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Re: Caught my Gal sleeping on the job and discovered this amazing fact! Isometric perspective makes standing south-north and laying down East-west clear if the character is upright or down.
Maybe we should switch the table and bunk orientations to match the fallen/laying down graphic better.

May 23, 2021, 01:49:29 AM
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Re: Caught my Gal sleeping on the job and discovered this amazing fact! I don’t recall any bonus for sleeping on bunk vs table vs bench vs floor.
Fur and furs (8lbs, 16lbs+) give warmth bonus. You’ll get the text “sleep on fur” and “wrap yourself in furs”.
I’m not sure of exact numbers, but often during winter time, my toons pack couple forest reindeer hides on their dog(s) when heading out for trek. Rarely if ever they wake up shivering, even without a fire going.

May 24, 2021, 01:57:28 AM
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Re: Caught my Gal sleeping on the job and discovered this amazing fact! Thanks for making sense of how to work backstage on this game.

Now it's personally rated Awesome+ :)

I just changed out the graphics, renamed table to bunk etc.

And life moves on,

Happy gaming!
AF

May 25, 2021, 05:40:59 AM
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Open World Sale on Steam & Dev's life picture feed from the real world A special sale focusing on Open World games has started on Steam and lasts until 31th of May.
We wholeheartedly cherish this special event and celebration of infinite exploration. You know, it's very much our genre, since early 90s, and acknowledged with (debatable) merits such as First open-world survival game (GWR Gamer's Edition 2019).

Anyway, it's a special opportunity to grab the game for discounted price from the Steam. Just venture at UnReal World store page.

Since this is very dear topic, genre and approach to game development for us, we wanted to celebrate the occasion with special content.

Those who have followed the development do know that for Enormous Elk game development isn't actually clean indoors job.
We tend to practise what we code, pursue the traditional lifestyle to varying extent, and draw a lot of inspiration from the real world experiments and adventures.

As a special way to celebrate the ongoing Open World Sale we've compiled you this picture feed of the two man dev. team doing their infinite exploration outside the development chambers. This is an assorted collection of dev's life along the way in the real world. Enjoy!


Erkka (co-designer) on the left with frame drum, Sami (creator) on the right with kantele, at gorgeous Orinoro gorge in eastern Finland.


Sami doing elks calls in the woods.


Erkka walking horses in the woods.


Traditional log building with traditional equipment. Erkka on the left, Sami on the right.


Erkka's sauna warming up on a winter day.


Broad beans are flowering while Sami is cooking something.


Sami takes a look at the open arctic world.


Rowing in the summer evening.


Roasting the catch in the rain.


Sami after threshing rye in the barn in all traditional, and smoky fashion.


Erkka after some muddy work.


Find a dev among the sheep.


Sami is getting a feel of the wilderness.


Erkka chopping firewood.


Sami doing mounted archery.


Breakfast for Erkka.


Summery coffee break for the two-man dev. team.


Skiing with a shovel preparing to settle here for a night.


Sami's bicycle trip to gather a bunch of wild greens was a success.


And so was Erkka's fishing trip.


Happy islander.


It's winter. It's open world.


On Hornankallio cliff Sami takes a look at the familiar landscape - not too far away from his development chambers.


The Road goes ever on and on ...

And if the road goes smoothly the next update, UnReal World version 3.70, will be released in June, 2021.


Cheers!

May 27, 2021, 08:27:58 PM
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Re: Open World Sale on Steam & Dev's life picture feed from the real world Cheers to everyone involved in the project. You guys are the best dev team ever. ;D
May 27, 2021, 09:56:40 PM
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Re: Open World Sale on Steam & Dev's life picture feed from the real world Cheers!
Kippis!

May 28, 2021, 03:33:45 AM
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Creating Settlements My number one desire for UrW right now would be the ability to found your own settlement. I enjoy outfitting my recruits with gear, but it's always disheartening when they finish their term of service and then vanish into the wilderness, never to be seen again (or be totally unwilling to rejoin me, even if I do find them). Having folk you could outfit and keep around (as they also develop in skill over time, too) would be great. It would also provide more late game content, as after I've outfitted myself in all masterwork gear, with a nice cabin and endless miles of trap fences I always run out of goals beyond raiding the Njerperz until I get unlucky and die.

My proposal for implementation:

In order to invite someone to your settlement, you first have to have a spare habitation flagged as available. So you'd need to construct homes for new immigrants. Then you'd have to find someone willing to move there and ask them to join your settlement. For this, there would need to be a more complex system defining each NPC's demeanor and place in society. Their relationships, personality, personal wealth, and occupation (shopkeeper, nobility, landed/unlanded farmer, so on), and a much broader range of skills would all need to be tracked.

