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Messages - Sami

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91
Development News / Craftable fishing nets and more
« on: June 13, 2023, 07:44:36 PM »
The current version 3.80 is now few weeks fresh and working smoothly.
And we've been working on a new update for this summer.
So how about just a little update about the little something upcoming?
Very well. And let's do it with a sneak preview screenshots.

So, what is to be highlighted now and to be featured in the next release is ...

Fishing nets craftable by the player characte

Player characters will be able to make fishing nets.
Thinking of the mere amount of yarn alone it's not all too simple craft to collect the material for.
You'll also need rocks for the weights, and birch-bark to wrap the weights with and to make floats.
And then there is also a special tool required ...



Netting needle. That's the tool you'll need. It's a wooden tool for weaving the net with proper knots. As a curiosity for history enthusiasts, one of the oldest known fishing nets in the world, the Antrea Net dated to 8540 BCE, was laced with knots that indicate use of netting needle. The same kind of fishing net knots have been used by Baltic Finns in much, much later dates. UnReal World takes place around 800-1200 CE.



Netting needle.



Net weight - a decent size rock wrapped in birch-bark.

Introducing pausable crafting

In the next screenshot our character has started weaving the net.
And after 6 hours of work the progress bar hasn't even reached the tenth of the remaining time...



Now what's that about?
Well, that means in the next version we'll be also introducing pausable crafting for making a net - and for few other tasks. This will be the start of featuring a possibility to have a break in long crafting tasks and continue at will later on. After the mechanics have been tested properly it will be expanded to cover wider range of crafting. Which will make quite a difference, you'll see.

So making a net won't be a task of few hours, or even few days, but can easily last for a week or more.
After four or five days of weaving the net our character takes a look at the half-finished work in progress...



Luckily for us all, the upcoming version is already more than half-finished by now.
July 2023 seems like good month for yet another release.

These are future features - not yet functional in current version 3.80.[/i}]

92
Development News / Re: Version 3.80 released
« on: June 11, 2023, 07:43:02 AM »
It's bad enough suffering the risk of the bugger saying that he didn't perform the commission, while not allowing you to remake the commission (I don't know how long you have to be away to "reset" the blacksmith, only that a couple of weeks was sufficient to determine that the vague wording meant cancelled, not delayed).

This doesn't open up to me fully. Do you mean you've had blacksmiths not being able to finish your orders, or? Feel free to elaborate if you like.

93
Development News / Ancient Savo - public beta released
« on: June 09, 2023, 06:36:16 PM »
You know, there is Enormous Elk - an indie production team founded by Sami Maaranen (UnReal World creator) and Erkka Lehmus (UnReal World co-designer).
Then, there is UnReal World - by Enormous Elk.
And now there is also Ancient Savo by Enormous Elk, as Erkka's side-project game has reached its public beta release.

Ancient Savo

Ancient Savo is an open-ended resource-management game, with no combat elements.
Cold, hunger and accidents are your only enemy.
Both 2D and 3D graphics, you can freely switch between them.

Play as a settler family in 1200CE Eastern Finland, in a region called Savo.
Build your home in pristine woodlands.
Live off the land, raise a family, send your adult offspring to start homesteads of their own.

Ancient Savo is released and available here at Itch.Io:
https://enormous-elk.itch.io/ancient-savo

See the beta version trailer here:
https://youtu.be/1m18A9_RKsw

Ancient Savo draws a good deal of inspiration from the same pool as UnReal World - the roots, cultural history and ways of life of the ancient Finns.
It is a different game independently continuing on its own path - as does the UnReal World.
However, familiriaties, similarities and overlapping ideas within these two may supplement
one's gaming experience in these two titles.

94
Development News / Re: Version 3.80 released
« on: June 09, 2023, 06:31:56 PM »
I've just noticed that blacksmiths that are on master level (maybe it's also applied to different levels) can create either fine or masterwork quality of items. Probably it depends on real skill value while "master" is description of the level range.

Yes, it's the real skill value that matters - the descriptions are always for some range of level.

Quote
Wouldn't it be more fitting that this level would clearly represent quality of the items? If one master creates fine items, and another masterworks, how one's skill level is measured and such blacksmiths are comparable while effects of their work clearly aren't? Are there other things that come up with given level, for example shorter delivery time?

I don't know how many do find this so confusing that it would need a tweak, but it's possible of course to reserve "master" term only for those who make the masterwork items.
But thinking of possible real world verbal boasting of one's skills how it is now is quite natural.

Delivery times aren't currently affected by the blacksmith skill level.
Moreover, it's is imagined that they don't naturally work solely on character's order 24/7 but have other things to do as well, maintaining many different tasks and chores during the day.

95
Modding / Re: Is feather a base object?
« on: June 09, 2023, 12:38:47 PM »
Relating to BAC updating the 3.80 arrow making

Im thinking of having a strip broken arrow for feathers

Is feathers a base object?

No, feather isn't a based object, but generated on the fly from the birds when applicable.

96
Modding / Re: [3_80] Arrow recipe is where?
« on: June 09, 2023, 12:37:28 PM »
Im updating the BAC for the 3.80 changes.

