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Re: "Spirit of the forest, I presume" I wanna fight him.
It's my forest now.

November 05, 2017, 12:11:35 AM
1
Adding marriage - poll about how you find its priority Let's have a poll, just for the sake of poll.
December 18, 2017, 09:28:04 PM
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Guinness world record for "First open-world survival videogame" The second world record received acknowledges UnReal World as a forefather of the genre.

So...

Back in 2016 we got (and proudly hold) the record for longest update support for a videogame in GWR Gamer's Edition 2017.
And now, in the recently published Guinness World Records Gamer's Edition 2019 UnReal World gets the record for "First open-world survival videogame". Oops, we kind of created a videogame genre, but we do not regret :)

The book happily presented at the end of this post is a Finnish edition, and here's how GWR mentions the record in English:
Quote
    "The second millennial decade has witnessed an explosion of open-world survival games, particularly on the Steam platform with the success of PC tiles such as DayZ, Ark: Survival Evolved and the battle-royale shooter PlayerUnknown's Battlegrouds.
    The genre's trues roots can most likely be traced back to the indie sandbox RPG UnReal World, first released in 1992. Set in Iron Age Finland, player's principal aim was to survive its challenging and harsh environments. Incredibly, the game was still going strong and receiving updates, as of September 2017. The game was developed by two people - head creator Sami Maaranen and programmer Erkka Lehmus (both Finland). As of September 2017, it held the record for longest update support for a videogame."
(Yeah, it's out-of-date info with latest updates as the books live in press-time info. And in case somebody wonders about the near future updates a new bugfix and balancing patch is actually to be released this month.)

Cheers and thanks to all of you for making history and taking part in creation of a videogame genre with us.


Erkka (co-designer) at the left, Sami (creator) and Alli (the cat) at the right.
And if you take a look at our previous GWR post it seems like have started a tradition with these world record promo pictures as well ;)



October 21, 2018, 12:03:14 PM
1
A Christmas present to the community by me Sorry if the title sounds a little grandiose. ;D

Since late November, I've been updating the official wiki, on and off.

Mostly just adding categories and structure to the whole thing (though a lot of it was good to begin with, so I had my work cut out for me, in a sense), occassionally uploading some new images for the still missing ones in articles (there are still many), expanding several articles with more detailed information and improved formatting (sections with headings, instead of unbroken paragraphs), and occassionally creating a few new articles (I did one on NPC conversations, a few short ones on terrain types (this I still want to extend), and one article on the types of "pets" the player receives at the start when they select the last starting scenario). Images are now neatly sorted into their own subcategories within an image category, so you'll be able to make sense of the images uploaded to the wiki much, much more easily than before. There's a Healing and medicine subcategory in the equally new Gameplay category, and so on and so forth.

Hope you like the category work in particular. I tried to be as rigorous and logical as possible while expanding upon the already existing categories and adding new ones. Hopefully you'll find the additions useful and quick to work with (making it easier to find inter-related stuff quickly on the wiki). I'm still working on improving some articles or finishing a few of the newer ones, but much of the planned work is done by this point.

Feedback is very welcome !

And if anyone wants to help the visual side of the wiki by providing screenshots of still missing content from the latest release of the game, that would be very welcome. For certain objects and concepts, we still only have images from pre-3.30 versions, and even though those have their historical value, we also need more up-to-date images (3.52 and higher).

As Christmas is nearly here, I'd like to wish everyone a peaceful, healthy and relaxing holiday season. :)

December 20, 2018, 07:50:56 PM
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Re: Companions help push items Yeah, push-aid is on our to-do. Companions collecting stuff in neat piles would be cool as well, although requires more work.
September 17, 2019, 11:26:26 AM
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[Info] [3.84.2] Cheat Engine Addresses Ive updated my addresses, and renamed a bunch so, previous tables might be a bit confusing. Generated descriptions with chatgpt (cus im lazy), tried to align it with what it knows about unreal world so, most of it should be accurate but some of it may not be. Let me know if there's anything wrong and I'll update it when I can. Or if anyone has questions (like how to modify inventory or injuries, etc) ask.

