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Messages - Sami

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151
Development News / Re: Blacksmith NPCs and ordering their products
« on: March 04, 2023, 05:47:04 PM »
by the way, does it mean that iron tools or weapon can be repairable some day?Sometimes people will stint on blocking with their precious materwork weapon to save them from loss of durability or espically quality. but if high quality tool or weapon are craftable, there will be no need for such stint anyway.

Sharpening and re-shafting weapons is planned at least, so  in that regard repairing is to be featured somewhere in the future - and that is to be doable by player character. But if you mean if blacksmith could eg. repair a broken sword, we haven't given a thought for that yet.

152
Development News / Blacksmith NPCs and ordering their products
« on: March 03, 2023, 06:40:59 PM »
In the next version we'll be featuring blacksmith NPCs, and possibility of ordering various iron goods directly from them. You order, they'll forge, and you will then pay and obtain the item when it's ready. This will be a fundamental new addition, and although there's still lots of work to do we're hoping to have the new version out this month.

Not all the villages will have a blacksmith, but it will still be easier to find one to make you that knife, axe, sword or tool you need than to run through several storehouses in several villages in a search for a missing equipment. The available blacksmith products will vary a bit depending on the cultural areas, but all the blacksmiths can make at least the most basic and essential iron goods, tools and weapons.





These are future features - not yet functional in current version 3.72.2

153
The issue found and fixed.

It was about inventory slot usage tags not being cleaned often enough.
The interval had gotten changed when we fixed the issue with random stuff appearing in inventory after rod fishing when a bait was used all up.

This isn't necessarily an issue that too many characters will encounter, but as a manual remedy (before the next version is out) try manually dropping an item or two
- that should clean up inventory tags. After that, you should be able to pick things up to normal amount.

Fixed - persists in 3.72.2

154
Solved'n'fixed bug reports / Re: 3.50 villagers dying in wells (again)
« on: February 28, 2023, 06:58:48 PM »
We believe this is now fixed, as a spin-off result of this:
https://www.unrealworld.fi/forums/index.php?topic=6900.0

Fixed - persists in 3.72.2

155
Alright, we found the cause!
The issue was a result of creature body temperature calculations not properly taking into account the creature's true chances of staying out of the water, and even wading in the cold water gradually kept lowering their body temperature until hypothermia was reached which then lead to drowning.

It's fixed now, and there's a good chance that the issue of NPCs drowning in village puddles has been of the same origin.

Fixed - persists in 3.72.2

156
Indeed inventory should be bigger than 30 or so items.
Plotinus, feel free to send the savegame. And Tinker also, if you manage to get the bugged condition trigger again, the save would help a lot.
Thanks. There are no changes to inventory handling in the latest release(s) so it's a puzzling condition to start with, but we'll see how it goes.

157
Bug reports / Re: Speeding squirrels
« on: February 27, 2023, 03:30:25 PM »
I tried chasing and hurting the squirrels to see how it works, and it truly seems there's something to tweak. To me they also sometimes appeared too fast considering their condition.
The squirrel movement is prone to same injury related checks than all the creatures, and those seem to work. But it appears their initial movement rates may be too high, so that they remain super fast even when injured.

However, with my tests the squirrels that were labeled "crippled" slowed down to extent where I could easily walk to reach them.
Will run some more tests with "crawling" state squirrels.

158
Seems all too harsh! The good news is that I managed to reproduce it.

I tied one dog to a tree at open mire, with open water next to it. I observed the dog wading in there normally, with no ill effects.
Then zoomed-out, waited for some time, and returned - and the dog had drowned. So it seems the idle-time checks, when the player is not on the map,
are to blame for the creature drowning. Now this is likely a same mechanic that makes the NPCs still sometimes to drown in village ponds.
Chances to fix this for both the dogs and NPCs are now very good.

Sorry for your loss, thanks for the report.

