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Messages - Sami

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31
Inconsistency isn't a bug per se, but yep I get it would be reasonable to change the said Make menu key.
If I recall correctly, having not heard of this being brought up before it's probably not all too bothersome for most.
Anyway, we're in for the adjustment but the change may also cause some frustration for the long-term players who've gotten completely used to the current keys over the years, or decades.

32
Development News / Re: Haft them axes, haft them spears
« on: January 13, 2024, 01:14:13 PM »
I would suggest the head quality to be stored separately from the quality of the overall item, as suggested above.

It's going to be stored separately.

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Thirdly, I would suggest a de-hafting activity whereby you remove a  (s)haft from a hafted item to allow the head to be mounted on a new (s)haft. This could be used as preventative maintenance on an item with a badly worn (s)haft, but could also be used to try to improve the quality of an item where the hafting didn't work out properly, resulting in a lower quality item than you'd like.

This has been considered, but not decided yet. In a game one may be easily tempted to try hafting until you get the quality you want, but in the real world approach to the relatively time consuming hafting is probably different. Replacing a noticeably worn haft is a different thing, and that case that the haft also can be removed a bit more easily than the new tightly fitted one.

33
Development News / Re: Haft them axes, haft them spears
« on: January 13, 2024, 01:07:14 PM »
Another question: will battle axe and woodman’s axe have long haft, or will all axes take same hafts?

There are only two generic haft types, one for axes and one for spears, that will suit them all.
Yes, in reality the hafts will differ depending on the axe/spear type, but in order to not make things overly complicated we'll just go with generic hafts.

34
Development News / Re: Haft them axes, haft them spears
« on: January 13, 2024, 01:05:58 PM »
Will the weapon’s head quality be stored separately, retained through hafting and re-hafting?


Yes.

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Can we examine the axe in inventory to see the quality of the head?

No. Haven't been considered.

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Or will we see “fine axe with decent head”?

No, you'll see just "fine axe".

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2nd question is regarding to inventory stacking: will all various combinations AND wear&tear levels be stacked separately?

Yes, they will be stacked separately. That's the thing with stacking, if there is difference with the item properties the items wont' stack.

35
Development News / Re: Haft them axes, haft them spears
« on: January 13, 2024, 01:03:15 PM »
I have two questions:

Will there be a space prompt (I think there is one) to make you stop and take notice when the shaft breaks? Just thinking that it'd be annoying if the head falls on the floor, and you wander off without noticing?

Yes the breakage message will be space prompted.

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Will hafting a masterwork item with a lower quality shaft reduce the quality of the axe? It would be good to reward the players own self-sufficiency in that way by making carpentry skill more desirable.

Erkka already answered this, with an answer that is mentioned in the original post. ;)

36
Trading hundreds of boards at one go isn't often plausible because since they are too much of a burden to carry around, but nevertheless the said exploit exists.
This is fixed now, so that the villagers will check the necessity of offered items also during the first trade.

Fixed - persists in 3.82.
The usual way this was exploited was: chop some trees near the village, haul the trunks to a house in the village, create the boards, carry the items you want to buy to the spot with the boards. until all boards are in your inventory: pick n boards up, where n is the max you can pick up at a time (depends on player's weight), now you are carrying maybe 1000 lb of lumber. finally pick up the items you want to buy, chat with a villager.

Perhaps if you are already overloaded on weight you should not be allowed to pick up any more items.

Yes, I figured the overload carrying - but not moving - can be done by picking up the excess weight in smaller portions.
Hmm, for now I don't think we'll need restrictions to overloading oneself like this. I bet we'll still discover more trading exploits item wise in the future,  but they'll be addressed when reported and time allows.

37
Development News / Haft them axes, haft them spears
« on: January 12, 2024, 06:19:14 PM »
Hafting of the axes and spears is underway. This is relatively complex and fundamendal addition and I guess we'll be putting out a new release when it's all finished.
There's still lots of work to do, but let's have a first sneak preview of the upcoming hafting mechanics.

So, axe and spear items now consist of two parts; heads and hafts. Haft refers to their wooden handle or shaft, which can break over time or upon damage.
When a haft breaks the separate head remains, and can be hafted again. Hafting is a process of attaching axe or spear head to a new haft, making it a complete working weapon again.

Now let's meet our test character Terhi and let her show how the hafting in UnReal World goes.


One day the haft of her trusty woodsman's axe broke leaving the head lying on the ground.
For all the different axes and spears their heads now also exist as separate items.
Blacksmiths still sell these weapons readily hafted, so the heads aren't commonly found until the axe or spear haft breaks.



Crafting the hafts and the process of hafting can be found from [M]ake menu under a new [H]afting category.
The first two options are used to craft a new haft, and the latter for actual hafting to assemble a working weapon with the head and the haft.
Terhi now proceeds to craft a new axe haft.



