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Messages - Sami

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256
Solved'n'fixed bug reports / Re: Weird timeskip to day 499
« on: November 08, 2021, 04:44:04 PM »
Thanks for the follow-up details, Pyry - and Night also. I'll keep investigating.
Now we can probably assume that it happens only on loading the character, otherwise I think it would be noticeable during the gameplay.

257
Solved'n'fixed bug reports / Re: Weird timeskip to day 499
« on: November 02, 2021, 02:38:31 PM »
Weird indeed. So I'll confirm, that in reality Einari is only 20+ game days old character?
Upon the load his data indeed tells he's lived 499 days.

I've got absolutely no idea what's the case here. In theory it could be a result of some variables overflowing, and then corrupting the day counter.
But why, that's the mystery.

Did you go about with similar playstyle with all the characters that ended up in the day skip?
Also mention is there was any modding, or third-party stuff which might affect to game values.

258
This was been checked thoroughly and indeed we found something to tweak and fix.
The snow movement penalties itself were working flawlessly when it comes to the speed an animal can move in the deep snow.
However, there were few faulty calculations in fatigue rate which animals suffer when moving the snow. This could result either in animals tiring too easily, or too little. The issue appears on border areas of certain snow depths, so that's why you have rightly noticed the dogs not tiring in the deepest snow.
In most cases the snow penalty system is working as it should, but some oddities may be witnessed - as you did.

It should be noted that animals which are adapted to moving in the snow can and will still get tired. Even if a hare would run on solid surface in the summertime, it will eventually tire out if it can't rest every now and then. This can naturally happen on snowy surface as well, even though hares are adapted to moving in the snow. The same goes for the lynx too. So we don't actually know what tired that lynx out. It could have been this issue, or the lynx might have been running after the game just a little earlier. For the many reasons this glitch isn't easy to spot, and wasn't easy to discover from the code either.
But it's great that you paid attention to this. We've found the issue and the snow related fatigue accumulation issues will be fixed in the next patch.

Fixed - persists in 3.70.

259
Just sent the save to sami@unrealworld.fi

Thanks. And indeed there was an issue which sometimes seems to still bring up this "can't carry" situation even though there is carrying capacity for the trading party. Will be fixed.
(Nevertheless, exotic valuable furs are still and always the best currency - in this case the character wouldn't be able to buy the hauberk even if all his furs were accepted.)

260
Not bugs / Re: Digging problem
« on: November 01, 2021, 05:36:59 PM »
Cannot dig, if there's blood or tracks?

Blood or tracks shouldn't matter in digging a pit. Please be more specific, what did you try, what happened, what did the game say?

261
Solved'n'fixed bug reports / Re: "Savegame needs a remedy" after BSOD
« on: November 01, 2021, 05:30:17 PM »
That's really curious, I usually quit the game by using CTRL + S which displays a very quick message in blue in the log.

My OS is Windows 10, version 20H2,  build 19042.1288

Anyways, the character was very recent so I didn't lose a lot, thank you for taking a look.

Okay. Good to hear it wasn't a big loss, but of course we still wouldn't want these issues to be witnessed ever.

--

In case of another instances of this, please just report again. We'll keep seeking for more safety measures.

262
Okay it has just happened again, I am trying to trade my furs for a long mail hauberk with a guy called Gilbrand, and he tells me I am just a few things away from making the trade but he can't carry my elk fur.

I have made a save for you to check, but it's rather big.  How do I get it to you?

Great! You can use any file transfer service so send it, or if it's less than 10 Mb you can also e-mail it.
Save folders should compress down pretty nicely, though, if you eg. try to .zip it up.

263
Solved'n'fixed bug reports / Re: "Savegame needs a remedy" after BSOD
« on: November 01, 2021, 10:31:42 AM »
I had the same issue on 3.70

https://drive.google.com/drive/folders/1wNYMwU6eXbnmcS_bP-oH7bLMsGUyrObw?usp=sharing

I think I quit the game after the character had been saved, once the main menu had appeared

Are you quite sure the game ended like that? The last note in the message log says "You finish eating some of that broad bean soup.", and then it's all blank, no
mentions about character being saved. It's even more bizarre if the character data gets blanked after manual quitting.

Anyway, this characters seems unrecoverable as well. What is your operating system version?

264
Solved'n'fixed bug reports / Re: "Savegame needs a remedy" after BSOD
« on: November 01, 2021, 10:24:39 AM »
Unfortunately the character can't be restored.
I'm curious which version of the game you were playing?

In 3.70 we added some extra safety measures for data loss upon power loss / hard crash, so I'm asking if we need to seek for more solutions.
All in all, this is only Windows issue, and it's been pain to figure out sane reason for it to happen.

I'm using latest version 3.70 from Steam.

