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Re: Calf overweight Bugged it was, smaller size of young animals wasn't taken into consideration when generating skinning results. Fixed now.

Fixed - persists in 3.50 (stable)

June 04, 2018, 08:39:47 PM
1
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
1
Re: Skill Training Guide I think I'll just dump some data here, feel free to add more!

Carpentry ***
242 poor boards -> poor paddles 0%-> 25%
500 inferior boards -> 453/47 inferior/poor paddles 25% -> 40%
71 inferior boards -> 71 inferior paddles 40% -> 42%
293 decent boards -> 218/75 decent/inferior paddles 42% -> 50%
303 decent boards -> 286/07 decent/inferior paddles 50% -> 55%
51 fine boards + decent cords -> 32/14/5 fine/decent/rough shortbows 55% -> 60%
125 fine boards + decent cords -> 88/32/5 fine/decent/rough shortbows 60% -> 70%
66 fine boards + decent cords -> 49/14/3 fine/decent/rough shortbows 70% -> 71%
217 fine boards + fine cords -> 171/40/6 fine/decent/rough shortbows 71% -> 80%
243 fine boards + fine cords -> 210/25/8 fine/decent/rough shortbows 80% -> 89%


Timbercraft ***
110 trees -> trunks -> 89/702/596/571/242 perfect/.../poor boards 0% -> 82%
57 trees -> trunks -> 147/637/284/72 perfect/.../inferior boards 82% -> 100%

Weatherlore ***
~Seedtime(May) -> Pearl(Feb) ~10 a day(once each hour) 90% -> 100%

Timbercraft ***
128 logs -> 343/1732/374/111 perfect/.../inferior boards 65% -> 100%

June 07, 2018, 04:37:48 PM
1
Version 3.51 released on Steam and for Lifetime Members Version 3.51 is now released on Steam and for Lifetime Members.

Here comes a minor but significant new patch before I'll start settling for summer holidays.

The additions in this version 3.51 mostly consist of balances, fixes and additions related to interacting with both the spirits and NPCs. Many small game hunters should be happy to know that for example the unreasonably harsh forest spirit mood changes are now toned down.

Find the full changelog below, here's UnReal World Steam page, and the version is also available for lifetimer members at the designated forums section.

I wish you all great adventures in both real and unreal worlds -
and nice and cosy summertime, if that happens to be your local season.

Cheers!


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

Version 3.51 (stable) changelog

** Saved characters from version 3.40-> are compatible with this version. **


- added: map of known areas (F6) remembering the toggleable settings to show or not to show cultural areas and map markers

This was once featured, but got broken somewhere along the way. The settings are remembered after exiting F6 map view and persist until toggled otherwise. The display for both cultural areas and map markers is on by default when the game is first started.

- added: ask NPCs to find quest related persons in villages

You can now ask villagers if certain quest related persons are around. This is done by automatically appearing chat options within the common greet dialog. For example:
"Is Sampsa around?" or "Where can I find Tornia?"
All the quest related persons, including the original quest giver, are covered within these chat options if you are aware of them.
There are some exceptions though; NPCs who are involved in quests themselves can't be asked for others whereabouts, but there are always enough common villagers around to assist you.
When it comes to finding quest related persons in other villages the chat options become available only when you are in the right village where the person can be actually found. This can be considered slightly gamey in our standards, but it is more helpful that way.

- adjusted: no more multiple villagers with same names

Possiblity of two NPCs having the same name within a single village has been removed. In seriously crowded clustered villages it is theoretically possible that villagers might run out of unique names, but real chances for that to happen are practically non-existent.

MIGRATION NOTICE: Within villages created in the previous version two persons with same names may still exists.

- added: dozens of new northern names

Due to aforementioned adjustment it was necessary to add lots and lots of new names for northern men and women.

- improved: NPC name randomization routines

NPC culture has more distinguishable influence to their given names. There's noticeable variation between the eastern and western names, but especially the current wider range of northern names now appear unique from rest of the world.

- added: light a torch with another torch

If you are already carrying a lit torch a new torch can be lit of it. This is done in normal fashion by [a]pplying the torch to be lit.

- 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.

- fixed: spoiled food items were seemingly accepted as sacrifices

Now it is foolish to try that sort of sacrifices.

- fixed: former companions never agreed to be hired again

Despite of their "maybe in the future" responses former companions did never reach proper status to be hired again. This is fixed now and companions can be rehired after a varying NPC dependant timespan from few months to full year.

MIGRATION NOTICE: Rehiring possibility timespan may appear glitchy as companionship date information was broken in the previous version. For most succesfull rehiring of former companions try it at villages that were visited long time ago.

- fixed: skinning young animals mistakenly gave adult animal size skins

Now skins obtained from young animals are more or less smaller depending on the cub/calf actual age and size.

- fixed: village items getting easily corrupt upon crash

Crash security improvements added in version 3.50 are hereby improved/fixed in regards to certain crash vulnerable village items.

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June 17, 2018, 05:18:47 PM
1
Re: Version 3.51 released on Steam and for Lifetime Members
- added: light a torch with another torch ;D ;D ;D

I just did what was suggested :)

June 17, 2018, 09:40:55 PM
1
Re: Mini Zoo in Unreal World Mini zoo Improvement



This is how I "capture" those animal.


June 27, 2018, 05:01:07 PM
1
Re: this game in unplayable and i'm triggered It's not intuitive at first, but everyone of us managed, and you will too - but you need to get in the right mindset ;)

The others have given you a lot of advice. I will only say this: learn the controls. Understand how to access all the menus.

