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Re: Adding marriage - poll about how you find its priority As Mati256 I find it a nice thing, but quite a few other things would be higher up on the agenda.

caius made a nice argument regarding the spouse's behavior, but I don't think "trophy wives" were a thing at the time. I certainly have nothing against resources spent on wooing and general upkeep resource consumption as such, but I'd definitely expect the spouse to be useful (but I assume players could deliberately refrain from making use of the spouse's capabilities to create a trophy spouse).

As mentioned, a good spouse system would probably need to build on a number of other new mechanics, such as e.g. tasks requiring, or at least greatly simplified through, the use of two people (with the ability to use hired help for those jobs. However, the hermit play style shouldn't be sacrificed in the process).
Spouse and spouse family quests/demands could improve things, but that in itself would probably be built on a broader village relation framework where messengers would seek you out to make requests rather than wait for you to show up (and the spouse would presumably ask to see the relatives from time to time, for instance). Obviously, village requests would only happen if you're on sufficiently good terms with them, and possibly only after accepting some kind of status (again, to protect the loner play style).

What I think this boils down to is an aimed chaotic development process where systems supportive of the family goal might be given a slightly higher priority than those not leading towards that goal, resulting in such processes being worked on a little more frequently than others.

Turning your homestead into a single character village with a spouse NPC inhabitant no more reactive than current village NPCs wouldn't really achieve much, in my view (in fact, turning it into a "real" village through the recruiting of "settlers" would probably be less boring).

Obviously, the above are my opinions, and not any kind of objective truth.

December 18, 2017, 11:50:09 PM
Re: Adding marriage - poll about how you find its priority  I too think that before marriage there is much AI that could/should be filled out.

For NPC's to take a more lively role in the game, imo they need to "act" more like players. Some being friendly, some devious, some trusting, some dishonest and some just down right evil.

 NPC's could/should serve as better wealth sinks. Consuming received foods, "using" /removing traded items, or reselling items at a profit.

 For bonding/marriage there needs to be some overarching danger/human drama/risk to NPC's;
You come home and a stranger has taken up with your spouse and cleaned you out.
A wild animal has attacked your spouse and you must care for them.
Your kid gets lost in the woods.

 Possibly even look at enslavement vs bonding (if this is even historically correct).

This is a deep well topic ;)

December 19, 2017, 01:27:29 AM
Re: Adding marriage - poll about how you find its priority While I usually don't vote the middle choice in polls because the vote doesn't sway it one way or another, this time I did. Here is the reason: Sami has been developing the game very nicely for a quarter-century and I'm constantly impressed with each new version.

Implementing spouses sounds like a massive task that includes many other game developments, the biggest of which, IMHO, is an A.I. that can play like a complex bot in order to make a believable spouse. Because a spouse that behaves like village NPCs wouldn't really be worth it.

Keep up the good work with your own priorities, Sami :-)

December 19, 2017, 01:41:05 AM
Re: Adding marriage - poll about how you find its priority I had to vote the middle option as well, and for much the same reason as JEB Davis chose to vote that way. I would love to see spouses and eventual offspring in the future, and I agree that if it is to be implemented then it should come after some AI updates so that we don't have the old problem of "It's a nice car to look at, but it won't run without fuel!"

The work that has been done to this game (read:life-changing experience) over the years is wonderful, all of it being due to the dedication and passion that Sami and Erkka have for this work of theirs, and I am more than happy to simply sit back and watch it grow organically at their behest :D

December 19, 2017, 06:03:05 AM
Re: Question for Sami Caius posts good generic ideas, and we have tested them already quite some time ago.
I mean, would you believe that we have pondered marriage in the game a lot.

Back in 2002, we introduced wives somewhat in the manner of resource generator - resource drain, and slow process.
What didn't the next year, or in 2004, or in 2005, was that we couldn't find any more big task that would have a longer lifespan of featured enjoyment than marriage.
[If we exaggerate, for some who find there's nothing more to do in the game than eat, it could turn into situation where there's nothing more to do than eat and feed one's wife.]

Well, here's snippet from 2002 news.txt, the system was pinpointed like this. It still wasn't holy grail, and after some years I found it all too sloppy.

Code: [Select]
version: 2.70
released: Dec-14-2002

- added possibility to get a wife

       * It takes some time to  get  her  interested.  You
         must be a known person in the village where  your
         sweetheart lives,  so  remember  to  visit  there
         pretty often.
       * It all starts by talking with a girl. You can ask
         her some directions or anything at  all  to  make
         a contact. After you get to know each other a bit
         you can occasionally greet her or have  a  little
         chat with no particular reason. You know...
       * You'll notice when the girl gets interested.
       * Women love gifts, so be sure  to  give   valuable
         items to your sweetheart. (There's finally a good
         use for anklets and necklaces) You propably  know
         that  women like   expensive  furs  and beautiful
         clothes more than weapons and tools.
       * Talk to the girl a lot,  leave  the  village  and
         come back after a while, let  her  miss  you  for
         awhile, then return and surprise her with a  gift
         and so on...
         Do this for days, weeks or months -  whatever  it
         takes. Patience is  good.  If  you  think  things
         aren't going fast enough you may try to give  her
         more and more gits. Listen to her -  you'll  then
         know where you are going.
       So what's so special about  a wife  then?  If  love
       doesn't count there's still something left;
       If  you are wounded or suffer from a disease, every
       night slept with your  beloved  one  improves  your
       healing rate. So it's a good idea to  come home  to
       rest with your wife if you've got hurt  during your
         Cookery made with your wife is twice as fast  as
       alone and you'll make better meals  too.  So  it's
       very reasonable  to come home to your wife  afer a
       succesfull hunt, and prepare the prey together.
          Wife can be told to stay at the certain place.
       Usual procedure is to tell your wife to wait  for
       you, at your cottage for example,  when   you  go
       hunting or on a dangerous expedition. Chat option
       'Greet' is used to tell your wife to  stay  where
       you are or to walk with you.
          After you've got  yourself  a  wife  your  main
       objective as a man is to  keep  her  fed.  If  you
       leave her alone without food for a long  time  you
       can be sure she'll be gone when you come back.  So
       always remember to give her enough food  when  you
       are going away for days.

