Recent Posts

Pages: [1] 2 3 ... 10
1
Gameplay questions / Re: Cursed Wolf Quest
« Last post by Cebedeo on March 26, 2025, 08:13:01 PM »
Thanks everyone, I found the wolf, left a bone and a piece of bread and hid away. Here's the result (attached. Spoiler: it worked like a charm!).

2
Bug reports / [3.85] Villagers/Wolves don't care about each other
« Last post by kompressormight on March 25, 2025, 08:29:22 PM »
Hi, I saw a previous post similar to this: https://www.unrealworld.fi/forums/index.php?topic=6937.msg21433#msg21433

At any rate, I've found a situation where seemingly villagers and wolves simply peacefully co-exist in the village tile (although there's plenty of howling and some growling). I'm on MacOS 15.3.1 (24D70). It seems like probably the wolves should be attacking the villagers or vice versa. Especially when the villagers (children!) go out to sleep on the lawn right next to the pack of wolves at night...

If this is not a bug, I apologize, but it seemed like some wonky behavior that maybe wasn't replicable previously. I have sent a compressed save file on.
3
General Discussion / Re: What's Going On In Your Unreal World?
« Last post by Bert Preast on March 25, 2025, 12:01:39 AM »
Woke up this morning to the sound of my dog barking, so I grabbed my spear and opened the door of my cabin to see what the fuss was about.  I came face to face with a bear.  With a girlish squeal I leapt back into the cabin but the bear was through the door before I could close it.  Trapped inside a 4m by 4m cabin with an enraged bear, and all before breakfast.

My first strike was a good one right to the skull, and I lunged and countered again and again as both me and the bear panicked big style.  I got him, though.  Bearburgers, anyone?  8)

What's impressive is that usually I play a combat orientated Finn, but this guy is a Reemi trapper.  His spear skill is 66% and dodge 50%, and as it's summer he was wearing almost nothing.  Thank God he grabbed his spear before going to investigate the noise - though I have now learned to wield it as well before opening the damn door!   
4
Gameplay questions / Re: Weapon Durability
« Last post by Galgana on March 23, 2025, 07:21:33 AM »
Ever since URW version 3.83 introduced tool degradation to crafting, it is no longer enough to keep your equipment pristine through only the setting [WEAPON_DAMAGE:NO] in urw_ini.txt

For DIY recipes provided in diy_glossary.txt, you can manually replace all instances of [wearpct:num] → [nowear]

BUT tool degradation will still occur when performing skill menu actions (example: felling trees through Timbercraft).
That's just the UnReality of what's been hardcoded.
5
Gameplay questions / Weapon Durability
« Last post by ThingEnjoyer on March 23, 2025, 04:22:29 AM »
I have recently come back to playing this game after trying it out in the 3.60 versions however I have a question that I cannot seem to find the answer to.

There is a setting in the .ini which says that setting it to NO will prevent weapon durability from happening in the game, I have set this to no but my weapons are getting damaged regardless of this setting. Is there something I am not doing for this to apply?

The part about "// For value changes to take effect you need to restart the game or view help screen (?)" does not seem to do anything.
6
Development News / Preserved meat/fish cooking and birch-bark pots
« Last post by Sami on March 22, 2025, 04:33:25 PM »
We're soon preparing to wrap up the upcoming version and hopefully have a beta release out still this month.
There have been such a significant additions that I wouldn't be surprised if beta period would remain rather long before all the issues that may arise are tackled. But we'll see then.
And the last new features we'll still add to this version are quite exciting as well.

We'll have a bunch of new recipes and ways to utilize dried and smoked meat in cooking.
There will eg. dried meat soup and dried fish soup. Moreover, you'll be able to use salted meat/fish as an alternative to raw meat/fish in cooking. So you can prepare eg. meat stew using using raw meat or salted meat.

And then, there will be a new craftable cooking vessel made from birch bark - a birch-bark pot.
Despite the term it's rectangular in shape, made from a single sheet of birch-bark with the seams sealed tightly with split twigs. These can be used for cooking all the boiling based recipes ie. soups, herbal beverages or blanching mushrooms.
Cooking in a birch-bark pot requires constant care so the recipes that could be left preparing on their own in an iron pot need to be maintained constantly when prepared in the birch-bark pot. For this reason cooking in the birch-bark pot takes more of player character’s time. Birch-bark pots also wear out a bit with every heating and can be used only a limited number of times. Their smaller size also limits the number of portions you can cook at one go.

And apparently, in order to make birch-bark pots we also need to add mechanics to harvest birch-bark as sheets in addition to current method of harvesting it in long-strips.
We've got a bit tight schedule coming up, but I'll rest my case now and hopefully the next news you'll see will be 3.86 beta release news.
Stay tuned.

These are future features - not yet functional in current version 3.85.
7
Gameplay questions / Re: Are Groves owned by their nearby village?
« Last post by Bert Preast on March 22, 2025, 01:34:41 PM »
This thread has inspired me to start a new game and see how long I can survive while eating only stolen foods  8)
8
Gameplay questions / Re: Are Groves owned by their nearby village?
« Last post by Aricitic on March 22, 2025, 01:22:37 AM »
The following is purely opinion and, again in my opinion, should have no influence on the development of the game... However, "grazing" lands being protected for grazing food (i.e. grasses, etc) makes sense. I was picking mushrooms.

If, for the sake of argument, Groves were considered protected, then it would make sense for them to be protected for the use of wood, fields (farms) for food, and pastures for grasses.

Unless, and here's the main caveat that makes me say do not allow the previous _opinion_ to influsence the development of the game, *everything* is 'protected' for *everything.*


In any case, I'll just have to be careful to pick mushrooms when it's night and people are less likely to be wandering around...
9
Gameplay questions / Re: Are Groves owned by their nearby village?
« Last post by PALU on March 21, 2025, 09:12:09 AM »
Yes, pastures are considered to be village property.

It makes some kind of sense that the village's grazing grounds are considered to be owned by them. It's not a BAC thing.
10
Gameplay questions / Re: Are Groves owned by their nearby village?
« Last post by Aricitic on March 20, 2025, 11:24:21 PM »
Ok, now I know for a fact that, perhaps not groves, but Pastures are considered part of their property.
Farms, sure, but pastures?
I'll update you if anything like this happens again.

PostScript: Of note I have the BAC mod installed. But I don't know if that would influence this or not...
Pages: [1] 2 3 ... 10
anything