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Re: The Oath [Vegetarian/Pacifist challenge] The item limit is around 1600 squares planted (or squares that have stuff you dropped on it), so it takes a lot of work to hit it, but if you plant a 40x40 square then you will get lots of messages about having too many items on this tile and needing to spread your stuff out. In the old days, you'ed just start losing items, but now the warnings happen way before the item loss starts so it's safe.
August 27, 2021, 09:39:05 AM
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Recovering from a forum crash Hello!

We recently experienced a server-side crash at the forums. To fully recover from the crash I had to manually restore the latest database backup, which was less than 24 hours old. So, any posts made after that backup are probably lost forever, but the vast majority of forum content seems to be back again.

September 08, 2021, 04:04:56 PM
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Re: What's Going On In Your Unreal World? I'm living as a hermit on the north coast so the only tools I have are those looted from murder victims who got too close to my cabin - Seven handaxes and knives and a woodsman's axe where I got lucky one time!  It's all the fine winter furs that I am paranoid someone will steal.  I will put them on a skerry in an unfrozen sea tile.

I am in the habit of setting a light lever trap over my cellar whenever I go hunting, and one time I came home to find a small fox who's greed had overcome his caution trapped in it  8)



 

September 29, 2021, 03:27:14 PM
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Wrapping it up for a stable release Seems like all the most critical bugs have been fixed by now and 3.70 beta has been around for such a good while that we don't expect any nasty surprises anymore. So wrapping things up for 3.70 stable starts now, and the release is expected early this month.

The few latest additions to 3.70 that were finally accomplished are craftable cords and ropes from yarn, and whole lotta new character portraits.
Just a little more work and patience is needed and then it's out.

October 01, 2021, 01:53:25 PM
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Re: 3.70 beta 3 - randomly catching branches while rod fishing can you cook these branches? can you eat them? :)
October 07, 2021, 12:04:55 PM
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Re: 3.70 beta 3 - randomly catching branches while rod fishing Just tested - mystery rapids fishbranches are not edible.  After picking up my teeth, I tried starting a fire with one  fishbranch, and two normal branches.  This worked as usual, so the fishbranches do seem to function as branches except that they won't stack with other branches.

I tested making an arrow and the fishbranch also worked for that.   I can't test it works as a splint as I have no suitable injuries, but I am guessing that it does.

October 07, 2021, 08:15:57 PM
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Version 3.70 (stable) released on Steam, Itch, and for lifetimers We're happy to announce that version 3.70 has reached the stable stage and is now released and available on Steam, Itch.Io and Lifetimers will find the release at the designated forum section.

If you were playing 3.70 beta versions, you should know that there's also new content added since the last beta. And if you weren't playing beta versions at all, then prepare to discover a lot. But first a little look at the key features with a few screenshots.

Key features of version 3.70

The key features of version 3.70 version deal with the moon and the moonlight, fibre processing with new textilecraft skill, snow penalty for all the creatures and snow crust, lots of new character portraits, tying equipment adjustments and additions, crafting fishing rods and hooks and usage of baits, option for metric units, and so on. The list of additions and fixes is long and you can find the full changelog at the bottom of this post.


Trudging through the deep snow the escaping elk tires itself easily while the hunter gliding with skis on snow crust travels easily.


There are lots of new character portraits added, and also an option to ask whereabouts of village water supply.


The autumn nights are already dark, but during full moon there's enough light for example to go fishing - with self-made fishing rod and hooks, that is.


Textilecraft in action. We have a new batch of harvested nettles retting in the water, and prepare to spin some yarn from earlier extracted nettle fibres.


Version 3.70 changelogs

First, here's changelog since the latest 3.70 beta version - new content to be aware of for those who have already been playing the beta versions.