General Information
  • PC Name: The name of your character, displayed in-game.
  • PC Tribe Name: Your character's tribe or faction name. Tribes can affect interactions and starting conditions.
  • PC Tribe ID: Numerical ID representing the tribe your character belongs to.
  • PC Gender: Defines the gender of your character. Typically, 0 represents male, and 1 represents female.
  • PC Weight: The current weight of the player character (PC) in the game, affecting movement speed and stamina.
  • PC Height: The current height of the player character, which may influence some gameplay mechanics.
  • PC BloodLoss: Indicates the amount of blood the player character has lost, affecting health.
  • PC Energy: Represents the energy level of the player character, influencing stamina for actions.
  • PC Fatigue: The current fatigue level of the player character, affecting performance in activities.
  • PC Inventory Weight: Displays the total weight of items in the player character's inventory, which can impact movement and stamina.
  • PC Temperature: Represents the body temperature of the player character, influenced by weather conditions and clothing.
  • PC Nutrition: Shows the current level of nutrition or food intake of the player character, impacting health and stamina.
  • PC Hunger: Indicates how hungry the player character is. The higher the value, the more hungry they are.
  • PC Starvation: Tracks the state of starvation. A value of 0 typically means no starvation.
  • PC Thirst: Represents the hydration level of the player character, which affects stamina and health.
  • PC Direction: Shows the direction the player character is currently facing.
  • PC IsLooking: Indicates whether the player character is actively looking around.
  • PC StartingLocation X: The starting X-coordinate for the player character's location.
  • PC StartingLocation Y: The starting Y-coordinate for the player character's location.
  • PC Location X: The current X-coordinate of the player character's location.
  • PC Location Y: The current Y-coordinate of the player character's location.
  • PC Injuries: Tracks any physical injuries the player character has sustained, which can affect gameplay.
  • PC Physique: Represents the general physique or strength of the player character, influencing carrying capacity and physical tasks.
  • PC Phobia: Indicates any phobias or fears affecting the player character, which can impact gameplay decisions.
  • PC LastGoal: Displays the last goal or objective the player character was pursuing, important for narrative progression.
  • PC PortraitPath: The file path for the player character's portrait image, used in character displays.
  • PC ActivityTimeSpent (Minutes): Tracks the time spent by the player character on certain activities, measured in minutes.
  • PC Inventory_IDs: Shows the IDs of items currently in the player character’s inventory.
  • PC Inventory_Quantity: The quantity of items the player character currently possesses.
  • PC InTree: Indicates whether the player character is in or near a tree, affecting stealth and ambush potential.
Attributes 
(taken from wiki https://www.unrealworld.fi/wiki/index.php?title=Attribute)
  • Strength: Improves Unarmed, Sword, Axe, Spear, Club (x2), Bow, Flail, Shield skills, and enhances Timbercraft, Building, Climbing, and Swimming.
  • Agility: Improves Dodge, Unarmed, Knife, Axe, Spear (x2), Club, Flail, Shield skills, and enhances Climbing, Skiing (x2), Swimming, and Stealth.
  • Dexterity: Improves Knife, Sword, Bow, Crossbow, Flail, Shield skills, and enhances Agriculture, Fishing, Trapping, Hideworking (x2), Timbercraft, Carpentry, Textilecraft (x2), Climbing, and Skiing.
  • Speed: Affects mobility, improving Unarmed and Dodge skills.
  • Endurance: Affects encumbrance and improves Agriculture and Swimming performance.
  • Smell/Taste: Enhances Herblore, Tracking, Hideworking, Cookery (x2), and Weatherlore capabilities.
  • Eyesight: Affects field of vision, improving Dodge, Bow, Crossbow, Shield, Tracking (x2), Weatherlore, and Textilecraft.
  • Touch: Improves Knife, Crossbow, Flail, Herblore, Fishing, Trapping, Hideworking, Building, Carpentry, Cookery, Physician (x2), Weatherlore, Climbing, and Stealth.
  • Will: Affects Agriculture, Fishing, Physician, and Stealth performance.
  • Intelligence: Influences Agriculture, Herblore, Trapping, Building, Physician, and Weatherlore skills.
  • Hearing: Affects sensing audio cues, improving Tracking.
Skills 
These skills represent learned abilities that can be leveled up through experience or modification.
  • Dodge: Improves your ability to avoid attacks, vital for defense in combat.
  • Agriculture: Increases efficiency in farming-related activities like planting and harvesting.
  • Shield: Enhances skill in using shields for blocking attacks in combat.
  • Knife: Represents proficiency with knives, useful for combat and utility tasks.
  • Sword: Increases effectiveness with swords in combat.
  • Club: Governs proficiency with blunt weapons like clubs and maces.
  • Axe: Improves skill with axes, for combat and utility tasks like chopping wood.
  • Flail: Enhances proficiency with flail-type weapons.
  • Spear: Increases effectiveness with spears for melee and ranged combat.
  • Bow: Improves accuracy and damage when using bows.
  • Crossbow: Increases effectiveness with crossbows for ranged combat.
  • Unarmed: Governs skill in hand-to-hand combat, without weapons.
  • Physician: Represents the ability to tend to injuries and illnesses, crucial for survival.
  • Climbing: Enhances ability to scale obstacles and navigate difficult terrain.
  • Stealth: Improves ability to move undetected, useful for hunting and avoiding enemies.
  • Cookery: Governs skill in preparing food, influencing both speed and quality of meals.
  • Skiing: Improves ability to travel across snowy terrain quickly.
  • Timbercraft: Increases efficiency in woodworking and felling trees.
  • Swimming: Governs the ability to swim, important for crossing bodies of water.
  • Fishing: Enhances success and speed in fishing.
  • Netmaking: Governs the ability to craft fishing nets, essential for catching fish.
  • Weatherlore: Increases ability to predict and understand weather patterns, crucial for survival.
  • Carpentry: Governs skill in crafting and building structures, affecting shelter construction.
  • Herblore: Increases knowledge of herbs and plants, useful for making medicine and potions.
  • Hideworking: Governs skill in treating and working with animal hides.
  • Tracking: Enhances ability to follow tracks and locate animals or people.
  • Trapping: Improves ability to set and use traps effectively for hunting.
  • Building: Governs skill in constructing buildings and structures.
  • TextileCraft: Enhances ability to work with textiles, useful for making clothes and other fabric items.
  • Bowyer: Governs skill in crafting bows.
UI-Related Information
  • UI Mouse Y: Tracks the Y-coordinate of the mouse cursor in the game's UI.
  • UI Mouse X: Tracks the X-coordinate of the mouse cursor in the game's UI.
  • UI VisibleRadius Y: Controls how far the player can see along the Y-axis.
  • UI VisibleRadius X: Controls how far the player can see along the X-axis.
  • UI MapRenderSize Y: Defines the height of the map rendering in the game's UI.
  • UI MapRenderSize X: Defines the width of the map rendering in the game's UI.
Map and World Information
  • Map Objects: Tracks the objects present on the map, including resources and obstacles.
  • Map Tiles: Indicates the number of tiles on the map, reflecting the size of the game world.
  • Map Elevation: Shows the elevation level near the player character, affecting visibility and movement.
  • Map Type (local vs overworld): Indicates whether the player is in a local map (e.g., village) or the overworld.
  • World Time Tick: Tracks the passage of time in the game world, crucial for survival mechanics.
  • World Time Hour: The current in-game hour.
  • World Time Minute: The current in-game minute.
  • World Time Day: The current in-game day.
  • World Time Month: The current in-game month.
  • World Time Year (Character Age): Shows the current in-game year and the player character’s age, which may influence gameplay.
Miscellaneous
  • Skill Points: The number of available skill points that can be used to improve your character's abilities.
  • ItemDefaults_Struct: Possibly related to default item structures in the game.
  • Item_Struct: Indicates details related to individual items in the game, including their properties.
  • NPC_Struct: Likely related to non-playable characters (NPCs) or interactions with them.
  • TileStruct: Represents details about the structure of tiles on the map, including terrain types and features.

