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Re: Tracks covered and decayed by snowfall and rain
One thing to look out for, though: The "animal lost in forest cover" quest is painful enough as it is (or, rather, too painful), and if care isn't taken to ensure the tracks are refreshed during the time the character is fruitlessly searching through the other parts of the search area, the tracks may well be gone by the time the PC stumbles upon the right world tile (and happens to see the correct part of that tile).

Another tedious quest that may be become even worse is the robber one, where you typically find the footprints, but don't actually see the robbers themselves.

For animals in the forest cover we'll need to add some additional logic as their movements in the forest cover is do different. Gentle adjustments though, so that it doesn't become all too fixed and gamey. Possibility to fail forest cover quest due to tracks getting lost in the snow will still exist. Weather can be taken into account with the plans of seeking the animal, as well optimizing character's travelling speed if need be.

For the robbers there will be no additional adjustments. This is the beauty of procedurally generated and organic quests. Tactics need to be changed according to how the world rolls.
Now you may need to reason if it's a good idea to go finding robbers in a blizzard or maybe it would best to do after the rains have ceased. Their footprints are renewable resource after all.

February 20, 2020, 12:59:31 PM
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The Kalevala Day and 10,000 days of digital Finnish culture in UnReal World Today, February 28th, Finland celebrates Kalevala Day and the Day of Finnish Culture in honor of The Kalevala - a 19th century work of epic poetry regarded as our national epic. That's something to celebrate, but we've got some more for you on this special day...

In early 2020 we received an interesting e-mail from a player (Cheers, Travis!) sending congratulations on a milestone: UnReal World had lasted 10,000 days in the real world.
This was calculated from the date stamp in executable file of version 1.00b distribution archive. We don't even remember the exact release date, but it was summer of 1992. So the continuing lifespan of the game is at least 10,000 days - and well, it's quite something.

Needless to say, The Kalevala and UnReal World go well together. It is not so much about direct influence as a book, but the game draws inspiration from the same pool of oral tradition, folklore and mythology of our ancestors. Of this content some is rooted in ancient unrecorded history dating back thousands of years, and some is closer to Iron Age - where the game takes place. So let this day be a celebration of The Kalevala, but also 10,000 days of digital Finnish Culture in the form of UnReal World.

10,000 days...

10,000 days is a long time. Lines of source code in the game now sports somewhere around 140,000.
On average that makes:
14 lines of code per day
for 10,000 days.

Changelogs for version releases contain around 15000 lines of text, so that makes:
1,5 lines of changelog entries per day
for these 10,000 days.


...and continuing

That's just some numbers to give an idea of the long history, which is continuing as we speak. It seems to be 9 days since the last dev.post here at the forums.
So on average there should be around 126 new lines of code and 13,5 lines of changelog entries written.
We haven't checked but we are continuing.

Would you buy an old but continuously developed fenno-ugric roguelike from these guys?

From the left: Sami (creator) and Erkka (co-designer) of UnReal World

We wish you happy Kalevala Day and the Day of (digital) Finnish Culture.
Let's continue.

February 28, 2020, 07:40:40 PM
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Pausable digging and filling up pits We're wrapping up version 3.62.
A trusty small patch with about half a dozen additions and dozen of fixes.
It's just around the corner.
Of the latest additions digging and filling up pits are now made pausable, so you can stop these shoveling processes at will and continue later on by [a]pplying your shovel again.

Now it only takes some building, packaging and testing and hopefully the next week will be the release week.

March 14, 2020, 12:56:22 PM
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Domestic Reindeer Milking We can milk sheep and cows, why not reindeer?

Really just me being selfish and wanting more immersion for my northern tribe reindeer herding characters (including a fantasy of someday having a completely nomadic character who migrates and lives off the meat/milk/hides of their herd of reindeer).

From what I've read of the historic evidence of the practice, the milk yield isn't very large and the reindeer require some special handling, such as typing the female reindeer by her antlers with a rope or lasso, but I think it would be great to be able to do it and create traditional Sami-style cheeses!

March 23, 2020, 11:02:30 PM
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Village Women Trading Too! Whenever I ask around, the village ladies never have anything to trade! How about we let them offer jewelry, clothing, food, cords, knives (maybe they can be the best chance at finding a small knife?), plants, seeds, etc?

