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Messages - Sami

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Development News / Survived the summer
« on: August 14, 2018, 01:38:07 PM »
The summer is passing, the holidays are mostly over, and the time has come for me to return to the development chambers and slowly start getting back on track with the coding chores. When leaving on holidays somebody said to expect to see at least one fishing holiday picture. Well, unfortunately I managed to be so very absent from the forums that I basically didn't post a thing, but as a substitute for the past silence here's half a dozen random summer pictures for you.

Now it's whole lotta e-mails and post to go through to get an idea of how the community and unreal world has survived the summer of 2018.
And then, some fresh lines of code... One at a time...

General Discussion / Re: Forum crash
« on: July 13, 2018, 08:38:56 PM »
Glad that you managed to get us back, Erkka. I also noticed the forum crash during the day, and now came to start working on recovery, but you already had done your magic.

This was an unpleasant discovery, to see forums fail like this, although web search results prove it's not a rare thing to happen.
Maybe spam bots did contribute to the issue to occur, as they aren't a rare thing either.

Bug reports / Re: [not a bug] 3.50 Aggressive Livestock
« on: July 05, 2018, 08:12:12 PM »
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.

Yes. I've done it to multiple aggressive livestock. Saving and reloading does calm the savage sheep (or cow as sometimes the case may be).

And it doesn't appear to ever be a kick or two, once the leash is on and if they become aggressive they desperately try to kill you without ceasing. At least, the ones from Njerpez Settlements. Saving and reloading seemed the only option at the time (and I've done it with mulitple sheep and multiple cows ). I haven't tried taking the leash off though. Maybe that would help.

Could you send me a savegame where this calming can be reproduced. I have tried and can't make it happen. It probably would need to be done so that you save the game prior to making the animal angry. Then backup it somewhere. Now try to make the animal angry, if it works, then save, and if it's calm again when reloading then the backup save is something that I can try out.

Bug reports / Re: Animal in the forest cover quest
« on: July 05, 2018, 08:08:46 PM »
  Hi, I was doing the animal in the forest cover for the second time and ran into some problems that I think may be caused by a bug.
  I found the freshest tracks, lit the spruce fire and then the animal appeared but it wouldn't follow me, I quit the game to save the file and test if it would follow me in the zoomed out map, when I loaded it the animal wasn't as near me as before, following the very fresh tracks into a dead end I lit a new spruce fire on them which caused the animal to reappear but it still wouldn't follow me.

  I'm not sure if it's a bug because the quest giver warns that if the character doesn't has a good relation to the spirits it would bring misfortune and the character has received a lot of "You feel an angry wind" messages.

I don't suspect a bug here, but what really happened is beyond our knowledge, as there's no savegame to check.
There's something odd in this report though, since lighting up a new fire doesn't make animal "reappear".  Maybe it just incidentally came to closer to you at the same time of lighting up a new fire. One thing to remember is that animals aren't automatic, and don't behave the same way every time.  Even if it would want to follow you something might make it hesitate. Even if it started to follow you for example nearby predator still may scare it away. I guess with some patience this quest also could have been completed.

Fixed - persists in current version 3.51.

Hope you have a great holiday, it is well deserved.
I do expect to see at least one fish(ing) pic :)

Thanks for all you do.

Thanks, you good fellow. I fish very rarely nowadays, but I'll keep that in mind. If (or when) I end up visiting Erkka I think we can take care of the fishing holiday pic post from there then.

Version 3.51 is now released also on the homepage.
For those who have curiosity towards Steam and supporting the game we remind that summer sale there continues until 5th of July, and here's UnReal World Steam page.

The current version is trucking quite alright, and despite of few bugs that may come in your way we are good to hit the holidays now. We trust that you will survive.
Finnish summer will surely bring us some rainy days too so some tweaking, fixing and even patching may take place during the summertime - but officially I'm mostly absent from development chambers until early august.

Best wishes,
enjoy the game,
enjoy the seasonal goodies and I'll be sure to do the same...

Midsummer midnight 2018, just outside the UnReal World development chambers.

Did the map maintenance changes make it into this patch?

The newslist is up there, but what changes you mean?

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

I just did what was suggested :)

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.


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.


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.

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.

*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.

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.

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.

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.

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