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Re: Any way to find lost items? Thank you MrMotorhead, successfully used this after I dropped a pile of furs to hunt down an elk. I was on MacOS so opened a terminal and did 'tail -f msgs.txt" to see my current location as compared to the point where I'd dropped.
January 17, 2021, 05:19:35 AM
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Make rafts see-able on main map? On a couple of occasions I've landed a raft on shore, gone to do something  – usually visiting a riverside village  – and forgotten exactly which square of the zoomed out map I left it on. I then have to spend about 5+ minutes searching around until I found it.  It's like if you lost your car in a parking lot at a very large store, but Iron Age edition. To avoid this, I've taken to marking them on the F6 "super-wide-view" map with a marker tagged "parking" but then one has to remove them again when you leave or else that map gets cluttered.

It would be a small playability kindness to players to have raft visible on the zoomed out map, like shelters are. I would say if there is a square with a raft and a shelter, then the shelter would take precedence in being displayed, and be the only object shown. You're less likely to forget if you left your raft at the shelter square.

May 20, 2021, 10:02:46 PM
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[not a bug] Unfindable "Cliff" Quest Treasure I've read all the posts on here on reddit on this quest (including one person who screenshotted what a "ravine" looks like, so I have a sense of what I'm looking for). I spent about a month in-game time searching, and the region in question only has about 7-8 hill or mountain tiles that would have cliffs in them, and I cannot find it. I know there was a map maintenance issue that may or may not have removed it sometimes (so that's why I'm posting here under "bugs"). And I guess this quest treasure perhaps an NPC can carry away (so maybe not finding it sometimes is supposed to be part of the game), but just uploading if it's worth investigating. I'm also at this point curious, like "did I miss it in all that time I spent searching" so if someone does find it, feel free to tell me where it is. Savegame: https://morris.cloud/files/CHAEGHAL.zip
June 05, 2021, 07:03:42 PM
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Re: [not a bug] Unfindable "Cliff" Quest Treasure Thanks Plotinus! My initial reading was "oh this will be a cliff tile", because after all that's what he says, but then other posters made it seem like sometimes it was on a mountain or hill, and I certainly  wasn't expecting there to be a cliff all by itself in the middle of a forest! Sure does blend in. Anyway, curiosity satisfied.
June 06, 2021, 09:50:41 PM
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Reinstate leather cord for arrow-making (3.70 beta 3) With the introduction of yarn, only "yarn" is suitable material for making arrows. At least from what I can find quickly, it seems like animal sinew was most frequently used, at least by American Indians. Here's the state archaeologist of Iowa: "Points were attached to the arrow shaft with a variety of methods. Most frequently, the arrow shaft would have a slit cut into the end to accept the point. Sinew would then be wrapped around the shaft to pinch the slit closed".[1] Not that yarn is wrong -- other parts of that Iowa page make clear that plants were sometimes used for bowstrings, and so why not arrows as well -- but rather that it should be possible to make an all-animal-product arrow.

This is relevant for gameplay since I'm doing "The Challenge", and so in that scenario starting in winter with no access to villages there's just no way to make an arrow anymore (wild nettle is all wilted).

[2] https://www.unrealworld.fi/forums/index.php?topic=901.0

[1] https://archaeology.uiowa.edu/american-indian-archery-technology-0

August 07, 2021, 04:27:34 PM
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Re: Island challenge stories I did a variant of this. Essentially I did Nekot's challenge; got to a mountain, saw that I was outside a cultural region and on a peninsula with no villages; and shortly thereafter decided that staying zoomed-in all the time was excessively tedious, so I just decided to not explore and see if I could survive the winter without villages. The story I had in mind was that I was exiled for a year. More of a peninsula challenge, but that's not so different from a large island. I just made it to midwinter, but this character is now well-equipped enough that, absent doing something stupid, there's no reason he won't survive winter. The main turning points were:

Spoiler: show

First, I caught a lynx in a big (non-bear) deadfall.

A lynx fur by itself wasn't enough to make an article of clothing, so I was carrying it around when a foreign trader turned up, with a fine handaxe, that he would trade for a rough lynx fur! Having a sharp iron object greatly increase the amount of meat you get from animals.

And finally, the point where it was clear he would survive winter, this catch at 44% starved; this is probably my favorite scene yet playing this game:  a starving man, and a moose caught in a trap, looking at each other just before dawn.






