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Messages - Sami

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Gameplay questions / Re: Smoking time
« on: June 14, 2019, 12:27:40 PM »
That 3-4 days is "hot curing" smoking which is far more recent method than what was in use at the time of the game. I dearly wouldn't count on preservation of few months with that, unless it dried up to "beef jerky" fashion.

What we refer to, is explained by Ilmar Talve in "Finnish Folk Culture" simply as:
"The meat was smoked in the sauna, to begin with at a low temperature for 1-2 weeks ('cold-curing'), after which it was kept at a high temperature for 2-3 days to make sure it war properly done."

Bug reports / Re: Magic Berrys!
« on: June 14, 2019, 12:11:53 PM »
Hi people , i found lots of areas with ready to eat berrys , but it's seedtime. Is it normal? Even the northern billberrys are ready.
I even found some god gifted blueberry shrubs near a village! Is this a bug or did the spirit gift me with early food lol. Keep in mind that my settlement is to the northest part of the map , just up the kuikka tribe. And for you guys info i will not abuse this glitch until i know whats up with it as i am a true role player. Cheers

No, this is not normal. I recall of early berries, or too-early withering berries, being reported sometimes back in the day. If I remember correctly it was related to migrated characters, or long-lived characters.

Is your character migrated, or lived many years?
In any case, you could .zip up your character folder and e-mail it over to me - or put it somewhere available for download.

Craftable birch-bark items are a thing now.
You can make boxes, and baskets, and shoes and caps - and also birch-bark ropes.
Character's CARPENTRY skill determines the success of birch-bark crafting.

And while I was at it, leather/fur cloth crafting times and material requirements were also touched a bit. All the material requirements have been increased to slightly exceed the finished cloth weights, and crafting times of smaller clothes have been reasoned by increasing or decreasing the required time.

And while I was studying the nature and construction of birch-bark shoes, I found a remark that if birch-bark shoes were used in a field work they lasted in usable condition for maybe two weeks. So in real life birch-bark shoes should wear out pretty quickly if used extensively.  And as our characters usually tend to walk ridiculously excessive distances on almost daily basis it got me thinking of adding wearing out mechanism for shoes and boots so that you would need to replace them every once in a while.
So...something like that is also very likely to be added now.

The unique archaeological Iron age site of Levänluhta in Western Finland is the most intriguing burial site in Finland:
Skulls of 98 individuals, mostly from women and children, have been buried in water.
A team of researchers from the University of Helsinki have used new DNA technology, including the analysis of strontium-isotype composition in tooth enamel to find significant information on the skulls.
The DNA matches present day Sámi people. The presence of the Sámi people so south in Finland has been verified for the first time.
Anna Wessman, Director of the Levänluhta project, Antti Sajantila, Professor of Forensic Medicine and Laura Arppe PhD Researcher of Stable Isotope Research, share their insights on the finding.

Bug reports / Re: [3.52]Big Boar(d)
« on: June 11, 2019, 06:26:34 PM »
Yep, duplicate report. So..

[Fixed - persists in 3.52]

Development News / Re: Bark stuff, birch-bark stuff
« on: May 29, 2019, 06:18:18 PM »
Holy moly, that's actually quite big .. but now I bring the 1.000.000 dollar question - how do you stand about making cords from the birch-bark? Will that be an official thing in the game? It does seem rather unrealistic not being able to hang up meat unless it's from cloth or fur, but at the same time I guess it brings some discussion about how much easier it will be to survive a winter.

It actually crossed my mind to add vanilla birch-bark ropes along with these additions, so very probably we'll be seeing that. Actually there are so many plants that you could fashion makeshift cords quite easily - their properties and durability varies a lot though, but that's more challenging to model in the game in enjoyable fashion.

Also, cords not getting destroyed in the cooking processes is also on my personal to-do list, but we'll see how the priorities and difficulties will meet...

Development News / Bark stuff, birch-bark stuff
« on: May 29, 2019, 12:21:31 PM »
Many updates to peeling bark from trees, and utilizing birch-bark as well, are on their way.
Most fundamental addition of all the bark related stuff is to allow harvesting birch-bark and feature it as raw material which can be used in many different crafts.
Takes a while before we get into adding crafts, but bark harvesting changes and additions have been made already, and they can be summarized roughly as follows:

Birch-bark is peeled in long strips, which are wound to a ball for storage. (These kind of balls of birch-bark are called Sommelo  in finnish.)
Harvesting birch-bark in strips is slower compared to (already existing) ways of removing bark in sheets, but as a strip it's ready for weaving.
Moreover, time of the year now matters in harvesting any bark. It's best to be done in early summer, and gets more difficult (and eventually impossible) out of the proper period.
The bark yield (from a single tree) is also not constant but depends on the season and character's timbercraft skill.
And the biggest catch of this all that with adding birch-bark strips we'll be also adding unit of lenght to appropriate game items - that will eventually cover all the cords and ropes as well. So the requirements for birch-bark crafts are going to be eg. "16 feet of birch-bark strip" rather than some weight measure of bark. Many new possibilities open. But it's a hassle at first now to make conversions and routines understand the lenght. But that's my hassle, you just stay tuned...

