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Messages - Sami

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- added: light a torch with another torch ;D ;D ;D

I just did what was suggested :)

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Minor but significant new patch is now released on Steam and for Lifetime Members.

The additions in this version 3.51 mostly consist of balances, fixes and additions related to interacting with both the spirits and NPCs. Many small game hunters should be happy to know that for example the unreasonably harsh forest spirit mood changes are now toned down. (Making the spirits also more specifically mention what bugs them is postponed as it started to get quite complex and we didn't want to delay this release.)

Find the full changelog below, here's 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 released later this month.

After this patch I'm slowly starting to settle for summer holidays.

Cheers!

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Version 3.51 (stable) changelog

** Saved characters from version 3.40-> are compatible with this version. **


- added: map of known areas (F6) remembering the toggleable settings to show or not to show cultural areas and map markers

This was once featured, but got broken somewhere along the way. The settings are remembered after exiting F6 map view and persist until toggled otherwise. The display for both cultural areas and map markers is on by default when the game is first started.

- added: ask NPCs to find quest related persons in villages

You can now ask villagers if certain quest related persons are around. This is done by automatically appearing chat options within the common greet dialog. For example:
"Is Sampsa around?" or "Where can I find Tornia?"
All the quest related persons, including the original quest giver, are covered within these chat options if you are aware of them.
There are some exceptions though; NPCs who are involved in quests themselves can't be asked for others whereabouts, but there are always enough common villagers around to assist you.
When it comes to finding quest related persons in other villages the chat options become available only when you are in the right village where the person can be actually found. This can be considered slightly gamey in our standards, but it is more helpful that way.

- adjusted: no more multiple villagers with same names

Possiblity of two NPCs having the same name within a single village has been removed. In seriously crowded clustered villages it is theoretically possible that villagers might run out of unique names, but real chances for that to happen are practically non-existent.

MIGRATION NOTICE: Within villages created in the previous version two persons with same names may still exists.

- added: dozens of new northern names

Due to aforementioned adjustment it was necessary to add lots and lots of new names for northern men and women.

- improved: NPC name randomization routines

NPC culture has more distinguishable influence to their given names. There's noticeable variation between the eastern and western names, but especially the current wider range of northern names now appear unique from rest of the world.

- added: light a torch with another torch

If you are already carrying a lit torch a new torch can be lit of it. This is done in normal fashion by [a]pplying the torch to be lit.

- balanced: forest spirit's attitude in regards to hunted animals - size and significance matters

When an animal is felled the forest spirit's mood change and need for compensation by sacrifices now depends on the size and significance of the animal. Previously almost all the killed animals were valued equally by the spirits which resulted in small game hunters often receiving unreasonable disgrace. Now it is far more tolerable to hunt smaller game and get along with only casual sacrifices every now and then.

- fixed: only one sacrifice allowed per day

If any kind of sacrifice to any spirit was performed even the different kind of sacrifices during the same day were considered excess. This was not intentional, and is now fixed back to normal:
You can perform multiple sacrifices on daily basis as long as they are targeted at different spirits, ie. forest or water spirit, or if the act of sacrificing is a part of unique spell.

- fixed: spoiled food items were seemingly accepted as sacrifices

Now it is foolish to try that sort of sacrifices.

- fixed: former companions never agreed to be hired again

Despite of their "maybe in the future" responses former companions did never reach proper status to be hired again. This is fixed now and companions can be rehired after a varying NPC dependant timespan from few months to full year.

MIGRATION NOTICE: Rehiring possibility timespan may appear glitchy as companionship date information was broken in the previous version. For most succesfull rehiring of former companions try it at villages that were visited long time ago.

- fixed: skinning young animals mistakenly gave adult animal size skins

Now skins obtained from young animals are more or less smaller depending on the cub/calf actual age and size.

- fixed: village items getting easily corrupt upon crash

Crash security improvements added in version 3.50 are hereby improved/fixed in regards to certain crash vulnerable village items.

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3
General Discussion / Re: A very skilled sage
« on: June 13, 2018, 09:57:18 PM »
You've got the wrong Sami but the right profession. I think the real one is Sartolainen or Reemilainen, i.e. in the east rather than the west.

Others have found Erkkas, but I've failed to find one. The nearby Sami I have is a tribesman, so it's not the right one either.

Thanks PALU, for granting me that fair profession :)
Kiesseläinen, that's what I am.

I've also heard people finding Erkka, but I think there's only Erkkiis in the game.

4
Bug reports / Re: [not a bug] 3.50 Aggressive Livestock
« on: June 12, 2018, 01:07:45 PM »
I can understand a kick or two, but this was an all out assault from a sheep!

I've kept some livestock before and had my bits of roughness with them, but there should be an end. Especially if you have them around the neck by a leash.

It is intended, and varies. One might give you few a kick or two, some can rage for hours. And some don't do a thing.

Quote
*edit* as a side note, if this is intentional behavior, then the bug is that when you save, exit, and reload the animal will have suddenly become docile.

So you are referring to this same attacking sheep? Saving and reloading shouldn't automatically calm down any aggressive animal, but they can naturally calm down on their own.

5
Bug reports / Re: [not a bug] 3.50 Aggressive Livestock
« on: June 12, 2018, 01:01:47 PM »
Interesting - it's never happened to me. I wonder if it's related to spirit sacrifice or not.