Each NPC would have an assigned value between 0-100 indicating their reticence to move. Randomized within a range depending on personality, and then adjusted based off their age (younger people are more likely to be adventurous and take chances on a new place), skill (individuals with lesser skill will be more likely to seek opportunity elsewhere), personal wealth (a wealthy shopkeeper would be loathe to leave their thriving business, and his firstborn would also be unlikely to abandon the opportunity to inherit that wealth), and relationships (someone with a spouse who does not wish to move will be less likely to do so, or even if their family is willing, they may require a larger habitation). This personal score for each NPC will then be checked against what you're offering. This will be determined by your settlement's overall wealth, as well as the value of the property you are offering (a tiny yurt won't be nearly as enticing as a large, furnished cabin, for instance), how distant the settlement is (depending on personality; a homebody who values family is less likely to move a long distance than someone who is naturally adventurous), how many people are already living there (a town might be wealthy, but if there's already a large population there will be less opportunity for anyone freshly arriving), as well as town policies. A settlement's wealth can be increased by having walls, agricultural fields, livestock, certain communal buildings (public sauna, perhaps a temple, shops, a feast hall, etc), sufficient food stores, accessible water routes (e.g., on the coast or next to a river that leads to a coast for trading purposes), and well equipped warriors to protect it.

Of course, having a wealthy settlement is a double edged sword, as it will also attract the attention of others. While coastal or river adjacent villages are advantageous for trading and agricultural purposes, they will also be accessible to a new villain, "foreign raiders," who can arrive unexpectedly by boat during the late spring and summer. You can pay them off to go raid elsewhere, or fight them. You might receive some warnings a few days or weeks out that there are raiders in the vicinity, if you are in town or visiting nearby villages, but beware if you're out adventuring elsewhere for long periods, as you might come home to a smoldering wreck.

If you have a settlement within the cultural boundaries of a group, or within a certain distance from one of their cities, they will demand annual taxes, and may ask you to provide troops for campaigns. Failing to do so, or coming up short in either troops or taxes, will reduce your reputation with them, as will attacking anyone they are friendly with. If your reputation is reduced enough, they may request you cede control of the town, or else organize a campaign against you. Their demands will obviously increase with the wealth of your settlement.

Wherever you are, you may come afoul of common bandits or Njerperz, but your odds increase significantly the further you are from any cultural boundaries, especially from the Njerperz. This way, there's no truly "safe" place to set up a settlement, as there will always be someone who will covet your accruing wealth and want it for their own.

As for your townfolk, once they have moved in, you can try to assign jobs for them, which they may choose to accept based off their skills and personality (a brave man may be willing to be a warrior even without strong combat skills, but a coward will not), current duties (if you already have someone tagged as a hunter and hide processor, they will not have time to also be a fisherman), as well as access to the necessary utilities for the job (for instance, you may not have sufficient farmland to assign a new farmer, or have the tools they need to perform their job, such as shovels, sickles, and seeds).

Townfolk will also have their own desires. For instance, an unwed man may at some point request leave to travel to neighboring villages to find a possible bride to bring back, if they do not find anyone suitable in the village. A very religious person may grow increasingly unhappy if your town has reached a certain size and still does not have a temple, or if its temple is too small and unworthy. A village woman may desire for there to be some sheep to sheer for wool, or more warriors to protect them. A warrior may wish for better gear, or a larger house. And so on.

As the founder of the township, you can determine certain basic policies. For instance, it could be a free town, where everyone can do as they please, owing nothing, but can be bargained with to assist with various tasks if they're willing to (provide lumber in exchange for X payment, with less payment requested depending on their personality, skills, and overall happiness). Or you may require a certain amount of labor per year from your occupants. The more you demand, the less happy they will be, naturally. People will also be less likely to move somewhere where the taxes are onerous. However, as your settlement grows, it may be inevitable, as you will require more warriors to defend it than you could hope to feed on your own, so you will need your farmers, fishermen, and hunters to provide some portion of their labor.

Maybe this all goes well beyond the scope of UrW, but I think it would add so much more depth to the game. There would be a much more personal connection with the people who populate the world, as well as more ambitious long term goals available to pursue, that can just as easily be ignored by those from whom it holds no interest.

May 31, 2021, 12:50:53 AM
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Re: Creating Settlements To be honest, we may not even need marriage at the start. I honestly would be very pleasant with a "partner" that is just a companion that doesn't leave you. Maybe after that is settled, we could have a chance to have offsprings if we are "partners" with the opposite gender.

But my problem with this whole thing is, how old are your characters when you actually get all masterwork gear and everything settled? Probably very young, I don't know about other people's playthroughs but the "endgame" can be reached pretty quickly tbh. And to think that a 20 something year old adventurer is looking for immigrants for his newly founded settlement is kind of unrealistic, to me at least.

The perception of time is very slow in the game. You can basicaly visit every single cultural area in the game, do different trades, get all shiny and powerful equipment and barely pass your teenage years. Because the game is also concerned about micro, everyday decisions of your character. I feel like this is a little too pronounced. I think Erkka's game in development, Ancient Savo, can give this bigger time period feeling better because it is not concerned about every single decision of your character, but then again, those two games are in a whole two different game genres.

Having bigger goals like this can be really good and all but I can see a 25 year old guy or girl being the chief of a very populated village and I don't think this is very realistic of those times. But maybe I'm wrong, maybe the Finns all had young people founding new settlements I have no knowledge about that. I would like to read someone's opinion about all the things I wrote above.


May 31, 2021, 01:40:36 PM
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Re: Open World Sale on Steam & Dev's life picture feed from the real world Loved looking at these, thank you so much  :) No wonder the game is so good with life inspiration so thick all around you
June 02, 2021, 12:31:11 PM
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Re: Meteor strike? The light effects (and rain, it's horrid to look for tracks in rain) are surprisingly atmospheric and functional in URW
June 05, 2021, 02:38:57 PM
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anything