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

Development News / Re: NPC hunters gone wild
« on: May 28, 2019, 11:09:00 AM »
I just purchased this game on steam to show the support that it deserves. Keep up the good work

Mmkay. Doing my very best, with the power (and support) invested in me. :)

Development News / Re: NPC hunters gone wild
« on: May 28, 2019, 11:07:00 AM »
For a difference in access time between the free version and the paid version to make sense with regards to donation incentives, donating users ought to be treated on par with third party platform purchasers, at least when the donations are above some threshold (probably around when the developers get about the same amount). That can be achieved either by introducing a new tier between free and Lifetime Member, or by lowering the threshold for the latter, possibly discarding perks that aren't sustainable in the process.

Well, one major idea of going donation-based was to cut down office work, bookkeeping and all that hassle with different kind of licenses. Simply downloads and play - and support with as much as you feel fair, if you care to download and play. So I'd rather not return to adding extra hassle with different purchase levels or whatever - especially as I still regularly (almost weekly) receive inquiries about if 'it's possible to get a free Steam key since I bought version 3.15 (or something ancient) back in the day for $3 USD.  Less office work -> more coding.

It can be noted that the Lifetime Member category is in a somewhat uneasy position currently, because releases are supposed to be discussed in the members only section before they become available as freely downloaded, but as far as I know the third party platform purchasers aren't given access to that section, which means those who have payed for a license to use UrW and want to discuss the game in its own forum end up doing so in the open section.

Yes, it used to be more strictly that way when betas where more of true unofficial pre- (or test-) releases, but now it's changing and I guess for the past two years it's already been mostly stated that severe problems (which are practically mostly standalone installation failures) are best to be kept to lifetimer section, whereas regular discussion can be continued normally at public forums.

Development News / Re: NPC hunters gone wild
« on: May 26, 2019, 10:49:05 AM »
I've been playing Unreal World for a very long time through the standalone edition so I was just curious to ask will it continue receiving the updates such as if you decided to update hunters logic. Its a worthy investment if not but it would be very generous as I am on very tight funds currently. But I personally love the game. I've died from so many things and I've created many amazing profiles just to see them disappear in the blink of an eye over falling through ice, causing catastrophic damage to limbs from falling off cliffs, or getting killed by a wild arrow to the head from a companion, etc. I love the game and put numerous hours into my many adventures. Keep up the great work and Id love to hear back from you.

Firstly, thanks for the compliments. Then, it's interesting you that you asked since during the past years I've found myself considering future of the (donation-based) free of charge version because donations have dried out pretty much completely. The original deal (since 2013) has been to keep free of charge version available for everyone if there's sufficient amount of support. But there really isn't, and the standalone version seems to be considered more "free" rather than "donation based". It used to be in fair balance for some years, but nowadays it's (unjustly) only a fistful of people handing out some support whereas there are loads of freeloaders.

So, I really have to consider things, and when there's consensus - or changes to current policy - it will be properly announced. It may be likely that the interval between paid version and free-of-charge version will be lengthened to greater extent, paid version comes way first and the free follows later on - so that the incentive for support is more concrete.

No explanatory follow-ups but I'm pretty sure this case gets solved as we've added a fix where character automatically ends up in wade mode if the water is shallow enough, and while when wading it is possible to rest by standing still.

Fixed - persists in current version 3.52

Development News / Re: NPC hunters gone wild
« on: May 23, 2019, 05:35:45 PM »
Which brings up the question of stealing prey? How will a non party hunter react to me butchering his prey? Until Sami teaches them manners are they all going to be bird thiefs? On a side note that would be cool if one did steal and I could cast a spell some old man me to make them reveal themselves.

Currently they won't react at all to their preys getting stealed, and yes, they could also start butchering player characters prey.
Additions like this bring in many ifs and wild variables, and that flood of ideas as well.