3.70 (stable) changelog - new content since 3.70-beta 3

- added: whole lotta new portraits, and specific portait categories for old men and sages

A good bunch of new portraits have been added for kids, female and male characters. There are also two new portrait categories specifically for old men and sages. Portraits in these categories are exclusive for those type of NPCs and can't be associated with other NPCs nor chosen as a player character portrait.
MIGRATION NOTICE: NPCs generated in the previous versions continue to appear with their previously generated portraits.

- added: bowstrings as a separate functional part of a bow

Bowstrings are now featured as a craftable item of their own. Bowstrings wear out in use and thus need to be replaced every now and then. Crafting any bow now requires also a bowstring item, so you need to have a bowstring ready in order to make a functional bow.

* crafting a bowstring

Bowstrings can be crafted from [M]ake-menu under [W]eapons category. Bowstrings are made out of multiple strands of yarn twisted together, but also thin cordage can be used for a makeshift bowstring. Upon crafting a bowstring you can select the material, yarn or cord, to be used.
It's faster to make a bowstring from a cord and the required length is also far lesser, but bowstrings made out of cords are also always of lesser quality. Your textilecraft skill determines the success of making a bowstring. Due to item usage complexity bowstring crafting is hard-coded and not to be found in editable diy_*.txt file.

* bowstring breakage and replacement

Good quality bowstring can last up to thousand of shots or so. The lower the quality the faster the bowstring is prone to break. When the bowstring breaks a message is displayed and the bow gets described as "bow with no string". Naturally you can't shoot with such a bow anymore until a new bowstring is added.
You can check out condition of a bowstring in strung bows with inventory command. Upon selecting a bow to examine you will see how the bowstring looks like.
You can add a new bowstring to a bow with no string with [a]pply command. First apply the bowstring, and then select a bow to be strung with the string.

- added: [a]pply command can be used to remove hook from a fishing rod or to unstring a bow

Sometimes you want to remove the old fishhook or bowstring at will and it can be done with [a]pply command.
To remove a hook from a fishing rod [a]pply the fishing rod on dry land. The reason for doing it on dry land is that otherwise the fishing attempt will be initiated.
To remove a bowstring from a strung bow just [a]pply the bow anytime.
If you try to attach a fishhook or bowstring to fishing rod or bow that already carries those item parts you'll be notified of these new removal mechanics.

- added: spruce quick-bow - a simple craftable makeshift bow

Spruce quick-bow is the most simple and quick to make type of a bow. It's made out of a single branch that is cut from a standing spruce tree. It goes without saying that this type of bow is not a high performance weapon, but it is efficient enough for hunting squirrels and other small game.
Spruce quick-bow can be crafted from [M]ake menu "Weapons"-category. There's also SPRUCE QUICK-BOW game encyclopedia [F1] entry available for more information.

- removed: primitive bow and juniper bow - newly introduced spruce quick-bow replaces these.

- adjusted: villagers reclaiming heavy loads

Previously villagers would crowd endlessly around items they wanted to reclaim and restock if the load of whole stack was too heavy to pick up. Now they try to pick up such loads in smaller stacks, and if that should fail also they will eventually give up.

- added: craftable cords and ropes from yarn

You can now craft cords and ropes from yarn. These options can be fround from [M]ake menu under [T]ying equipment category.

- adjusted: cord and rope crafting requirements and applicable skill

Crafting any cord or rope now also requires a branch which is used as an aid for twisting the strands firmly together. The applicable skill for crafting yarn based cords and ropes is now textilecraft.

- changed: generic "cord" item name and quality

The generic craftable makeshift "cord" item which is made out of strips of clothing is now called "cloth cord" and its finished quality always remains on inferior side.

- updated: game encyclopedia [F1] entry for CORD and ROPE

- adjusted: "Set a net" now shows only tools in "Fishing" menu

- modding add: 'first word' value for [naming:] tag

Using 'first word' with [naming:] tag will get value of the first word of selected material/item name.
For example, material requirement and naming such as:
{Cord} [remove] [name:%s product] [naming:first word]
would result in finished item called 'yarn product' if 'yarn cord' was selected as the material, or 'linen product' if 'linen cord' was selected. And so on.