If textile crafts ever go vanilla, it would be great to be able to buy spinning and weaving tools (spindles, looms, yarn) from them also!

March 26, 2020, 09:27:14 AM
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Re: Adding marriage - poll about how you find its priority I think it's possible to add this feature without it becoming political. I'd like to second for the notion of more complex "bonding relationships" between characters as suggested by Dr. Hossa above. If the relationship isn't directly spelled out, then there's no need to be overly concerned with being PC, as people can fill in the gaps as they like with RP (isn't that what we do anyway?).

I also like the idea of PC's relationships with NPCs going beyond just the "marriage" definition. Maybe an old man comes to live with me and I roleplay it's my aging father. Or a child is an adopted orphan. Or a fellow woman is my sister or my cousin or my weaving apprentice...you get the idea.

Perhaps a feature could be added where if a young man and young woman (either one being the PC) live together for at least one game year, there's some percent chance a baby appears. If some players feel strongly against this, it could even be a toggle on/off option.

To be honest, for me personally it's less important to have the game be a marriage simulator than it is just to have some kind of more complex social interaction so my world feels less empty and lonely. Just the addition of villagers remembering and greeting me made a huge difference, having a complex companion option would be icing on the cake. Even before adding a marriage feature, I would adore it if we occasionally ran into village events like harvest festivals, solstice ceremonies, the weddings of the villagers themselves, etc. Or if the replies to "How's it going" gave more answers than "Fine" - perhaps things like "It's great, we just had a baby born" or "What terrible weather, the crops might fail!" (which could prompt extra gratitude if the PC gifts food) or "Where did you get your fancy axe (shirt/shoes/etc)?" or "I'm fine but you're looking hungry, have some bread!" if the PC is a tribesman/woman with a good relationship with the village and is starving.

March 26, 2020, 09:47:05 AM
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Re: Head gear, bird leather
Sorry mate, I am a big fan of medieval everything, games, books, movies, but I have never seen soldiers with their head exploding because of the abuse of layers above their head or legs or arms or whatever. The OP list is way too much.

Yes, it's normal to wear soft clothes under an armor, but the game does indeed move this stuff to extreme. Which is not a huge issue, but I support the OP regarding it.

With all  due respect, does "Medieval everything" include RL history?  ;) The wearing of Helm, Coif and padding is out of period for the game, but the OP asked if it was doable. It is and something like it was done in real life. It should be noted that this equipment was sized to do this - the helm would be too large without the padding.

In terms of Iron age cultures, something soft is very likely to be worn under the helm just for comfort's sake - not to mention for cold's sake. A piece of metal is a radiator in cold climates, just ask anyone who's worn steel toed boots. I routinely wear wool socks a few sizes too large so that I can fold the toe of the sock up over to give extra protection to my toes. I don't have to do that even with running shoes in the same weather.

The fact of the matter is that the weight for wearing all this increases the encumbrance modifier and that, IMO, balances the ability to wear multiple layers. Further features like the "Sweating" status having game meaning (as I believe it will in the future) should balance it more.

Perhaps increasing the penalties in such a way would be a better option?
   - Shane

March 28, 2020, 05:06:53 AM
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The situation and stuff These are challenging times. I hope you are doing okay and healthy.
And I believe the game may serve as a breath of fresh air during the times of isolation.
Also, it's fine to express our thoughts and feelings and experiences about the pandemic on the forums too, if you feel like it.

Finland is locked down too, but things haven't changed all that much for me or Erkka as it's remote countryside life anyway.
The virus affects the daily life nevertheless, and these days portion of my time and energy also goes to assist close elderly people who need help.

The development is being kept on, but I tend to get swamped under feedback simply because people have more time to play the game and I have less time play the developer role. ;) I maybe delayed with replies and reactions, but nevermind - still doing my best to cope with the life and the game.

There is fistful of bugs pending to be fixed, and I've started writing reply marathon to suggestions from the past six months or so. I guess it will be the first reply marathon at the new forums, but it's still several evenings away before I'm done with it. From my own endless to-do pool I've started work on improvements regarding the fire mechanics. There are many little things to adjust and add, but you'll hear more about it when it all starts to shape up.

Take care!