The diy_glossary lists the arrow parts under [SUBMENU_START:arrow]

which has Blunt arrow; Arrow shaft; Stone arrowhead; Bone arrowhead

But... not the final Arrow  :o

Was that intenitonal?
Is it hidden somewhere else?

BAC has alternate arrow heads not covered by the new vanilla recipes and Id like to integrate them.

Also dont want to cut off the actual arrow making by mistake.

It's intentional that making an arrow is hardcoded in 3.80, and not to be found in diy_glossary.
The reason is that in-game arrowmaking now flexibly features producing the finished arrow item based on the heads used, and the kind of system isn't possible with diy_glossary modding script.

97
Bug reports / Re: Fortified village, no wall [3.80]
« on: June 04, 2023, 07:38:09 PM »
Checked the save, cleared the maps and tried to create the same village again in the same spot - and it turned out fine.
So there must have been temporary odd hiccup with the village generation which can't be easily reproduced, or explained.
Let's hope this will never happen again, but if it does let's take another look then.


98
Development News / Re: Version 3.80 released
« on: June 01, 2023, 08:26:25 PM »
When arrows break we get broken arrows.

It seems it would be good to have the different head types such as "broken broadhead arrow" to facilitate recovering the high quality ones and not have the low quality ones bumped up to average.

I'd make it so that if the arrow breaks the head might remain useful and recoverable, so we would get arrowhead + broken arrow shaft. The shafts are unsable anyway if they are broken, and can be basically used only as firewood.

99
Fixed.
It wasn't about leashing, or operating system, but about char<>int kind of mistake in the code with the dropping interval calculations.
As a result, the heayy pooping of animals starts with the characters that have survived longer than the magical 255 game days.

There's a sanity check with the amount of droppings around each animal, so that the penned animals wouldn't produce tons of it at the small area.
That's why the issue is noticed only with the animals that do move relatively freely, such as the leashed animals while travelling with the character.

Fixed - persists in 3.80.

100
Development News / Re: Version 3.80 released
« on: June 01, 2023, 09:39:15 AM »
A further question: I've encountered both bone and stone arrow heads in villages. Is that intended, or are these "primitive" arrow heads intended for player manufacture only?

In case of migrated characters it's possible that these kind of arrowhead appear in the villages.
But with new characters it's not intended.

101
Development News / Re: Version 3.80 released
« on: June 01, 2023, 09:37:59 AM »
Also, are bone head and stone head arrows less powerful or less accurate than iron heads? Which ones are better?

Irons are the best, but not in terms of accuracy but the impact.
You can check "ARROW" and "BROADHEAD ARROW" from the game encyclopedia for more specifics these two iron arrowhead types.

Stone arrowheads are the most inferior, as this is no world of flintknapping, but these are kind of makeshift emergency arrowhead if nothing else is possible.

102
Solved'n'fixed bug reports / Re: Encumbrance penalty
« on: June 01, 2023, 08:29:30 AM »
Got the save thanks. And fixed the issue.

There were two things to adjust.
Firstly, this is one of significant calculation that affects to encumbrance penalty:

Code: [Select]
- balanced: encumbrance penalty from armours and clothes being worn

        In case of armours and clothes being worn you start to suffer from
        encumbrance penalty only after their total weight exceeds one tenth
        of character's weight.
        For example: 160 lbs character can wear 16 lbs worth of armours and
        clothes without any penalty from them specifically.

In this case the character could carry 22 lbs freeload if it's worn. 
However, the accumulating freeload calculation were ended as soon as the next item weight to be added exceeded the freeload threshold.
In this case it was the heavy fur coat, 13 lbs, which made the freeload calc to stop at the result of 11 lbs.
Now the freeload is properly maxed in cases like this.

Another thing was that if encumbrance calculations would exceed 100% it didn't get capped to 100%. Now it does.

Fixed - persists in 3.80

103
Tried on Windows and Linux (Ubuntu) but can't reproduce. I had reindeer on a leash and spent several days walking around and felling trees and such, the poop interval was normal.

Plotinus, could you send the savegame?
And also, have you noticed this with other characters and their domestic animals too?

104
I finished the trade, so the situation isn't available any longer and have spent a week or so back at my homestead. I'll zip up the save in case you want it anyway, but my guess is that it's too late.

It's too late, but if it happens again then let's proceed with the save checking. Thanks.

105
Development News / Re: Version 3.80 released
« on: May 31, 2023, 08:18:10 AM »
A question regarding arrow shaft making: The current logic allows you to make planks of higher quality than decent (as well as worse), which presumably an carry over to slats, but I would guess saplings are all of decent quality. Does this mean you have to go the slat route to get high quality shafts, or can you get those from saplings as well (the sapling path is presumably shorter with less work involved, but you may have issues with finding lots of saplings. However, the sapling route seems rather reasonable for a starting character even if the quality would be restricted, and starting character skills are probably low anyway)?

Yes, you've got it just right; sapling shafts tend to be gapped at decent quality max - so the slats are the way to high quality arrows.

However, I'm not quite sure, but there might be a possibility in skill outcome checks that with very high level of carpentry and a good knife, you may occasionally get finer quality shafts from saplings too. But this is just a hunch, not confirmed.

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