It's related to unfamiliar person all of a sudden handling livestock whose real masters are not around.

6
Bug reports / Re: Former hirelings not available for rehire
« on: June 12, 2018, 12:55:51 PM »
This is investigate thoroughly now and indeed, despite of their "maybe in the future" responses former companions did never reach proper status to be hired again. This is fixed now and companions can be rehired after a varying NPC dependant timespan from few months to full year.

Fixed - persists in current version 3.50.

7
Bug reports / Re: Village invertory system taking your food
« on: June 12, 2018, 12:53:29 PM »
Well, everything dropped in the village is prone to get handled by the villagers as they please. Player character's items in the village are a wild territory as there are no restrictions or specific rules applied to them. Many wondrous things can happen. I don't know if this actually calls for any action.




8
Uh, this is a pain to follow. Would be far easier if you'd try to reproduce, and I'd get the savegame to investigate.
If you are up to trying to reproduce at some point, save and backup character before starting the trade.
Then try to get the glitch happen. If it does send me that savegame prior to trade, and I'll try to follow the same steps.

9
Bug reports / Re: Unable to resize window at some occasions
« on: June 12, 2018, 12:47:47 PM »
Not a bug, but a screen handling related design necessity. In addition to these cases, resizing is forbidden also during the map maintenance.

10
Development News / Re: Balanced that spirit, fixed them sacrifices
« on: June 12, 2018, 12:33:14 PM »
I'm curious, depending on "size and significance" of the animal, would the appropriate sacrifice ever exceed one cut?

According to folklore it seems that for the finnish spirits it is the gesture that matters the most - not the actual value of the offerings. Exception to this rule are sacrificial specific spells where a specific thing is needed for a specific result. Concept of greater sacrifice for a greater service/result is a bit alien for us. So we continue to emphasize on the gesture rather than the required amount.

And when it comes to sacrifices with spoiled food items, that's going to be fixed.

11
Development News / Balanced that spirit, fixed them sacrifices
« on: June 07, 2018, 01:59:14 PM »
Two important things to help us get along better with the spirits in the upcoming patch:

 - balanced: forest spirit's attitude in regards to hunted animals - size and significance matters

        When an animal is felled the forest spirit's mood change and need for compensation by sacrifices
        now depends on the size and significance of the animal. Previously almost all the killed animals
        were valued equally by the spirits which resulted in small game hunters often receiving unreasonable
        disgrace. Now it is far more tolerable to hunt smaller game and get along with only casual sacrifices
        every now and then.

 - fixed: only one sacrifice allowed per day

        If any kind of sacrifice to any spirit was performed even the different kind of sacrifices during the
        same day were considered excess. This was not intentional, and is now fixed back to normal:
        You can perform multiple sacrifices on daily basis as long as they are targeted at different
        spirits, ie. forest or water spirit, or if the act of sacrificing is a part of unique spell.


These are future additions not yet functional in current version 3.50 (stable).

12
Bug reports / Re: Withering flowers in Fallow?
« on: June 05, 2018, 10:43:07 AM »
Thanks for the follow-up, jhadred.

Checked this earlier save, passed time until the older date of bugged plants, and one occasion I managed to find these same plants withering - and on one occasion it didn' t happen. Something hasty is going on there, probably linked to at which time these areas are visited. Maybe there's narrow time window where plant growth routines fail in this particular areas. Probably very tricky to find the casue, but I'll keep experimenting more with the saves when time allows.

Edit 2:  However, I'm guessing that this behavior could possibly have been what caused this post from April https://www.unrealworld.fi/forums/index.php?topic=1173.0 though there was never a confirmation of time (season).

I'm pretty sure this is plain normal thing, just the animals picking the berries.

13
Bug reports / Re: [Fixed - persists in 3.50] Calf overweight
« on: June 05, 2018, 10:14:59 AM »
Did that fix also address the amount of meat? I've seen the same thing as nekot, i.e. that young elks and reindeer tend to yield adult amounts of meat regardless of season (they ought to be rather small in spring/summer when newly born, unless they're supposed to follow their mother for more than one year). I don't believe I've found any calf that definitely yielded calf amounts of meat.

There's no bug, nothing to fix there.
Just tested it out with bear and her cub, and elk and her cub. At leasat on my end the meat yield works just fine according to the young animal age. Elk calves follow their mother for about a year- You can determine the animal age (and size for meat yield) comparing the sprite size to the adult animal size. Easy to see with a mother animal if the cub/calf is very young or closing the adulthood.


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Bug reports / Re: Withering flowers in Fallow?
« on: June 04, 2018, 09:01:20 PM »
Hmm.

user1805, did you migrate over several versions or from 3.40?

jhadred, I presume you also did migrate - but from which version?

I checked out jhadred's savegame and indeed it appears there are some plants withering that shouldn't be. These had their sprout and blossom datas a bit corrupt, but it's hard to say what might have caused that. However, the issue seems to trouble only certain areas that had been visited before. New areas get the plant generation going on just fine, and things sprout and wither as they should.

Something messed up some plant data at some areas around a year ago in character's life. But what was that is pretty impossible to find out.

15
Bug reports / Re: Calf overweight
« on: June 04, 2018, 08:39:47 PM »
Bugged it was, smaller size of young animals wasn't taken into consideration when generating skinning results. Fixed now.

Fixed - persists in 3.50 (stable)

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