Both crafting the haft and hafting task itself requires CARPENTRY skills.  Terhi has managed to craft a fine axe haft, and then she proceeds to actual hafting.
In this list of hafting requirements there's a new "hammering tool" entry. Axe haft needs to be pounded tightly into the eye of the head, so a hammering tool is required.
The butt of another axe, if available, is the best option but you can do this hammering also with a club, solid firewood or even a stone.



The hafting is done and she managed to assemble a decent woodsman's axe. Let the timberwork continue!


The haft quality and success in hafting has significant impact on the finished axe or spear usability. Poor hafting may result in lowering the weapon quality even below the head quality itself. The finished axe or spear quality thus now refers to overall usability with the used haft, and the success in hafting.
On the other hand, you may also manage to raise the finished weapon quality higher than the head quality itself with a perfect and perfectly fitted haft.

So, this is how 2024 starts feature wise. Stay tuned.

These are future features - not yet functional in current version 3.82.

38
We could still take a look at that sage quest pop-up oddity, if you still have a backup character that suffers from the issue.
If so, you can .zip up the character folder and e-mail it over to me: sami [at] unrealworld.fi

39
Trading hundreds of boards at one go isn't often plausible because since they are too much of a burden to carry around, but nevertheless the said exploit exists.
This is fixed now, so that the villagers will check the necessity of offered items also during the first trade.

Fixed - persists in 3.82.

40
Ah. This likely happened if the open water freezes again after the spawning has initially started.
It's fixed now, so that the spawning gets interrupted if the conditions at the spot turn unfavourable.

Fixed - persists in 3.82.

41
Not bugs / Re: Crops not staying planted?
« on: January 02, 2024, 02:06:53 PM »
Was it a village's crop field or one of your own?

I was about 2 tiles away from the village. No villagers wandered into the crop area so I assume it was "available".

That is still very close to the village, so during the harvest time the villagers might actually take advantage of this field.
But as it was swidden month, and not the harvest season, we can rule out the NPCs.
The other plausible theory, as mentioned, is that the wild animals have been eating your harvest, but in that case I believe there would still be some crops to be found and not the entire field cleared.

To find out for sure, if you feel like it you can .zip up the character folder and e-mail it over to me. I'll check it out and see if there's something odd going on.

42
Map info refresh thingie missing was missing there. Fixed now.

Fixed - persists in 3.82.

43
Development News / In the real world at present-day Savo
« on: December 17, 2023, 06:46:33 PM »
The year is nearing its end - so let us send you our winter season's greetings with this post.
Firstly, we wish you all the best with the festivities and holiday season you might have at hand, and happy new year!
Then, as a season's speciality let us entertain you with little something recreational from the real world at present-day Savo.

The winter has come, and for the devs like us it means the balance between coding and cross-country skiing must carefully maintained.
So, a week ago Erkka came over for a visit - and we went exploring the real world on skis.




Over the years, we've found ourselves doing many kind of media works more or less related to the game world or inspired by the iron-age culture.
And now, quite spontaneously, we ended up doing small stop-motion animation - and then though of publishing it as 2023 season's greetings
at Enormous Elk YouTube channel.
There's more, and surely more sophisticated content to explore, if the channel wasn't familiar to you already.
We call it Tanssivat tontut in finnish, which would translate as Dancing goblins or Dancing household spirits in english.
https://youtu.be/du2pkQUN9Fg?si=aOPZkYand2qcKmFW

And lastly, for myself the last weeks have been more busy with horseback riding and archery than coding.
In early December I did three horseback archery demonstrations at different stables which required quite a bit of both time and energy.
But hey, sometimes one has to ride a horse to endure extended still sitting periods in front of the computer.
And maybe it's good for one to try out the bow for real if he intends to simulate archery in the game.
So, this also falls into category of in the real world at present-day Savo. Let the bow skill speculations start :D
https://youtu.be/oPaZKJluLDQ?si=vAzUS2KX986sx7ux

Let's see you in 2024, with all sort of new achievements, features and adventures to follow in the real and unreal world.
Cheers!

44
If you still have the sheep, the scary rope and the behaviour persists then would you e-mail me the savegame.
Tried to reproduce, leashing sheeps with 2 meter rope, but couldn't reproduce.
I noticed that the sheep started escaping only when I took my dogs with me. However, can't reproduce this bug again too. Sent you the savegame anyway.

Thanks, got it, and played a bit but couldn't either reproduce the issue. It could have been something about the dogs and the specific area maybe.
Well, in case of it happens again feel free to send a new savegame right away.

45
Got it fixed. Thanks for the save.

Fixed - persists in version 3.82.

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