Wiktor who did quit living?
Because Ancestors log does pickup the information from it's own folder, and can't access other character folders.

Quote
Sorry for my bad English.

Your english is fine. We're sorry for your loss.

4
[kidding] ‘vasta’ should be called ‘vihta’ in western cultures... [/kidding]  :-X

Hehe. Yes indeed. It actually crossed my mind if we should use separate terms on separate cultural areas, but then I though it would become too confusing - and the selected term is now based on developer's cultural area :)

5
Matching game update 3.63

Necessary function matching for 3.63

As far as I have seen so far this was for the:

= Sauna stove under building
= Vasta brush under utility

Please advise if testing doesn't go well. This was done as a quick fix upon seeing the steam announcement.

Hmm. To easen updates, I'm not sure if I've mentioned it clearly anywhere but with mods it's the best policy that the mods feature only what's new addition,
and within their own file names, and don't include the vanilla stuff at all.
This makes it all easier as if new vanilla stuff is added you don't have to touch mods.
But in contrary if mod incorporates all the vanilla stuff, and uses the vanilla file names, and then we make slightest update to vanilla files - even to fix a single character- the steam auto-update grabs them and thus resets stuff for all the Steam users have it on.
Also, if mods would only feature what's new and their own, and within their own file names, players can make integrity checks on Steam without worries - to make sure vanilla stuff is up-to-date. Otherwise the original files are grabbed again and mod installation lost.

Just a though, as it's surely a burden to keep things updated. With only-new own-filenames approach the compatibility with version updates remains better.

6
Gameplay questions / Re: 3.63 New fire mechanics
« on: July 09, 2020, 12:44:12 PM »
Quick question about this:
"In the previous versions smoking succeeded if the room was heated once, and the process required no further maintenance. Now the heating must be maintained through the whole process."

If you leave your base for far away lands, do you still need to maintain heat? Or because the tile isn't processed properly since you are not around, you don't.

Thanks

Things are tracked despite of you being away, so you still have to maintain it.


7
Bug reports / Re: [3.63] Steam news text goes into underline mode
« on: July 09, 2020, 12:42:00 PM »
Yeah, there are those bbcode combinations sometimes messing the format.
But for some reason the Steam news post this time looked just fine to me, even if I didn't edit it.
If you mean this one being the troublesome:
https://store.steampowered.com/newshub/app/351700/view/2519150201087490806

Here at forums news edit had to be done.

Quote
Posted as a bug note here as not sure how else to inform you.
This is fine, but e-mail can do the trick also.

8
Hey, a new UnReal World release is out now.
Version 3.63 is now available on Steam, Itch.Io and Lifetimers will find the release at the designated forum section.
The summer sale on Steam still continues for a little while, so if you're quick and willing it's possible to take that sort of a tactical advantage.
With the new release the previous version (3.62) is now publicly available at downloads section.

UnReal World Steam store page:
https://store.steampowered.com/app/351700/UnReal_World/

UnReal World Itch.io store page:
https://enormous-elk.itch.io/unreal-world

This version 3.63 is kind of a summery release in itself. There's features and fixes on all fronts, but some is specifically related to the lush of the summer.
You can find the full changelog below but first, here's a moody image of certain real world item which you can now find in UnReal World too.

...as I'll go now gently beat myself with this one, you can enjoy the new release -- and do the same in there at will.




Version 3.63 changelog

- added: separate key command for commanding your pets and companions [!]

Talking to someone and commanding your pets and companions are now separate commands. Commanding is now done with with [!] key, and the good old [C] key is used only to talk to someone in normal fashion.
The game notifies you about the new [!] key command when talking to companions in normal way, or when talking to someone when there are pets out of sight. These little messages hopefully make it easier to get the new command policy memorized. Also, if you mistakenly try to [C]hat with pets the list of commands is still displayed.
If there are no pets or companions around at all trying to command them [!] just displays an informative message and doesn't proceed into fruitfless target selection.
Also, if there are no companions in sight the menu for shouting commands doesn't anymore contain needless "Choose a target in sight" option.

- improved: fire mechanics

Various features have been added to make fire burning, its' warming effect, obtained information and visual appearance more detailed.

* Burnt-out fire graphics is related to the amount of fire burned at the site. Small fires leave small remains, large fires leave large remains.

* Remains of fire accumulates over time so sequential fires burned at the site will increase the remains. The remains will still eventually disappear with few days pause in fire burning.