Damn. I though we had it secured, but gotta seek for more solutions then.
And what was your exact Windows version?

265
Development News / Seasonal Steam sale and Kekri customs
« on: October 30, 2021, 07:02:37 PM »
Harvest festival sale is on at Steam and in the Far North we do celbrate Kekri.
So let the new adventurers be respected with the discount, and the ancestral spirits with our special Kekri costumes and customs...

During this festivity period you can grab the game for decent discount on Steam.

It's Kekri, not halloween, in the Far North.

Kekri is an ancient Finnish harvest festival celebrated in the fall when the annual agricultural activities were all accomplished and the harvest collected. Kekri meant the end of the crop year, which was a big turning point. It was the time when the souls and spirits of the dead wandered around and visited the living. The ancestors were respected and welcomed. Sauna was heated up for them, and meal prepared too. The living celebrated accordingly, and so do we.


Kekri Goat

Kekri time included tradition of Kekripukki (Kekri goat) figure. People would dress up as horned creatures, wearing furs or coats upside down, and went around in their disguises and were offered food and drink.
So, what does a decent developer of tradition rich game do to follow the tradition?
Yes. He dresses up as Kekripukki.



We wish you happy and haunting Kekri time, or Halloween - if that suits you better.
Celebrate and participate!



266
Solved'n'fixed bug reports / Re: "Savegame needs a remedy" after BSOD
« on: October 26, 2021, 06:19:39 PM »
Unfortunately the character can't be restored.
I'm curious which version of the game you were playing?

In 3.70 we added some extra safety measures for data loss upon power loss / hard crash, so I'm asking if we need to seek for more solutions.
All in all, this is only Windows issue, and it's been pain to figure out sane reason for it to happen.

267
General Discussion / Re: UrW mobile controller
« on: October 20, 2021, 11:24:02 AM »
Controller bug in 3.70 Windows version have been fixed now, and the game is updated on Steam, Itch and for lifetimers. So if you are on Windows and had problems with the controller, simply download/update the game again and let us know if it works ok.

On other platforms the fix will be delayed, but we'll try to do it as soon as possible.

268
We're happy to announce that version 3.70 has reached the stable stage and is now released and available on Steam, Itch.Io and Lifetimers will find the release at the designated forum section.

If you were playing 3.70 beta versions, you should know that there's also new content added since the last beta. And if you weren't playing beta versions at all, then prepare to discover a lot. But first a little look at the key features with a few screenshots.

Key features of version 3.70

The key features of version 3.70 version deal with the moon and the moonlight, fibre processing with new textilecraft skill, snow penalty for all the creatures and snow crust, lots of new character portraits, tying equipment adjustments and additions, crafting fishing rods and hooks and usage of baits, option for metric units, and so on. The list of additions and fixes is long and you can find the full changelog at the bottom of this post.


Trudging through the deep snow the escaping elk tires itself easily while the hunter gliding with skis on snow crust travels easily.


There are lots of new character portraits added, and also an option to ask whereabouts of village water supply.


The autumn nights are already dark, but during full moon there's enough light for example to go fishing - with self-made fishing rod and hooks, that is.


Textilecraft in action. We have a new batch of harvested nettles retting in the water, and prepare to spin some yarn from earlier extracted nettle fibres.


Version 3.70 changelogs

First, here's changelog since the latest 3.70 beta version - new content to be aware of for those who have already been playing the beta versions.

3.70 (stable) changelog - new content since 3.70-beta 3

- added: whole lotta new portraits, and specific portait categories for old men and sages

A good bunch of new portraits have been added for kids, female and male characters. There are also two new portrait categories specifically for old men and sages. Portraits in these categories are exclusive for those type of NPCs and can't be associated with other NPCs nor chosen as a player character portrait.
MIGRATION NOTICE: NPCs generated in the previous versions continue to appear with their previously generated portraits.

- added: bowstrings as a separate functional part of a bow

Bowstrings are now featured as a craftable item of their own. Bowstrings wear out in use and thus need to be replaced every now and then. Crafting any bow now requires also a bowstring item, so you need to have a bowstring ready in order to make a functional bow.

* crafting a bowstring

Bowstrings can be crafted from [M]ake-menu under [W]eapons category. Bowstrings are made out of multiple strands of yarn twisted together, but also thin cordage can be used for a makeshift bowstring. Upon crafting a bowstring you can select the material, yarn or cord, to be used.
It's faster to make a bowstring from a cord and the required length is also far lesser, but bowstrings made out of cords are also always of lesser quality. Your textilecraft skill determines the success of making a bowstring. Due to item usage complexity bowstring crafting is hard-coded and not to be found in editable diy_*.txt file.