December 19, 2017, 04:52:16 PM
Use quest markers to indicate locations asked about If it's easy to implement, using quest area rings to indicate approximately where villages, caves, and lakes asked about are would be rather helpful. If so, the areas would be automatically removed when the feature is seen by the character.
If you're told about a feature again the basic implementation would just keep the original indication, while an enhanced version would add something along the lines of "(you feel you have heard about this <feature> before.)".

December 20, 2017, 06:11:09 PM
Huge big seasons greetings -- plus winter sales and late year releases The time has come to say seasons greetings to all of you. It was the winter solstice yesterday, and now we're slowly heading towards the increasing daylight.
And I'll be heading towards the holiday season and wish you all great times whatever you may, or may not be celebrating.

In case you are wondering whether or how you would go about getting your hands on the fresh 3.50beta version, we'll let you know that show-stopping bugs haven't been found since the last hotfix and Steam Winter sale is going on our UnReal World store page beta being available for purchasers. We'll release 3.50beta as standalone version as well, but that will take place after the holidays, closer to new year 2018.

Here's the huge big seasons greetings to each and everyone of you, from the tiny dev and the winter tree. This very tree is kind of a local Ent to me.
Merry whatever, fellow adventurers!

December 22, 2017, 05:06:40 PM
Spirit relation re-balancing The spirit and magic enhancements are good in general. However, there are a few things I think need re-balancing:

1. As far as I can tell, sacrifices now use a joint pool, as opposed to separate pools (and spells) for different targets earlier. I think they need to be split up again, so sacrifice of fish automatically goes towards satisfying the water spirits and meat to appease the forest ones, and these pools being independent, i.e. having made an offering to the spirits of the forest shouldn't block a sacrifice to the spirits of the water. Whether there should be a regional split up as well can be discussed, as I don't know if there are regional differences or not, but if there are, sacrifices to one region/realm spirit shouldn't affect sacrifices to another.
2. Spirit mood feedback should likewise be split up more. I keep getting messages of unity with the water even though my character haven't fished for half a year, and the sacrifices for almost as long have been of meat (I had some roaches that needed sacrificing).
3. The "cost" of kills should be re-balanced so it's possible to live off small game without being hated by the spirits of the forest. It should be contemplated whether the value (in some currency, e.g. amount/nutrients of meat and/or fur value) of a kill and sacrifice should affect the spirit relation adjustment. Currently it seems a sacrifice of a spoiled hazel grouse lump of fat has the same impact as a whole salmon or fresh bear cut.
4. "Special" sacrifices (of which I know a single one) should not be blocked by the standard ones, and given their cost, they ought to give a larger boost to the relation than the standard one.
5. Spirit moods ought to move towards neutral over time if nothing affects them, so a relation of unity should decay towards neutral if you neither sacrifice nor "harvest" from the spirit's domain, and the same should a furious relation.
However, some folklore seems to have rather petty supernatural actors with long memories, so it might not be wrong to let good relations decay a lot faster than bad ones are repaired.

March 10, 2018, 10:43:34 AM
Tuning the spirits among interviews and heatwaves Heatwave has struck Finland, and has basically lasted for almost the whole may. While the light and warm summer days has effectively turned my focus to outdoors activities, it's been a bit exhausting as well. Only the nighttime has been somewhat tolerable for coding and of my nightly works the most worthy of mentioning are tweakings of how the spirits get angered or pleased depending on character's actions. There's room for tweaking there, and I've followed the related fair discussions on suggestions section. Most important thing probably is to reason how much different kind of animal kills affect to spirits mood change, but as the system is quite complicated I've also made some groundwork for spirits to actually tell the player why they might be so mad sometimes.

Then, an interesting opportunity to give a deep interview for Chinese gaming media came upon me. The article is now published and you can read it here:

It's in Chinese, so some of you gotta rely on computer translation, but images in the article alone are worth of checking out. Coming up with this took a good slice of my time this month, but I'm happy with it. The approach was fresh, and the questions were interesting and unique.

I wish I could have kept up more frequent update post pace this month, but apparently I failed. One things you should know though is that my plans are to wrap things up as soon as possible for a new release - to offer some essentials additions, and some bugfixes for your summer days.

It's pleasantly cold now so it's time to head to sauna. What else :

May 30, 2018, 09:40:28 PM
Balanced that spirit, fixed them sacrifices Two important things to help us get along better with the spirits in the upcoming patch:

 - balanced: forest spirit's attitude in regards to hunted animals - size and significance matters

        When an animal is felled the forest spirit's mood change and need for compensation by sacrifices
        now depends on the size and significance of the animal. Previously almost all the killed animals
        were valued equally by the spirits which resulted in small game hunters often receiving unreasonable
        disgrace. Now it is far more tolerable to hunt smaller game and get along with only casual sacrifices
        every now and then.

 - fixed: only one sacrifice allowed per day

        If any kind of sacrifice to any spirit was performed even the different kind of sacrifices during the
        same day were considered excess. This was not intentional, and is now fixed back to normal:
        You can perform multiple sacrifices on daily basis as long as they are targeted at different
        spirits, ie. forest or water spirit, or if the act of sacrificing is a part of unique spell.

These are future additions not yet functional in current version 3.50 (stable).

June 07, 2018, 01:59:14 PM