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NPC archery AI tuning As you may know, NPC archers in the game have been quite careless about accidentally shooting to their own party members.
This has been especially problematic, sometimes even frightening, when having eager archers as companions.
Now NPC archery checks to avoid hitting unintended friendly targets has been adjusted as follows.

          Before shooting an arrow NPCs can now consider the risk and possibilities of hitting an unintended friendly target, ie. members of their own party. Depending on their risk assesment the shooting NPCs may then choose to take or not to take a shot. The higher the risk, the less often you'll see the NPCs using their bows.
          These improvements will change NPCs archery behaviour to quite an extent, especially if there are several NPCs being engaged in a fight or hunt, and moving within the risky zone. In general you will see NPCs being more careful with archery than before.
          Now you can also feel more relieved about your own archer companion's behaviour. They won't be taking seriously foolhardy shots which might put you, your dogs or anyone else in your party at risk of being wounded by an unintended arrow hit. This will also sometimes make hunting with companions to proceed differently than before. See, if there's is a pack of dogs, or melee armed companions, running in front of capable archers it might be that they have difficulties to find a spot to make a safe shots to the target. Many new scenarios may arise, and occasionally you may need to build new tactics based on the new NPC behaviour.
          Lastly, in the heat of the archery combat accidents can still happen. That possibility hasn't been excluded, but now these things should happen way, way more rarely than before.

These are future features - not yet functional yet in the current stable 3.71 or beta 3.72

November 20, 2022, 07:14:33 PM
1
Version 3.72 stable released and available on Steam, Itch and for Lifetimers Version 3.72 has been released and is now live and available on Steam, Itch.Io and for Lifetimers at the designated forum section.

Here's the changelog.
---------------------------

Version: 3.72 (stable)

** Saved characters from version 3.60-> are compatible with this version. **

- improved: NPC archery checks to avoid hitting unintended friendly targets

          Before shooting an arrow NPCs can now consider the risk and possibilities of hitting an unintended friendly target, ie. members of their own party. Depending on their risk assesment the shooting NPCs may then choose to take or not to take a shot. The higher the risk, the less often you'll see the NPCs using their bows.
          These improvements will change NPCs archery behaviour to quite an extent, especially if there are several NPCs being engaged in a fight or hunt, and moving within the risky zone. In general you will see NPCs being more careful with archery than before.
          Now you can also feel more relieved about your own archer companion's behaviour. They won't be taking seriously foolhardy shots which might put you, your dogs or anyone else in your party at risk of being wounded by an unintended arrow hit. This will also sometimes make hunting with companions to proceed differently than before. See, if there's is a pack of dogs, or melee armed companions, running in front of capable archers it might be that they have difficulties to find a spot to make a safe shots to the target. Many new scenarios may arise, and occasionally you may need to build new tactics based on the new NPC behaviour.
          Lastly, in the heat of the archery combat accidents can still happen. That possibility hasn't been excluded, but now these things should happen way, way more rarely than before.

- improved: aggressive NPCs waypointing to their enemy

          Agressive NPCs may now choose to use slightly winding routes to their enemy, instead going for the shorthest and straightest route. These new tactics aim to give NPC archers some free space for shooting, and to increase chances for group of NPCs to nicely encircle their enemy.

- added: vastas can be found in village saunas during the appropriate season

          Villager made vastas will now appear in the village saunas during the season when it is possible to make them. This is mostly an atmospheric addition, but also works as an indication for the player character that the birch trees are now in good leaf for making a vasta.

- added: random character name option

          Upon creating characters and choosing their name you can now randomize a culturally relevant names for them. Pressing tab or asterisk (*) will bring up random names which you can then confirm with enter, or modify at will.

- added: water temperature affecting to spoilage rate of the fish caught in nets

          The colder the water the longer the fish will now keep good in the nets. The effect isn't all too drastic, but still functional. In the coldest waters during the wintertime you can expect a few days longer preservation times compared to the average.

- changed: name/sex/culture character creation selections order -> culture/sex/name

          As the random character name option needs to know the culture and sex to pick up a relevant names these selections now come before choosing the name.

- changed: "quick and easy" character creation mode now randomly chooses also the culture and sex

          Previously there was no randomization in that regard, but Kaumolais male was always chosen. Otherwise this character creation mode mode remains the same assigning rest of the options automatically and starting nearby a village.

- added: "Harvest and pick" agriculture option

          The good old harvest option only cut down the crops, but this newly added option also automatically picks up the harvested plants to character's inventory. For clarification the existing "Harvest" option is now renamed as "Harvest down" in the Agriculture menu.

- added: domestic animals in the villages will withdraw from player character's way

          Moving towards a domestic animal will now make it to withdraw from your way. This is to prevent the character from getting jammed eg. in small buildings with village dogs.

- modding: increased maximum number of character portraits in each category up to 250.

 - added: watercraft marker icons on zoomed-out wilderness map


          When leaving punt or raft on the zoomed-in map the corresponding marker icon is now shown on the zoomed-out wilderness map.