December 14, 2019, 01:18:52 PM
1
Crafting leather harnesses? I was looking at a bunch of leather I've got for which I presently have no use and it occurred to me that these beasts of burden, cow and deer, could require harnesses and packs in order to carry loads. I suppose that would fall under hide working skill. What do you think?

Additionally, I pondered whether the value of furs should be reduced because, again, I have a lot of furs and nothing worth trading them for anymore. I know, balancing economy is, well, a bear...heh.

I know I could craft leather and fur armor and such but, frustratingly, villagers consider that such items are fairly worthless and, if I give these things to a Companion, too often they can't (apparently) wear them because of the weight. It's a bit confusing why villagers devalue crafted fur items while foreign traders will pay well for the furs.

January 02, 2020, 08:10:36 AM
1
Another title? Hey Erkka and Sami. I know what you'll say (probably), but for some reason I cant get this outta my head. You guys have amassed huge volume of knowledge about iron age Scandinavia and you have a few decades of experience in game development. Yet, you have only one title. Dont get me wrong, its not a bad thing, but it just seems like you could (hell no, you SHOULD) do more with that knowledge. For example, take the ancient trade route from varangians to greeks. Its a such under-explored territory and with such amazing potential. No need for any orcs, goblins or any other nonsense - life at that time was very diverse and this route covered places from northern Europe all the way to very south of it. Just imagine setting up a caravan in Scandinavia and traveling all that way.... Or even being a helping hand on that caravan. If anyone out have the knowledge and the determination to make something as grand as this happen - it'll be you guys. With modern crowd funding platforms you can not only fund the development, but make some decent bucks if your work will be (and we all know it will be) just as good as URW is.
January 03, 2020, 06:54:13 AM
1
[Suggestion] Metric measurements https://steamcommunity.com/app/351700/discussions/2/2646361461404033348/

Quote from: Porgnar
Measurement System

Hi!

I have recently began to play the game, I tried out the free old version, fell in love with it, and rushed to buy the steam release as soon as I could. Thus far I have really been enjoying the game, but sadly for me the imperial measurement system says nothing. At the character generation I can see that they give me the numbers in metric too, but during gameplay I really cannot imagine what 1lb meat is, how much should I beleive I ate to be full? It is not a major problem, I'd just like there to be an option to use the metric system ingame.

If there is and I was just ♥♥♥♥♥♥♥♥ and couldn't find it could anyone point me to where I can properly change the setting?

If not are there any potential mods for this?

Thank you for taking the time to read this, and answering!

January 08, 2020, 05:54:58 AM
1
Re: [Suggestion] Metric measurements How about things such as...

An arm's length of cord.
The distance looks like about 30 paces to the target.
It's about a stone's throw away from you.
The cabin is a day's walk away.
The spear is about a man's height in length.
etc...

That's how I imagine people would judge things back then, but I'm not a historian.
I see them using common objects and things from daily life to relate distances.

January 15, 2020, 02:52:53 AM
1
anything