159
Development News / Soundtrack released on Bandcamp
« on: February 27, 2023, 02:46:12 PM »
Composed and performed by the devs themselves,
wished for by the adventurers,
the primeval musical journey into the far north is now available also on Bandcamp.

And hey, this means Enormous Elk itself is now on Bandcamp. We trust this will be not our last music release there so all you bandcamp adventurers feel free to follow us there at will.


160
Development News / Re: Animal droppings - an indicator and a fertilizer
« on: February 27, 2023, 02:41:06 PM »
I can see other uses for this new product, I hope it will be available tp modders.
For example there is a mod for digging a hole to collect worms as bait, and in my experience worms love to live in manure piles.

Hmm. The worms used in rod fishing in Finland are, and likely also were back then, most often common earthworms.
I've never witnessed people actually trying to find worms from manure piles, even though those are always plentiful at the countryside.
But nevertheless, droppings can be mixed with modding too.

161
Now it's made so that non-fur skins can't be de-haired, and notification about this is mentioned upon trying so.
This clear issue of de-hairing birds, and also the possibility of de-hairing already de-haired skins after curing them again.

So, all fixed.

Fixed - persists in 3.72.2

162
Development News / Re: Animal droppings - an indicator and a fertilizer
« on: February 22, 2023, 10:32:38 AM »
Spontaneously I would suggest fertilization with dung would slow the rate at which yields would decay for years following the first one of a slash-and-burn field. Since yields don't decay currently I'm not sure fertilization ought to have an effect yet either.

Is there any archeological evidence of dung fertilization being used back then? I guess it would be hard to find any evidence even if it happened, though.

The fertilization (at least for now) will be quite simplified, adding foremostly some roleplay and atmopshere for those who like (and have wanted) it.
I'm quite sure dung was used as fertilization also back then at areas with increasing number of domestic animals, but the mere slash-and-burn cultivation still remained dominant
for until 1700's or so.

163
Development News / Re: Animal droppings - an indicator and a fertilizer
« on: February 22, 2023, 10:23:10 AM »
Will dogs get pathing logic to linger at droppings? Maybe sometimes they might even destroy them, whether it's by eating the stuff outright or rolling into it.

No, we didn't think that far either, but the lingering part would also be somewhat gameplay relevant thing.
But we'll try not to build all too ambitious "droppings related to-do list" for now, as there's other stuff in line too.

164
Development News / Re: Animal droppings - an indicator and a fertilizer
« on: February 22, 2023, 10:17:58 AM »
Please say it makes the bog squelching sound when you step onto the tile?

Hehee. We didn't go that far, but would be a nice easter egg in case of bigger droppings at least.

165
Bug reports / Re: [3.72#2 Win 10 Steam] Cannot drop duplicated leash on cow
« on: February 22, 2023, 10:14:16 AM »
Save sent!

There were no crashes, force quitting, editing files or anything like that.  I was pushing the game hard though, and getting errors about carrying too many items as I tried to load myself and the cows.

Thanks. I'll check it out today, and e-mail you back.

Quote
EDIT:  I suspect the leash duplicates may have occurred when I was already carrying the maximum number of items and then I took the leashes from the tree I had tied them to.  If this pushed me over the item carry limit, I may have dropped some stuff resulting in the leashes getting duplicated?

It's likely that the (internal) item handling difficulties was a cause of the issue, but it's not possible to confirm it 100%.
Nevertheless it's something that we don't want to happen, so we'll see about the possible adjustments we can do.

Quote
EDIT 2:  I would appreciate it if you could confirm that a defeated Njerp village can flip to Vagabond, erasing the Njerp buildings and presumably my cattle if they were tied to a tree within the area.  I just need to know whether I can expect to chew the cud with my beloved Ermintrude ever again, or if I should plan a mission to secure some replacements!

If all the villagers are dead, or just leave the village, that cultural area turns into no man's land and the villages at no man's land are called vagabond villages.
So for that part it can happen and works as intended. BUT buildings in the defeated/abandoned should never be erased nor replaced - so that sound like a bug.

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