August 19, 2021, 09:35:05 PM
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Re: Capture dog in the wild? Just found a dog in one of my deadfall bear traps, with a fire and fox bones next to it. Seems like an NPC hunter found a fox in my fox trap that was in the same place; cooked it; while he was doing that his dog got entrapped; and then he took off, leaving his dog in the trap! Nice guy. (I set the dog loose).
December 15, 2021, 06:44:16 AM
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Make it easier to find quests + add more quests After playing for a while, I decided I would like to do all of the quests, or as many of them as I can find. However it seems like finding a quest to do is often more time consuming than actually doing many of the quests.

If this post

https://www.unrealworld.fi/forums/index.php?topic=57.0

is correct in that every 15 days there is a quest that is triggered in a village, but it is not immediately clear which one, then perhaps make it somehow easier to figure out which village it is that has the active/open quest?

I'm thinking maybe a dialog option where you ask NPCs "Ask for gossip" or "Ask about troubles in the area". And the response -- if there is a village with an active quest nearby -- is something like "I hear that the village six miles northeast of here in 'Sausage heath' having some problems". Or maybe that can just be part of the response to "how's it going?".

Alternatively (or additionally), consider having the possibility of more than one open quest at a time rather than this "one every fifteen days" logic. It is just kind of . . . weird that one can walk/ski across miles and miles, discovering dozens of villages over a period of weeks, and everyone is like "We're doing fine, no problems here". Maybe like a fixed 5-10% chance of there being a quest on initial village generation there is a quest, something like that.

Secondly, maybe consider just adding more (and more complex, multi-stage) quests as part of game development? While one can I suppose make up challenges for oneself (island survival, explore everything, etc), it is sometimes nice to have (or at least be able to choose) more structure and narrative.

December 28, 2023, 07:25:31 AM
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Shipwrecked on an island scenario (or more minimally: option for island start) I enjoy a challenge and a goal, and so one of my favorite things to do in UnReal World is a variant of the punitive island challenge by Buoidda, see https://www.unrealworld.fi/forums/index.php?topic=5841.0 and the stories page at https://www.unrealworld.fi/forums/index.php?topic=5843.30.

As written it seems a bit too punitive for my tastes (mostly having to use a stone knife makes butchering very inefficient), but especially now with pausable tasks (which allows making boards with a stone axe, and therefore a paddle) it becomes a challenging but fairly dorable long-term quest to get back to the mainland. I think of it as being shipwrecked, and I mostly now think of UnReal world as the "getting shipwrecked people back home" game. You might consider making this into one of the pre-programmed scenarios. Not everyone is going to go looking for DIY challenges in the forums, and it would all be more convenient and standardized for people to compare experiences. It could be a selling point for the game, a really difficult scenario to test one's survival abilities, a Robinson Crusoe of the north.

Starting conditions could be:

- Injuries same as hurt, helpless, and afraid (adding frostbite to the injury mix would be a nice touch, if the season is right); the player got tossed around in the storm
- No clothes, only a knife; or maybe only very (50%+) worn cloth clothes; part of the challenge is having no fur/insulation; they got washed away into the ocean
- Starting on an island - I'd define "island" as between 8 and 16 tiles, outside any cultural area, not near the mainland
- Character has a long- (a year?) or perpetual-duration quest to go back to their home village that is in their culture area, this shows up as a quest destination on the map
- Starting point (i.e., the zoomed-in starting point) is standing on the shoreline. Maybe put a raft or punt or even just a log next to them for narrative consistency, how they managed to arrive without freezing/drowning; having those is not really a major advantage
- Maybe start at "Cold" temperature for some added realism that they just washed up on shore, especially if the chosen season is not summer

The narrative would be something like that their boat was caught in a storm and sunk, and they need to get home to their village. You could make it more dramatic by giving them some reason why they have to get back to their home village by a certain point in time, before they are pronounced dead, or their beloved will marry someone else, something like that.

That is a pretty "maximal" version of the scenario. Because the scenario is location-dependent, it seems to require inverting the character creation workflow, such that scenario-selection comes before location-selection. (The necessary logic being "If Shipwrecked Scenario, then enforce that the starting location is on an island"). Maybe then location selection for this scenario is automatic (i.e., skip location-selection entirely), or maybe they can re-roll the starting location as normal but the algorithm becomes that only locations on an island are chosen.

A more "minimal" version would be to just add a menu option to the location-selection dialog (in character-creation startup) to select an island. This doesn't give all the narrative structure, but it does make it easier to DIY the scenario. As it is, one has to either use separate software (Windows only), see https://www.unrealworld.fi/forums/index.php?topic=6072.msg16429  or re-reroll many times to land on an island. Being on an island ups the difficulty level and gives a different feel to the game without villages nearby, so it seems like a good option to offer players for use in any scenario.

September 11, 2024, 10:23:08 PM
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