* embers graphics has been added and remains of burnt-out fires will be now appear glowing red for awhile. For how long the embers will be glowing depends on the amount of fire burned.

* when looking at burnt-out fire it's now also told if there are glowing or still warm embers. This information gives an idea eg. about how recent a campfire found in the wild might be.

* glowing embers from nearby burnt-out fires helps you to start new ones. This is automatically checked if you start making a fire with glowing remains at adjacent tile.

- added: smoking requires continuous maintaining of fire

In the previous versions smoking succeeded if the room was heated once, and the process required no further maintenance. Now the heating must be maintained through the whole process.
It's not critical to maintain an exact temperature but the fireplace in your smoking cabin should be warmed up properly on daily basis. Should you forget it one day it's still possible to compensate by heating it up even more the next day.
If the heating is completely neglected you will find your smoked foodstuff all spoiled. If the heating has failed only to some extent you may find some of the smoked foods spoiled.

- added: gradual heating up and cooling down of fireplaces and sauna stoves

When warming up a fireplace or sauna stove it now takes some time before the stones get properly heated up and start releasing warmth into the room - and this process is gradual. As a rule of thumb you should keep fire burning at least 3 or 4 hours to get fireplaces and sauna stoves properly heated up. The cooling down is gradual as well and fireplaces and sauna stoves will retain warmth hours and hours after the fire has burnt out. The warmer the fireplace or sauna stove has been the slower it will also cool down.
With these changes in action you can't expect to have a nicely warm room at an instant you light up a fireplace. Or you can't have a sauna bath right after lighting up a sauna stove. However, the fireplaces are designed so that they release some heat when the fire is burning. This allows you to still effectively warm up by the fireplace while it is still only getting heated up.
Also, now you might notice having to warm up the fireplaces longer and more carefully than in earlier versions to have your cottage nicely warm during the coldest winter days. With gradual cooling down of fireplaces the winter morning temperatures inside your cottage may sometimes apppear surprisingly low compared to the earlier. This is because in earlier versions fireplaces retained constant and exceedingly high temperature for very long-time after the fire had burned out.

- added: sauna stove tile slightly stylized

It's a bit darker and has smaller mouth now. This is to better distinguish sauna stove from a common fireplace.

- added: building a sauna stove

Sauna stoves can be now built by the player character. You’ll find the option from [M]ake menu -> Building -> Wooden building.

- improved: throwing water on the sauna stove

Before it was necessary to use sauna scoop to throw water on the sauna stove. Now it's done simply by [a]pplying a water container beside the sauna stove. An option for throwing water from the container appears when the condition is met.
Messages about the results are also updated and now it is told if you get mild or proper steam - depending on how hot the sauna stove is. There’s also a sound effects added so you can hear how the sauna stove really hisses.
With these additions sauna scoop now becomes a deprecated item. It continues to exist in object galore, but with no real use. Upon using sauna scoop you only get a message to use new mechanics instead.

- added: leaf trees now grow and lose their leaves gradually according to the season

You can see leaf trees gradually getting more lush in green in the spring, and again losing the leaf cover in the late autumn.

- added: vasta – a kind of broom to beat and treat oneself with during sauna bath

Vasta is a kind of broom made out of leafy birch twigs and used during sauna bath to gently beat oneself in order to get the muscles relaxed, body massaged and skin cleansed.
Vasta can be made by yourself from [M]ake menu under Utility articles. Making of vasta requires bunch of leafy birch twigs which can be collected from birch trees using your TIMBERCRAFT skill.
To use vasta [a]pply it while taking a sauna bath. There’s also sound effect added so you can hear what the beating with vasta really sounds like. Using vasta improves the healing effects of sauna bath.
There’s also game encyclopedia [F1] entry about vasta available.

- added: collecting leafy birch twigs

When collecting branches from birch trees (by using your TIMBERCRAFT skill) you now get leafy birch twigs if the season is right. If not, mere branches are collected. There are appropriate messages to indicate if the leaves aren't big enough just yet, or already gone old. This addition is foremostly added for making vasta which requires leafy birch twigs to be used.

- added: shout commands activated when pets are too far to respond to talked commands

When commanding your pet that is too far away you are now automatically given options for the possible shouted commands. Foremostly this makes "Come" always an available command for dogs.