- enhanced: message about the markers at wilderness location

          Instead of given information about each marker with their own message now a summary of all the markers is given in one sentence. For example: "There is a shelter, set traps and a punt at this location."

- added: confirmation to start a fire on some occasions

          You will be asked a confirmation to start a fire in the following conditions:
          1. There are valuable items to be burned down where you are about to build a fire.
          2. You are building a fire indoors at other than fireplace location.
          These confirmations will prevent the unfornate cases of accidentally setting your house or valuable belongings on fire.

- adjusted: party members fire making safety checks

         From now on your companions won't ever start a fire at a location with items on the ground. Previously they might accidentally set a pile of items on fire.

- enhanced: rendering of the portraits

         Character portraits are now rendered directly to the screen using the available resolution. This makes the portraits appear more crisp and clear. This enhancement affects to various game screen where portraits are being used; quest info display, list of ancestors, character profile, chat screen, etc.

- added: two new character portraits, one western and one sage

- SDL update: updated to newest SDL 2.24.0

          Updated SDL release includes a good deal of bugfixes which may have hampered some systems.
 
- reworded: "The sauna" game course task description

         The task description of taking a sauna bath was outdated. Now it's reworded to feature the current mechanics.

- fixed: minimum number of fibre plants required to extract one bundle of fibre

          Previously 15 plants were always required, which was a result of failing math. Now the amount depends on the plant and its' fibre yield, and the minimums are 5 flaxes, 8 hemps or 15 nettles.

- fixed: flowering plants providing also seeds when treshed

          The seed production code apparently has gotten broken somewhere in the earlier versions, and you got them upon treshing even if the plant was still flowering. Now it's fixed back as it was and you get seeds only after the flowering period.

- fixed: sacrificing food in a container mistakenly removed the container too

- fixed: auto-cut yarn weights calculated wrong

          This bug manifested itself eg. in smoking and drying cookery recipes. After retrieving the auto-cut yarn you found it heavier than expected.

- fixed: extracting fibre from retted but not dried nettles was possible

 - fixed: extracting fibre from bundles of nettle fibre was possible

 - fixed: carried weight statistics not updating immediately after cancelled crafting

 - fixed: character's height in metric units displayed wrong


         This was a conversion issue within character profile screen.

- fixed/adjusted: squirrels won't climb to safety in saplings

         Previously they were mistakenly considered being high up in a tree even if it was a mere sapling.

- fixed: heavy missile weapons getting stuck to small animals

         This is a legacy issue which is hopefully fixed for good now. The bug manifested itself eg. in a situation where you threw a javelin at a bird, the weapon got stuck and the bird flies away carrying it.

---------------------------------------------------------------------------------------------------------------------------

Cheers! Enjoy the release.

December 19, 2022, 08:24:22 PM
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Re: 3.72 Log showing character portrait Oh yes. I can easily reproduce, not related to custom portraits, but my bad. To be fixed.

Fixed - persists in 3.72.

December 21, 2022, 06:29:20 PM
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A big thank you to the Enormous Elk team Greetings everyone,

I just felt like sharing this story and at the same time, give my thanks to the Enormous Elk team for creating this masterpiece of a game.

I have accidentally stumbled upon this game many years ago, when I was just a kid, perhaps 12 or 13 years old. Considering that I had no income to speak of, and I came from a country that paying money for video games was a luxury that not many could afford (Romania) at that time, the model adopted by this studio in which they would offer a older version of their game for free, with the possibility to donate, was a blessing and a breath of fresh air.

I have many fond memories and cool stories with this little game, and with each update, and as I grew older, I would find myself returning to Unreal World in order to check what cool features have been implemented.

Now, 15 years later, I return once more. Older, with a family of my own, a job and a new house, to repay the debt that I have owned for granting me the pleasure of playing this game.

Bought a official copy off steam, and started a new campaign, and all I can say is that the nostalgia of it all hit me hard, as well as the random wolf that decided to attack me from behind my character while butchering another wolf.

Once again, a big thank you to the Enormous Elk team, and a big thank you for the business model you follow. You managed to make my childhood a little bit more brighter.

-Alexandru

December 23, 2022, 01:41:35 AM
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Re: What's Going On In Your Unreal World? I just raised an army of seven brave men and three dogs, and went to attack a Njerp camp.  Four sides of the camp were coniferous forest or thicket, so I decided on an assault from the heathland to the south.  Being lazy I went right up on the overland map then zoomed on an adjacent tile, then the bloody dogs started barking.  I had forgotten to feed them.

Surprise lost, ten Njerps came streaming through the trees at us.  My little army was bow heavy, as I had intended to sneak up and take them on in the open area of their camp.  The trees were riddled with arrows, and even a Njerp or two took some hits.  I was impressed with the new AI for bowmen, I didn't see any friendly fire from either my lads or the Njerps.  Mind, things were a little hectic to check so it might have happened.

