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Messages - Sami

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46
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.

47
Map info refresh thingie missing was missing there. Fixed now.

Fixed - persists in 3.82.

48
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!

49
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.

50
Got it fixed. Thanks for the save.

Fixed - persists in version 3.82.

51
Bug reports / Re: [3.82] Possible timeloop from drying nettles
« on: November 14, 2023, 07:07:05 PM »
Alright, thanks for these details. I guess the best way to get on track with this is to try drying such a big heap of nettles and follow the possible code oddities.
I'll see about that when time allows. However, there always might be underlying factors we don't know about.
Let's hope it was a rare occurence, but if something similar happens again feel free to keep us informed.

52
Minor bug: When making a lippo, it didn't autoselect the handaxe I had on the ground, so I had to pick it up in order to craft it.

Hmm. It seems the autoselection isn't initiated in this and few other cases if there's no required item number specified - although it naturally is assumed that one tool is needed.
You can fix this manually by editing Lippo requirements in diy_glossary as follows:
Code: [Select]
replace {Cutting weapon} <Axe> '+(to shape the pole)'
with     {Cutting weapon} <Axe> (1) '+(to shape the pole)'

53
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.

54
Bug reports / Re: [3.82] Possible timeloop from drying nettles
« on: November 13, 2023, 12:40:25 PM »
It's indeed a very tricky to try to figure out what might have happened there, and savegame probably wouldn't help much either.
As you reckon the nettle drying might have been the turning point I'll just confirm if this happened after you had just set the nettles drying, or did you wait until they were actually dried and pickable - and then noticed the oddity?

55
Free City of Games, the event showcasing games and game culture is being held in Kouvola, Finland for the second time in November 2.-19.11.2023.
This year I'm happy and honoured to participate the exhibition with an interactive playable installation created together with a long-time fellow coder and friend mr. Pasanen.
Our work is called "Avaruuspuhelin" (Space Phone in English), and it's basically a seriously tweaked old rotary phone which you can use to solve a little extra terrestial mystery in sort of escape room fashion.

So if you happen to reside, or feel like travelling to Kouvola, Finland, feel free to visit the event. It's all free, and features a diverse selection of games and game art to play and experience.


No matter what sort of game you've created, the playtesting is important.

You can find more photos and background info here at the Buy Me a Coffee page:
https://www.buymeacoffee.com/samimaaranen/free-city-games-participating-game-art-event


56
Bug reports / Re: [3.82] Crash at start up (MAC / Steam)
« on: October 14, 2023, 01:05:07 PM »
Let's investigate. We haven't noticed other reports regarding this so let's hope this is a rare case.

Would you care to e-mail me at sami [at] unrealworld.fi
By e-mail exchange it's easier to try to pinpoint the issue and I'll also assist you to revert back to 3.81 on Steam, so you can continue playing meanwhile the issue is being worked on.

57
Development News / Version 3.82 released
« on: October 09, 2023, 07:45:11 PM »
We're happy to announce a new version release.

Version 3.82 is now released on Steam, Itch.Io and for lifetimers.

This version brings you a whole new fishing method, bunch of fish life improvements and a basket of crucial bugfixes.
Find the changelog below.

Version 3.82 changelog

** Saved characters from version 3.80-> are compatible with this version. **

- added: retrievable broken off arrowheads

Occasionally arrows do break upon hitting a target, and now the arrowheads can be also occasionally, but not always, retrieved and re-used. Only the arrows of decent or higher quality will loose the arrowheads in retrievable condition and the arrowhead itself almost always suffers from the quality degrade.
If the arrow breaks from hitting a non-living target you will find the arrowhead on the ground together with the broken arrow item. If the arrow breaks upon hitting a living target the broken arrow part will drop on the ground and the arrowhead gets stuck into target's body. These stuck arrowheads are not visible to the player character when looking at NPCs/creatures, but can be found and retrieved only from the target's dead carcass.

- added: lippo fishing, a new fishing method[/b]

Lippo is a kind of a dip net with a long pole used for catching fish from rivers and shallow waters. Lippo fishing is foremostly practised only at certain times of the year; when the fish to be caught are migrating upstream to their spawning locations, and during the active spawning period.
Fishing with a lippo in the rivers and rapids is done by standing on rocks in the river. The location is often suitable when there are several rocks around as these are the usual places where both resting and spawning river fish are around and can be caught. Additionally, a lippo can also be used from the shore if the spawning fish are noticed by the shoreline. The lippo is lowered into the water, down to the bottom, and carefully dragged around in order to catch resting or spawning fish into its hoop.
Start using your lippo either by [a]pplying the lippo from the inventory or using the FISHING skill.