- adjusted: fatigue accumulation when moving by watercraft

Type of the vessel and implement used to move it now matters to how fatiguing it is to move by watercraft. In general it is more strenuous to move by raft than by punt. The implement used to move the vessel also matters. Shoving the watercraft ahead with sesta takes more effort than paddling.

- adjusted: companions pay more attention to closing doors

Companions now always try to close the doors they pass. This is to avoid them letting domestic animals, or warmth, to escape from your settlements.

- fixed: possibility of NPC portrait being the same as player character's portrait
- fixed: carried load unit (lb/kg) in statistics window not changing if system of measurement was changed during the gameplay
- fixed: sneaking while skiing on snow crust didn't reduce the speed
- fixed: dried cuts as fishing baits got used up in one single fishing attempt
- fixed: [nominlen] crafting tag not calculating tying equipment stacks properly
- fixed: NPC's excess bartered good might be distributed also to the village animals
- fixed: auto-shortening of tying equipment in crafting recipes not always reducing the weight accordingly
- fixed: boy NPC weights generated wrong and too low
- fixed: plants not burning in fire

Version 3.70 major changelog - since the first beta release

To view all the new content in version 3.70 the full changelog is here:
http://www.unrealworld.fi/370-changelog.txt

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Cheers, and happy adventures!

October 09, 2021, 09:47:24 PM
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Groundworking and levelling terrain for building It seems the most efficient place to build a cabin is right by the shore of a river, lake or sea tile.  This is not very realistic, as if you build too close to the water you would be sure to flood at some time.

I would suggest that to discourage this, a contiguous wooden building should only be possible on a flat bit of land, which is usually found a little uphill from the shoreline.   

What would be great though is if we could do groundwork - that is raise or lower the level of terrain with a shovel and about maybe eight times the effort needed to dig a pit.  Even better would be if raising or lowering the level of one tile forced you to correspondingly lower or raise an adjacent tile - all that earth has to go somewhere or come from somewhere, after all.   

Building right by the shore should still be possible, but this would make it a lot more work to simulate making some rudimentary flood defences with the moved earth.

A small hunting cabin should usually be unaffected by this, which is good - but I think a larger house needs to be made more challenging to build.  Groundwork can do this!

October 14, 2021, 01:33:53 AM
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New setting to auto-hide mouse pointer (after n seconds) Hi,

Please add a new setting to "optionally auto-hide the mouse pointer (after n seconds)".
As this is a primarily keyboard-driven game, the mouse-pointer is not a requirement - on the contrary, it is mostly a distraction.
If the n value is not going to be configurable, then it could be whatever makes sense to the developers, 3/5/10 seconds perhaps.

Thanks

Edit: it is particularly bothersome for video production & streaming.

October 17, 2021, 02:03:27 AM
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Seasonal Steam sale and Kekri customs Harvest festival sale is on at Steam and in the Far North we do celbrate Kekri.
So let the new adventurers be respected with the discount, and the ancestral spirits with our special Kekri costumes and customs...

During this festivity period you can grab the game for decent discount on Steam.

It's Kekri, not halloween, in the Far North.

Kekri is an ancient Finnish harvest festival celebrated in the fall when the annual agricultural activities were all accomplished and the harvest collected. Kekri meant the end of the crop year, which was a big turning point. It was the time when the souls and spirits of the dead wandered around and visited the living. The ancestors were respected and welcomed. Sauna was heated up for them, and meal prepared too. The living celebrated accordingly, and so do we.


Kekri Goat

Kekri time included tradition of Kekripukki (Kekri goat) figure. People would dress up as horned creatures, wearing furs or coats upside down, and went around in their disguises and were offered food and drink.
So, what does a decent developer of tradition rich game do to follow the tradition?
Yes. He dresses up as Kekripukki.



We wish you happy and haunting Kekri time, or Halloween - if that suits you better.
Celebrate and participate!



October 30, 2021, 07:02:37 PM
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