I loosed off a few broadheads, dropping one Njerp and wounding another.  It was all too confused now, so I drew my battleaxe and launched into the fray.  I chopped one guy's arm off at the elbow then finished him, but one of his mates had got behind and absolutely ganked me with a spear in my back.  The lights went out; and when I came to some moments later I realised he had speared me in the throat while I was down, and I was bleeding out fast.  I let the dogs loose and managed to stop the bleeding as the fighting roared around me. 

I staggered up again and rallied the troops, finishing the last few Njerps.  I have named the camp Ilmari-Tommi, in honour of the two fine warriors who fell in its taking.  We built a fine pyre and cremated their remains.  The Njerps we shall leave for the crows.  My wounds are too grave to continue the campaign, I have dismissed the surviving men as I must return home to heal.  Let the Njerps know - I will return!   

December 26, 2022, 11:57:04 PM
1
3.72 hotfix patch #1 for OS X and Linux released Hotfix patch for OS X and Linux has been released to address the following issues. The patch is now live on Steam, Itch.Io and at Lifetimers section.

On OS X there were some weird random oddities namely with map rendering and menus. We certainly hope this hotfix clears 'em all.
Because nature of OS X issues seemed to be system related don't hesitate contact if you're still bothered with some weirdness.


Version 3.72 (patch #1) for Linux and OS X
------------------------------------------------------------------------------------

- [os x] fixed: walking through walls

- [os x] fixed: fistful of random oddities with map view and menus

- fixed: character portrait being shown in message log screen

- fixed: character portrait not showing up after using encyclopedia in skills menu

- fixed: arrows picked from villages not tagged as unpaid

------------------------------------------------------------------------------------

Should you encounter any more showstoppers let us know and we'll continue the bug hunting.

And hey, we also wouldn't mind hearing the good news if this patch now cleared the issues on your end, dear OS X adventurers!

Cheers!

January 03, 2023, 05:36:36 PM
1
less sight-blocking tiles for rain and snow


May 15, 2023, 07:46:42 PM
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Re: Craftable fishing nets and more Looks great! Having to shop for nets was always the most tedious part of fishing.

Since nets will be craftable, would it be possible to also make other kinds of fish traps? I'm thinking about small basket type traps (like the "katiska"). These could be crafted much faster than nets when time is of essence but they also get you less fish in the long run.

And I know its a long shot but any chance larger stationary fish traps could be included? Liistekatiska, a large wish trap made with thin strips of wood in shallow water forming a shape that lures in fish, was quite common fish trap historically in the region.

June 16, 2023, 10:52:14 PM
1
Baits for trappers and fisherfolks. If you're annoyed by lack of bait day after you caught a pike and roasted it, here's some help, just cut some bait pieces first, then roast the rest.
Also lets you cut up vegetables for trapping bait, as you can use 1 turnip for multiple fishing attempts, but whole turnip is used when baiting a loop snare for hares. you can use other vegetables like lake reed roots and bog beans too.
3rd one is a bit a of a bonus from Suggestions thread where Ezhe had a valid concern not being able to use seeds from container as bird trap bait.

All baits have been tested and found to work as expected.

Copy the code and insert it in to a diy_xyz.txt of choice and copy jp-seed.png in to \truetile\ (or /truetile/ depending on O/S)

Code: [Select]
.Cut fish bait. (4) "Perch" [effort:1] [phys:hands,arms] *COOKERY* /5/ |-2| [noquality] [patch:5]
{Knife}
{Raw fish} #1# [remove] [ask_num] [name:%s chunk] [patchwise]
[WEIGHT:0.25]
[TYPE:food]
[PRICE:0.07]
[SPOILAGE_DAYS:14]

.Cut veg bait. (8) "Turnip" [effort:1] [phys:hands,arms] *COOKERY* /5/ |-2| [noquality] [patch:5]
{Knife}
{Vegetables} #0.7# [remove] [ask_num] [name:%s bait] [patchwise]
[WEIGHT:0.07]
[TYPE:food]
[PRICE:0.05]
[SPOILAGE_DAYS:0]

.Seed bait. (10) "Rye" [effort:0] [phys:hands] *COMMON* /1/ |-2| [noquality]
{Seeds} #0.25# [remove] [name:%s bait]
[WEIGHT:0.025]
[TYPE:food]
[PRICE:0.001]
[SPOILAGE_DAYS:0]
[tilegfx:jp_seed] // Graphic by Enormous Elk, originally sorrel seeds

September 14, 2023, 10:12:13 PM
1
Re: [3.82] Possible timeloop from drying nettles Alright, thanks for these details. I guess the best way to get on track with this is to try drying such a big heap of nettles and follow the possible code oddities.
I'll see about that when time allows. However, there always might be underlying factors we don't know about.
Let's hope it was a rare occurence, but if something similar happens again feel free to keep us informed.

November 14, 2023, 07:07:05 PM
1