* bowstring breakage and replacement

Good quality bowstring can last up to thousand of shots or so. The lower the quality the faster the bowstring is prone to break. When the bowstring breaks a message is displayed and the bow gets described as "bow with no string". Naturally you can't shoot with such a bow anymore until a new bowstring is added.
You can check out condition of a bowstring in strung bows with inventory command. Upon selecting a bow to examine you will see how the bowstring looks like.
You can add a new bowstring to a bow with no string with [a]pply command. First apply the bowstring, and then select a bow to be strung with the string.

- added: [a]pply command can be used to remove hook from a fishing rod or to unstring a bow

Sometimes you want to remove the old fishhook or bowstring at will and it can be done with [a]pply command.
To remove a hook from a fishing rod [a]pply the fishing rod on dry land. The reason for doing it on dry land is that otherwise the fishing attempt will be initiated.
To remove a bowstring from a strung bow just [a]pply the bow anytime.
If you try to attach a fishhook or bowstring to fishing rod or bow that already carries those item parts you'll be notified of these new removal mechanics.

- added: spruce quick-bow - a simple craftable makeshift bow

Spruce quick-bow is the most simple and quick to make type of a bow. It's made out of a single branch that is cut from a standing spruce tree. It goes without saying that this type of bow is not a high performance weapon, but it is efficient enough for hunting squirrels and other small game.
Spruce quick-bow can be crafted from [M]ake menu "Weapons"-category. There's also SPRUCE QUICK-BOW game encyclopedia [F1] entry available for more information.

- removed: primitive bow and juniper bow - newly introduced spruce quick-bow replaces these.

- adjusted: villagers reclaiming heavy loads

Previously villagers would crowd endlessly around items they wanted to reclaim and restock if the load of whole stack was too heavy to pick up. Now they try to pick up such loads in smaller stacks, and if that should fail also they will eventually give up.

- added: craftable cords and ropes from yarn

You can now craft cords and ropes from yarn. These options can be fround from [M]ake menu under [T]ying equipment category.

- adjusted: cord and rope crafting requirements and applicable skill

Crafting any cord or rope now also requires a branch which is used as an aid for twisting the strands firmly together. The applicable skill for crafting yarn based cords and ropes is now textilecraft.

- changed: generic "cord" item name and quality

The generic craftable makeshift "cord" item which is made out of strips of clothing is now called "cloth cord" and its finished quality always remains on inferior side.

- updated: game encyclopedia [F1] entry for CORD and ROPE

- adjusted: "Set a net" now shows only tools in "Fishing" menu

- modding add: 'first word' value for [naming:] tag

Using 'first word' with [naming:] tag will get value of the first word of selected material/item name.
For example, material requirement and naming such as:
{Cord} [remove] [name:%s product] [naming:first word]
would result in finished item called 'yarn product' if 'yarn cord' was selected as the material, or 'linen product' if 'linen cord' was selected. And so on.

- adjusted: fatigue accumulation when moving by watercraft

Type of the vessel and implement used to move it now matters to how fatiguing it is to move by watercraft. In general it is more strenuous to move by raft than by punt. The implement used to move the vessel also matters. Shoving the watercraft ahead with sesta takes more effort than paddling.

- adjusted: companions pay more attention to closing doors

Companions now always try to close the doors they pass. This is to avoid them letting domestic animals, or warmth, to escape from your settlements.

- fixed: possibility of NPC portrait being the same as player character's portrait
- fixed: carried load unit (lb/kg) in statistics window not changing if system of measurement was changed during the gameplay
- fixed: sneaking while skiing on snow crust didn't reduce the speed
- fixed: dried cuts as fishing baits got used up in one single fishing attempt
- fixed: [nominlen] crafting tag not calculating tying equipment stacks properly
- fixed: NPC's excess bartered good might be distributed also to the village animals
- fixed: auto-shortening of tying equipment in crafting recipes not always reducing the weight accordingly
- fixed: boy NPC weights generated wrong and too low
- fixed: plants not burning in fire

Version 3.70 major changelog - since the first beta release

To view all the new content in version 3.70 the full changelog is here:
http://www.unrealworld.fi/370-changelog.txt

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Cheers, and happy adventures!

269
It is a bug, not intended, and something we haven't heard of before. Quite interesting. Anyone else catching branches?

270
Development News / Wrapping it up for a stable release
« on: October 01, 2021, 01:53:25 PM »
Seems like all the most critical bugs have been fixed by now and 3.70 beta has been around for such a good while that we don't expect any nasty surprises anymore. So wrapping things up for 3.70 stable starts now, and the release is expected early this month.

The few latest additions to 3.70 that were finally accomplished are craftable cords and ropes from yarn, and whole lotta new character portraits.
Just a little more work and patience is needed and then it's out.

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