Recent Posts

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21
Development News / Valuable hides make more valuable fur clothes
« Last post by Sami on March 10, 2026, 03:17:38 PM »
Currently character made fur clothes have a pretty much generic bulk price modified only by the overall quality, but now we'll add price increase for fur clothes made of valuable hides.
In the upcoming version, if fur clothing is made from valuable hides, this will be reflected as an increase in the item's price. Even using common but high-quality winter furs can significantly increase the price of finished fur clothing, especially if the overall quality is good. Although valuable hides are most often best traded as they are, the efforts of a talented clothcrafter producing fur clothes out of rare and valuable furs are now properly recognized in the bargain.

These are future features - not yet functional in current version 3.87
22
Mod Releases / Re: BAC 3.86
« Last post by jdglisson on March 10, 2026, 01:33:43 PM »
adze head wasn't showing up in submenus, preventing completion of clinkered punt. went into toolmaking and just added "Hunting horn" like a few other entries had. I made an account to report this but i dont know how to share the file, so just look out for that
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Development News / Re: Woven clothing prices and weights
« Last post by Sami on March 10, 2026, 12:00:12 PM »
That being said, if clothing is made even more weight efficient form of protection than it currently is (and it already was better than mail), this section from Harnmaster rules is worth imitating:

CLOTH: heavy, coarse cloth, typically buckram or
serge, worn over or under other types of armour, or
alone as everyday garb. Fine linen clothing offers
negligible armour protection.


Reducing edge/pierce protection all the way to 0 for linen/nettle/wool is worth considering.

As people may know Harnmaster has been a great source during this journey, and fails here either. I agree linen/nettle cloth protection values are a too high and will be likely reduced, but some protection has to remain. Let's just imagine the domestic linen cloth being somewhat coarsre than say imported luxury linen clothing which has little other use than to look fine and expensive. If we only had decimal numbers in use for protection values the subtle changes would be easier, though.
(I can almost here a crowd of "they nerfed linen, my game is ruined!"already :D )

Quote
Prices for iron age Finland are probably quite hard to get right. I would presume almost nobody actually bought any clothing beyond the very uppermost crust of society buying the equivalent of tailor made brand suit. Normal people at best bought cloth and then made that into clothing at home all the way into 19th century, if they didn't just wear clothing from rough homespun fabrics. Might be worth considering couple of grades of linen. E.g. normal homespun, and imported luxury stuff dyed with expensive dyes like carmine?

Yep, it's pretty much impossible to get pre-historic price values just right, but the balance matters a lot and luckily there are many good sources available.
Once the cloth will appear in the game it will have five quality levels like many other items and resources. "Rough linen cloth" being what beginning textilecrafters will most likely come up with first.
24
Bug reports / Re: Cancelling tendon drying will make me lose all carried items
« Last post by Sami on March 05, 2026, 09:29:19 AM »
Now the issue was found and fixed!
Thank you very much for the persistence bug hunting, McKwack.
How the bug actually worked was that it might reset character's inventory back to stage where it was upon some earlier tasks/crafting.
This was a tricky one, but we were victorious.
To play safe until the next version is out try to carry out tendon trying without cancellations.

Fixed - persists in current version 3.87
25
Development News / Re: Woven clothing prices and weights
« Last post by Matti-patti on March 04, 2026, 11:34:30 PM »
Yeah the clothing was extremely heavy, like way beyond even heavy duty work clothing, I remember that from this previous thread: https://www.unrealworld.fi/forums/index.php?topic=6356.0

That being said, if clothing is made even more weight efficient form of protection than it currently is (and it already was better than mail), this section from Harnmaster rules is worth imitating:

CLOTH: heavy, coarse cloth, typically buckram or
serge, worn over or under other types of armour, or
alone as everyday garb. Fine linen clothing offers
negligible armour protection.


Reducing edge/pierce protection all the way to 0 for linen/nettle/wool is worth considering.

Prices for iron age Finland are probably quite hard to get right. I would presume almost nobody actually bought any clothing beyond the very uppermost crust of society buying the equivalent of tailor made brand suit. Normal people at best bought cloth and then made that into clothing at home all the way into 19th century, if they didn't just wear clothing from rough homespun fabrics. Might be worth considering couple of grades of linen. E.g. normal homespun, and imported luxury stuff dyed with expensive dyes like carmine?

Here's a link to some prices in medieval England I've kept handy: https://web.archive.org/web/20110628231215/http://www.fordham.edu/halsall/source/medievalprices.html

Worth noting England was notable wool cloth producer, but cloth still seems quite expensive compared to stuff like tools and cheap weapons.
26
Bug reports / Nerf swimming animals
« Last post by Kreivos on March 04, 2026, 06:25:05 PM »
Standing in a punt wielding a northern spear, the mighty hunter gets absolutely wrecked and killed by a swimming wolf  :-[  Maybe it's time to nerf swimming animals?
27
Development News / Woven clothing prices and weights
« Last post by Sami on March 03, 2026, 04:54:45 PM »
On our way to detailed clothcrafting the woven clothing (linen/nettle) currently appearing in the game has been under intense review and re-checking.
This is linked to the fact that in the future versions player character's will be able to weave their own fabric and make woven clothes.
We can't have this big addition in the very next version yet, but many preceeding steps and adjustments can be experienced there already.