Historically the downed prey was marked owned by cutting (a certain) piece of its carcass. Whoever did it first, the prey was his, even though he hadn't actually downed it.
This is because sometimes two people might have hunted for example the same elk for a long time, and whose arrow was the fatal in the end, couldn't be easily resolved.
So, whoever was the first to cut the carcass became its rightful owner. So maybe we'll apply this kind hunter ethics as well. If you get to cut NPC downed animal first, they give it to you, if you cut whats theirs they'll probably get angry. And vice versa.

Yeah, this needs tweaking.

Actually the cottages of the era only have earthen floor, and the "ground" tile is there only to indicate that something (ceiling) has been built at the location, and that this is rain-proof location etc.
With introduction of new ground foundations (crags, base rock etc.) they overruled the way ceiling/floor tile is handled.
In perfect unreal world, to reflect how the construction really is done, it should be so that base rock or crags or whatever ground there is is actually what the floor looks like.
And of course, in sensible unreal world people wouldn't really want their floors to be cold, hard rock.

Well, since these things are s possible, it requires a bit more thinking from my behalf than just mere tile adjustments.

Development News / NPC hunters gone wild
« on: May 22, 2019, 05:11:50 PM »
I've had amusing and laborous times with testing and tweaking how NPCs now behave in the wild with their newly added wits for example to actively hunt and process the downed animals. New blocks of AI always make things a bit crazy at first as unimaginable and unpredictable conditions harness the power of new algorithms.

I've witnessed NPC hunter running after a squirrel swinging a sword, and exhausting himself by circling around the tree with no better understanding of the target being out of his reach. After awhile my character decided to help the guy out and shot the squirrel down for him, after which he correctly proceeded to butcher and skin the carcass. Without manners of saying a proper thanks, though.

Another NPC came (or was actually forced to by the means of black debug magic) hunting at the site where I had just lost one of my party members. After he had succesfully shot the hare he was after he proceeded to approach the corpse of my passed companion. My character and his dog watched in confusion this guy just stand on the corpse with no intention to move anywhere. Later on I found out that the crazy NPC hunter had an unbearable craving to skin and cut the corpse of my dead companion, but the moral restrictions came in between and he ended up in endless "Should I? No, you must not." limbo.

On a brighter side of incidents I traded a loop snare from a wandering woodsman for a fresh salmon. Soon after, the woodsman decided to light a fire and roast the salmon. A simple little thing but it made a nice difference.

All in all, NPCs in the wild seem a bit more intelligent, but also bit more crazy at the moment. Craziness is surely refreshing, but tweaking and testing still need to be continued.

Suggestions / Re: Rules of engagement for adventurers in the wild
« on: May 08, 2019, 09:16:23 PM »
Hi Sami, nice to hear from you!

The rules of engagement I am proposing are limited to one-on-one encounters in the wild, not to villages, where they would indeed be quite tedious.

The rules I'm proposing don't assume hostility or peacefulness. That's the whole point. They assume that you don't know what are the intentions of the other guy, because this is the first time you see him. And besides, you are in the wilderness, meeting someone completely unknown, miles and miles from help if something goes wrong. It is natural to be careful (more so in tribal times!). And that's the idea: to be careful, and have some interaction to determine intention. And also, to give a fighting chance to the NPC, if it is the PC  the one not that peaceful, otherwise it is open to an obvious exploit.

Yes, I understand you talked about wild encounters, but we like to think that when two woodsmen meet in the wild they are by default more friendly than suspicious.
This is the cultural basis we are building on. (Things would be naturally different if there were known hostilities like tribal wars etc.)
The problem also is that if the same woodsmen keeps circling at your area you would basically have to define your good intention every time you meet him.
Or, if you would have to say it only once, and then could later approach the same NPC with wielded sword or readied bow the exploit would be right back.
Believe me, people would get bored to constant "friend or foe?" questions and they would sometimes forget to unwield their weapons, and unexpected mistakenly initiated troubles would arise.

There will be people to exploit, the innocents to attack, for those who are into it and as it's not (hopefully) the leading playstyle it's not even all that worthwhile to start cutting it down with laborous mechanics. As we've noticed of this thread already that exploit-proof intention declaration towards NPCs is hardly going to be exploit-proof at all.

If the exploit itself really is the problem then kind of "negative karma" is the best way to fight it. There are several folklore based means that include for example the restless dead souls haunting their murderers, but it could be also made so that one day, when murderous player character happened to turn their back at random seemingly peaceful woodman they got attacked instead. Now that would be karma. And probably also encourage to be polite towards fellow woodsmen. 

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