- Have you found how to access all the recipes (even if you don't have the means to cook them yet)?
- Have you seen the traps menu, and tried to build a few?
- Have you noticed that in some menus you can craft weapons, or clothes from furs/leather?
- Can you start fires, move stuff without picking it up?
- Do you understand how the weight penalty affects your skills?

I would suggest you start a new character, pump your fishing skill and start as a fisherman. You can then survive on fish (and even barter it for clothes, or furs to make clothes) while you figure out the basics.

It WILL get much easier, eventually. So easy that we older players must gimp ourselves to make it harder. So keep at it and enjoy this weird wonderful game :)

July 31, 2018, 06:25:41 PM
1
Version 3.52 released on Steam and for Lifetime Members Time for a small but essential patch update. Version 3.52 is now released on Steam and for Lifetime Members.
Additions in the now released version are foremostly bugfixes for smoother survival, but some balancing of exploitish issues is also featured.

Find the full changelog below, here's UnReal World Steam page, and the version is also available for lifetimer members at the designated forums section.
Standalone installer versions at the homepage will be released in November.

Cheers!

------------------------------------------------------------------------------------------------------------------------------------------------
Version: 3.52 (stable)

** Saved characters from version 3.40-> are compatible with this version. **


 - balanced: villagers' interest to buy boards
 
         Previously trading boards could be used an exploit as villagers did buy them without any reasoning.
         Now there's a cap for villagers' interest in boards and they only buy the amount they want to
         have as a reserve. This varies from village to village, and some villages are not necessarily interested
         in player character's board trading attempts at all.

 - added: NPCs will store the obtained timber in the village

         NPCs may obtain timber (eg. boards) through trading. Previously NPCs just carried the heavy loads around
         causing unncessary burden for themselves. Now they eventually store the timber in the village.

 - added: roasting meat/fish decreases its weight

         We tought this was featured already, but no. Now roasted meat/fish loses about 25% its weight in the process.

 - updated: NORTHERN BOW game encyclopedia info + image added

 - added: new NPC kid portrait

          Still not much variety with kid portraits, but if you are into portrait customization more of them can be now
          added for kids as well -> truegfx/kid?.png

 - fixed [Linux]: redundant libcurl dependency removed

 - fixed: character creation extra skill point issue for 0% skills

          Increasing and then decreasing skill for 0% level skills mistakenly allowed two points then to be spent
          on the said skill.
 
 - fixed [rare condition]: quest generation and companion rehire delays

          Long lived migrated character might encounter extremely long intervals between new quest generation and
          earlier NPC companions willingness to be rehired.

 - fixed [rare condition]: bird thief quest sages forgetting about the quest

          This occurred only with long lived characters. Sages involved in the quest first talked about
          it normally, but might not recognize the quest anymore after a while.

 - fixed: kids not recovering from wounds and injuries

 - fixed: young animal skins were worth the same as adult animals skins

          Now the price is reasoned according to the skin size.

 - fixed: when trading with NPC the accepted items they couldn't carry just disappeared from their inventory after the trade

          Now the excess items NPCs can't properly carry are put on the ground as a common village property.

 - fixed [rare condition]: aquatic birds flying still above the frozen waters

          This was a result of aquatic birds terrain exploration routines failing to find them new meaningful areas to check if the waters at their habitat got completely frozen.

 - fixed [rare occasion]: irrelevant quest related persons appearing in chat dialog
      
          Sometimes you were given chat options to ask whereabouts of irrelevant quest related persons in the village.   

 - fixed: young animals giving as much fat as the adults

          Now the fat yield from young animals is more or less smaller depending on the cub/calf actual age and size.

 - fixed: nameless villagers ie. occasional blank NPC names

 - corrected typos: harvesting dialog "select select the plants..." -> "Select the plants..."
                    northern name "Duo?gi" -> "Duongi"

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October 28, 2018, 02:09:26 PM
1
Re: Woodsman won't cut it! It seems companions are a bit too afraid of bear skull pines and won't fell any trees if there's bear skull pine even relatively close by.
As a workaround you can take the bear skull(s) off the trees here at your homestead and bring them somewhere way further away.
Or then you just have to rely on companions tree felling assistance further away from the bear skulls.

Fixed - persists in 3.52

November 06, 2018, 04:57:43 PM
1
Re: Cooking with bones  I think all I did was take the vanilla meat stew recipe
Code: [Select]
.Meat stew. *COOKERY* /30/  \240\ %20% :148: 
{Raw meat} #3# [remove] [bake] [name]
{Water} #0.25# [remove]
{Knife} '+for chopping'
{Vegetables} #0.5# [remove] [bake] [optional]
{Mushrooms} #0.5# [remove] [bake] [optional]
{Seasoning} #0.25# [remove] [bake] [optional]

and with one small change
Code: [Select]
.Bone stew. *COOKERY* /30/  \240\ %20% :148: 
{* bone} #3# [remove] [bake] [name]
{Water} #0.25# [remove]
{Knife} '+for chopping'
{Vegetables} #0.5# [remove] [bake] [optional]
{Mushrooms} #0.5# [remove] [bake] [optional]
{Seasoning} #0.25# [remove] [bake] [optional]

Gave me my initial testing of "If bones have nutrition" I didn't add any optional(s).

November 14, 2018, 01:30:23 AM
1
anything