Based on historical sources, practical tests, and brainstorming, it has become clear that woven clothes in Finland during the Iron Age were very expensive, essentially a luxury item. So, the prices for woven cloth garments in the game have been increased significantly. This reflects the true workload required for woven cloth production as a whole. 
    Linen is the most expensive cloth material, and linen garments now cost around three times more than previously. This makes a proper linen shirt more expensive than, for example, the most axes. Nettle is the least valuable cloth material, but most nettle garment prices have nevertheless been roughly doubled.
   Even though player characters can't yet produce cloth garments in the upcoming version, the price change now introduced give an indication of how valuable self-crafted cloth garments can be once they are introduced in versions to come.

For weeks already I've been discussing with Erkka about things like how much thread is required per meter of standard-width linen fabric, and how much the finished cloth will weigh.
There's pretty solid variable and mechanics base already figured out and in action in Erkka's open-ended survival and resource management game Ancient Savo so it's been fruitful to combine the know-how of the two Enormous Elk titles.
    Both of us have been also hand-sewing linen clothing in real life, so we've also got practical measurable values to utilize in the clothcraft planning. One of the values being a weight of a handwoven garment. Now I've come to a conclusion that some cloth garments are overweight in the game. As a result, the many woven clothing (linen, nettle) items will have their weight reduced by 30-50% compared to previous values. For example, a linen undershirt that previously weighed 3 lbs now weighs 1.8 lbs.

Now we'll also do price and weight comparisons for woollen, fur and leather garments too, so that their relative prices to the woven clothing will be reasonable. With a quick look today it seems there are not big changes to be expected, but some tweaking may be required.

Clothcraft as a whole is a big, complex addition and therefore needs to be planned carefully so that it will stand the test of time.
Speaking of which, I hope to release the next version before the end of this month. We'll see how it goes. May the spirits favour us.

These are future features - not yet functional in current version 3.87
28
Bug reports / Re: Cancelling tendon drying will make me lose all carried items
« Last post by McKwack on March 01, 2026, 05:07:18 AM »
Hi Sami,

Apologies for delay in reporting back.

Finally managed to do another test on another laptop (HP Pavilion) running Linux (Mint). Started with the same scenario of "Not All Who Wander Are Lost".

These are the items I was carrying before I started drying the tendons:

Inventory Page 1

Inventory Page 2

And these are the leftover items after I have triggered the bug again..  :o

Leftover Items

Here is the link to Owlie of the Owl-Tribe

Owlie of the Owl Tribe

As before, please let me know if you can't download the file so I can send it to you via email if needed.

Thanks Sami.

Cheers!
McKwack

PS sorry, not sure how to attach image directly from Google Drive...  :-\
29
Development News / Re: Clothcraft adjustments for leather/fur completed
« Last post by Taoma on February 28, 2026, 07:07:41 PM »
Has the idea of having villagers teach you stuff ever been discussed?
It just occurred to me that the player is a jack of all trades that knows everything from making bows to nets. I understand that they do live in the wilderness, but maybe a Kaumo would have no idea how to make a net, and an Islander would have no idea how to make a bow?

Having to traverse cultural lands and villages to learn stuff could be interesting.
Probably not to be implemented in this update, obviously.

I agree with you, I for one appreciate the fact we have to rely on blacksmiths in this game, as blacksmithing was probably not the kind of thing one would just casually do in between hunting, fishing, and building cabins.
30
Development News / Re: Clothcraft adjustments for leather/fur completed
« Last post by Sami on February 28, 2026, 12:30:29 PM »
Has the idea of having villagers teach you stuff ever been discussed?
It just occurred to me that the player is a jack of all trades that knows everything from making bows to nets. I understand that they do live in the wilderness, but maybe a Kaumo would have no idea how to make a net, and an Islander would have no idea how to make a bow?

Having to traverse cultural lands and villages to learn stuff could be interesting.
Probably not to be implemented in this update, obviously.

In my opinion too, in a perfect game-world ;) it would be good to have greater difference in what characters could craft, initially based on their culture.
And ultimately, some crafts could be also plain excluded from certain cultures, or from low skill level characters. I believe I've brought these up over the years, but I think for many (if not for the most) players this would be a turn-off as know-it-all/craft-it-all type of playing is found more fun.
Though fishing net is actually very familiar item to Kaumolaiset, realistically if you were to make your first net ever you'd nevertheless better learn the basics from a talented craftsman.


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