- added: LIPPO encyclopedia (F1) entry

- added: craftable lippo

You can craft a lippo from [M]ake menu under [F]ishing category. A lippo is constructed in such a way that it has a wooden hoop into which multiple small birch saplings are tied to. These saplings are tied together at their open ends, so that they form a net like construction around the hoop. The hoop with this net is then fixed to a long wooden pole.
The applicable character skill for crafting a lippo is NETMAKING.

- added: spawning periods for the relevant fish species

The following fish now have their unique spawning periods; pike, bream, salmon and lavaret. During the spawning period the fish gather up at their species specific spawning locations. This can be then taken advantage of by spearfishing or using newly featured lippo fishing.

- added: splashing and water ripples from the fish activity

As the fish spawn in shallow waters they do splash in noticeable way, and there are now splashing sounds to be heard and round water ripples to be seen indicating the fish activity. These are essential cues in order to find the actual fish spawning locations.
There's splashing audio to be heard but you are also notified with a game message. For example "You hear a splash from the east." or "You notice a lavaret splashing in the water." And then there are modestly animated water ripples, a new visual effect that can be noticed in the water where the fish activity has taken place.

- added: encyclopedia (F1) entries for PIKE, BREAM, SALMON and LAVARET

You'll find information for example about their spawning periods and habitats, and the related fishing means.

- improved: spearfishing

It still remains possible to catch lone roaming fish with luck and patience, but now the spearfishing can be considered most effective for catching the spawning fish.
Upon spearfishing you will be now notified about the ongoing fish spawning periods. The messages will tell if the chosen location might be good considering the spawning fish, or if the spawning might be going on elsewhere. These are hints to consider in order to find a good spot, but you are naturally free to try out your spearfishing luck also regardless of the spawning periods and locations.
There are also some changes in the spearfishing messages thorough the process.

- changed: rain visual effect slightly softened with randomized alpha blending

- added: ROUNDSHIELD encyclopedia (F1) entry

- updated: FISHING ROD encyclopedia (F1) entry with a bit of baiting information

- fixed: not being able to use withes as tying equipment when crafting skis

- fixed: encyclopedia tooltips in the inventory not displayed for items with additional item part descriptions

Tooltips were missing for items such as "Hunting bow with no string" or "Fishing rod with iron hook". Now the base items (ie. "Hunting bow" and "Fishing rod") are properly parsed in these cases too and the tooltips displayed accordingly.

- fixed: Old Man's Punt quest dialogue confusions

The quest progression dialogue had gotten tangled with blacksmith related dialogue.

- fixed: NPC archers could shoot arrows from beyond player character's visible range

- fixed: NPC archers could use and shoot back the arrows that had originally hit them

- fixed: blacksmith product price estimation oddities

Quest rewards were discounted from the final blacksmith product prices, but the blacksmiths didn't bring this up in their dialogue which caused confusion and wrong estimations. This was most notable when quest reward would compensate for the whole price and resulted in blacksmith trade preference being blanked (ie. "..give me your .")
Now blacksmiths will speak about how much the possible reward compensates, and give items truly for free with applicable rewards.
Blacksmiths might also have given wrong price estimation for batch of product because of not calculating the number of finished items properly.

- fixed: blacksmiths failing to produce ordered items

Blacksmiths often failed to produce ordered items because of carrying too much load. This prevented the ordered items to be added in their inventory. Blacksmiths kept building up the excess load because the items they got as a payment weren't never removed and restocked from their inventory. Now blacksmiths will restock their inventory before attempting to carry the finished ordered item.

- fixed: usage of TEXTILECRAFT from the skills window or via hotkey not working for migrated characters

- fixed: TEXTILECRAFT skill not improving for migrated characters

- fixed: Chat command causing fade to black after being forcefully woken up by an NPC


Cheers!

58
Ah, indeed. There was a tag for no minimum length missing. Fixed.

Fixed - persists in 3.81.

59
Oh. Quite a lot of occasions.
Corrected now.

60
Solved'n'fixed bug reports / Re: Arrow stacking broken [3.81]
« on: October 06, 2023, 04:49:53 PM »
Indeed, this kind of recent version arrow non-stacking issues are a result of retrievable arrowhead coding having been initiated.
In case of player character crafted arrows these issue will be cleared in the next patch when the retrievable arrowheads are featured.
However, traded and crafted arrows non-stacking may continue to persist, and there's no simple way to remedy it.

Fixed - persists in 3.81.

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