April 11, 2020, 01:13:35 PM
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Re: Winter hides
The cue for the elk to change coats is day length. Starting in March as days get longer, the old winter coat starts dropping off. Their summer coat is short, glossy, and generally much more uniform in color than the winter coat. All the hair of the summer coat is the same length. As the days get shorter in September, the longer, thicker winter coat starts growing out. The winter coat consists of two layers - a longer coat of guard hairs protects the short thick undercoat. By winter both male and female elk have thick, dark manes covering their necks, and long, light tan coats over the rest of their bodies.

The fur of mammals has many uses: protection, sensory purposes, waterproofing, and camouflaging, with the primary usage being thermoregulation.[2] The types of hair include definitive, which may be shed after reaching a certain length;

...

Hair length is negligible in thermoregulation, as some tropical mammals, such as sloths, have the same fur length as some arctic mammals but with less insulation; and, conversely, other tropical mammals with short hair have the same insulating value as arctic mammals. The denseness of fur can increase an animal's insulation value, and arctic mammals especially have dense fur; for example, the musk ox has guard hairs measuring 30 cm (12 in) as well as a dense underfur, which forms an airtight coat, allowing them to survive in temperatures of −40 °C (−40 °F).[3]:162–163 Some desert mammals, such as camels, use dense fur to prevent solar heat from reaching their skin, allowing the animal to stay cool; a camel's fur may reach 70 °C (158 °F) in the summer, but the skin stays at 40 °C (104 °F).[3]:188 Aquatic mammals, conversely, trap air in their fur to conserve heat by keeping the skin dry.[3]

Cats moult fur around spring-summer time to get rid of their "winter coat". Cats have thicker fur during the colder winter months to keep them warm, then around spring and summer they shed some of their fur to get a thinner coat for the warmer summer months. Some cats need brushing during moulting, since dead hairs can get trapped in the cat's fur.

...

Moulting or shedding in canids, as in all mammals,[1] is due to fluctuations in the amount of melatonin secreted by their pineal gland in response to seasonal sunlight variations rather than temperature variations. This seasonality in moulting is most preserved in Arctic breeds of dogs which shed twice each year whereas most other breeds moult once each year.

Abstract
Many species express endogenous cycles in physiology and behavior that allow anticipation of the seasons. The anatomical and cellular bases of these circannual rhythms have not been defined. Here, we provide strong evidence using an in vivo Soay sheep model that the circannual regulation of prolactin secretion, and its associated biology, derive from a pituitary-based timing mechanism. Circannual rhythm generation is seen as the product of the interaction between melatonin-regulated timer cells and adjacent prolactin-secreting cells, which together function as an intrapituitary “pacemaker-slave” timer system. These new insights open the way for a molecular analysis of long-term timing mechanisms.

After reading through these, I think fur is regulated by light levels more so than temperature, as the purpose of fur in a lot of animals seems to be temperature regulation, which would imply seasonal changes would be the first factor in hair regulation and temperature there after, fine tuning for more immediate short-term temperature regulation (you see this with house pets a lot when they move into and out of the house with varying temperatures between the outdoors and your home).

Also, it appears there are several different layers:

Thermoregulation is the principal function of the down hair, which insulates a layer of dry air next to the skin.

...

The proximal part of the awn hair assists in thermoregulation (like the down hair), whereas the distal part can shed water (like the guard hair).

...

Guard hair repels water and blocks sunlight, protecting the undercoat and skin in wet or aquatic habitats, and from the sun's ultraviolet radiation. Guard hairs can also reduce the severity of cuts or scratches to the skin.

Now we can impress our friends with our knowledge of hair.

April 15, 2020, 01:02:10 AM
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Mushroom blanching Currently the limit to Boil / blanch mushrooms is set to 10 pieces. That's 1lb for most uncooked/raw mushrooms. sure mushrooms aren't as dense as meat/vegetables, but even mushroom soup (when using non-poisonous mushroom directly) accepts 2lbs of mushrooms, or 20 of the same mushrooms used mentioned above. So it shouldn't be volume of the pot issue.

Can we increase the boiling item intake, for mushrooms, to 20 or 30 items? (the boil herbal/meat/fish I feel is good as is at 10 pieces)

Edit: larger mushroom like Bearpaw at 0.4 lbs, the set max of 10 is pretty good. So smaller 0.1lbs mushrooms max would be nice at 40 units, or 4 lbs, like bearpaws'.

April 17, 2020, 12:09:05 AM
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