- added: wandering Njerpez can be met in small groups too

Njerpez warriors don't wander all alone anymore but can be met in small groups, or pairs as well. If a conflict will arise from these encounters you have to be extra careful now. A group of wandering Njerpez can also have multiple dogs with them.

- adjusted: wandering Njerpez commonness based on the region

Wandering Njerpez are most commonly met in the east and south-east. That's an old rule which hasn't changed, but in the previous versions the borderline of their existence and non-existence was strict and rigid. Now the wandering Njerpez commonness is more gradual, decreasing the further into the west and north you go. Now it's been also verified that Njerpez raiders don't ever try to reach regions of western and northern cultures, so that's where to settle if you want to avoid raiders completely.

- added: pause for spacebar when player character falls through ice

- added: non-weapons can be thrown even when both hands are wielding something

This makes it easier to bait a trap, feed a dog, toss firewood into the fire and so on as you don't have to unwield anything to be able to throw such things.

- added: reindeers can be milked

It's now possible to milk reindeer does. The period when the milking is possible is the same as with cows, but the yield is little lesser.

- adjusted: milking period of sheep shortened with few months

Sheeps now yield milk only from swidden month to harvest month.

- added: character age and days played now appear in [P]rofile screen

This info is displayed at top of the screen saying eg. "You are 16 winters old, and have lived 7 days of adventuring life."

- removed: character [L]og screen

It's been considered useless for a long-time, and it's no longer in use at all.

- fixed: fresh bloodscapes sometimes disappearing instantly upon map load

- fixed: throwing water on the sauna stove not increasing the temperature

This had gotten broken somewhere along the way when adjusting temperature checks. Now it’s fixed and you will again notice the character getting warmer upon throwing water on the sauna stove.

- fixed: no message or results of arrow breakage when it happened upon hitting a creature

Now if an arrow breaks upon hitting a creature the breakage message is displayed and broken arrow will remain at the location.

- fixed: companions that were commanded to stay put did still engage into fights

- fixed: continuing early interrupted fence building requires the raw materials again

- fixed: character not falling into the water if thin ice at the location is broken by dropped items

- fixed: planted crop graphics appearing at picked mushroom location

- fixed: when dropping items selecting the only item in filtered inventory category drops it immediately ignoring the other selections



Cheers!

9
Bug reports / Re: Bloodscrapes disappeared on reloading
« on: July 06, 2020, 03:08:12 PM »
Got this fixed (with Cornan from Brygun. Thx!).
I seem to have flipped certain routine parameters which then broke bloodscape timestamps. It's back to normal now, which means bloodscapes are removed after two days from their first appearance. Would be better if they faded gradually, and according to elements - maybe to adjust that in the future.

Fixed - persists in 3.62.

10
This had gotten broken somewhere along the way when adjusting temperature checks. Now it’s fixed and in the next patch you will again notice the character getting warmer upon throwing water on the sauna stove.

Fixed - persists in 3.62.

11
Bug reports / Re: Bloodscrapes disappeared on reloading
« on: June 30, 2020, 01:26:37 PM »
I can't get this re-produced, so it's somehow condition related.
Brygun or JP if you've still got example saves available where the issue happened feel free to e-mail them over to me.

(I'm wondering could it be about the season, I did my tests when there was no snow on the ground, and bloodscapes stayed there normally.)

12
Development News / Summer and sales, and a new patch in horizon
« on: June 28, 2020, 05:00:00 PM »
It's summer, and Summer Sales have been launched both on Steam and Itch.Io.
So it's two options for you to get UnReal World for discounted price.
And we should also let you know that before the sales period is over, a new patch will be released.

Something to consider and look forward to.

Summery greetings from a mighty birch tree!

Sami - UnReal World developer

13
This calls for a fix. Let's make it so that if there are some items selected already then the single item selection (punt in your example) doesn't count as single item drop without confirmation. But if the punt would be selected first, as the only item in filtered category, then it counts as single item drop without confirmation. This keeps it both streamlined and fixes the issue.

Fixed - persists in 3.62.

14
Bug reports / Re: Slave escape and slaver dead body location
« on: June 24, 2020, 08:32:49 PM »
I'm having hard time to understand this. Is this about "Runaway slave" scenario, or what's the escaped slave story?
Could you break it down in simple way.

15
Bug reports / Re: Vanishing Blunt arrows
« on: June 24, 2020, 07:23:47 PM »
We'll be adding a message and broken arrow in the the upcoming version.

So it's now...

Fixed - persists in 3.62.

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