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Suggestion reply marathon Apr-Dec 2020 accomplished. We've had a habit to do suggestion reply marathons, which means giving a reply to each suggestion from a longer period of time. This time the marathon covers nine month period from April to December 2020.

Suggestions are something we've always tried to read and reply, because there's really no reason for suggestions section to exists if developers aren't really paying attention to it.  However, this time the marathon was quite laborous task and took few weeks even to accomplish. The time is limited, and  we'll see how it goes in the future, but at least 2020  is wrapped up now  and the development roadmap hopefully that much more clearer to those who follow the section.

There were 110 suggestion in total, ranging from simple ideas which can be done in few hours to massive descriptive visions that would require months, if not half a year of work. If someone imagined all the suggestions from the period being put to effect it might very well take a year, or  two - or more.
    Well, of course that is not how it goes, and we have always had neverending to-do list by ourselves too. For us the suggestions section serves as a place to give more detailed insight about the mechanics and future developent, and at their best the suggestions occasionally cross, boost and enchance the roadmap and to-dos at the development chambers. We hope to have time to participate in discussion in the future too.

The majority of suggestions during the period were about the game interface, character skills & related mechanics, and NPC behaviour & interaction. 9% of the participating posters did write 52% of all the suggestions.

The results are compiled in one forum thread which you can find here (pinned at Suggestions section):
https://www.unrealworld.fi/forums/index.php?topic=6202.0

January 05, 2021, 07:03:33 PM
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Re: Jan 04 2020 Steam update It's new video greetings. We have posted news on Steam about it.

January 05, 2021, 07:06:54 PM
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Re: Dynamic character sprites This would be nice to have. See if that Njerpez is carrying bow. Or if Woodsman is carrying an axe. Of course, it’d still be limited to see what NPC are wearing and carrying.

@Night has released Character Designer. For custom character sprite.
But it’s only for PC, not NPCs. And needs to be manually updated for equipment changes and for additional characters.

January 06, 2021, 03:36:33 AM
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Ancient Savo : A new Enormous Elk game in the making Would you like to participate in the making of a new game by Enormous Elk?

The game is called Ancient Savo, and it is a peaceful simulation of a 1200 CE Finnish family who moves to live alone in the woods. Do slash and burn agriculture to grow crops. Hunt and fish. Try to survive hunger, cold, accidents and the scarcity or resources. And in case you accumulate some extra, go visit the annual market to barter for more and better tools. The timescale of the gameplay is weeks - you can see years rolling by, your children growing up, and forest re-taking abandoned fields. Instead of controlling a character you hover on a more abstract 'designer level', a bit like the old SimCity.

Estimated release: Autumn 2021, for PC, Mac and mobile devices

We run a small home-made crowdfunding campaign for January. Become a follower for free - join project Discord channel to read frequent development news. Or donate any sum to become a backer. Backers can participate in the discussion, and have an access to the early development-phase releases. The first development release is scheduled already for this January. (If or when you donate, remember to send Erkka a message at Discord, so that we can connect a donation with your Discord user account!)

During the development phase we will have quick and simple graphics, but graphics and UI will be improved once the simulation and game mechanics are up and running.

For more info see the campaign page


January 06, 2021, 04:35:25 PM
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Village services Parts of this have been suggested before if memory serves.

Sometimes when we start the game, our character might have couple rye breads. Not the flat ones we can bake ourselves, but the sourdough risen ones. Yet we can’t buy them nor bake them ourselves. That brings us to the core of this suggestion.


Enable asking villager housewife, maiden (in future: old women, once added) to bake a batch of rye breads. Provide flour, with some extra* as payment for the work. Come and collect in the evening after a full day from morning. I.e. ask for rye bread to be baked early morning and get it evening the same day. Ask for the rye bread baking morning, or later in the day; and it will be baked the day after.

The same could be done with fish or meat smoking; bring in fish or meat, ask for a villager to smoke it, come collect it (10% to 20% less, for payment for the work)

Ask a craftsman to make punt, net, longbow, dozen fine arrows, and so on and on. Pay for the product, then come back later to pick it up. Of course the craftsman could sometimes refuse, responding “I’m sorry but I don’t know how to make a longbow” or “I’m busy with other jobs right now, come see me in few days”

*or alternative payment for the work.

January 07, 2021, 04:04:53 AM
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Re: Village services I think all of this is already listed in the official development goals, where it says:

Quote
Ability to ask a craftsman to make you a certain item; to be paid and obtained after it's ready

January 07, 2021, 09:14:53 AM
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Burials of deceased people. Sami-folk / Tribes tended to bury their dead in stone mounds, often wrapped in birchbark.
In the southern parts of the North, dead were sometimes cremated. Sometimes buried in ground, sometimes in stone mounds, and often people that were hostile, buried in bogs.

One of my characters disposed a gang of 4 vagabond robbers, and as he went to bury them the following night, found the remains to... float. (if needed, some tying equipment and stone should help with submersing)

Suggestion, allow varied burial types for deceased.
1) pushing or throwing remains in water in open mire and pine mire to be "buried in bog" similar to metal items.
2) add tile-gfx for burial mound, constructed with remains and 15-20-ish stones *
3) adding items in dug pit, then filling the pit; leave the items in the ground, not pop-up on the surface
Cremation/burning remains already works

* adding some mounds in proximity to villages would add touch of realism, deepen immersion. And in case of hired help dying, carrying, or dragging the remains back to their home village could allow proper burial.

January 11, 2021, 08:09:03 PM
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A spambot thread For a while we have had two layers of automated anti-spam measures. The first layer is invisible, tracking site traffic and spotting known bots based on a vast database. And the another layer is visible to the user, often an image captcha which is beyond bots' ability to solve. Also, users with less than 3 posts need to pass the captcha when making a new post - that should stop old undetected spambot accounts if they try to activate.

Yet, we witness new spam posted on the forums every now and then. Many of them with copypasted content from elsewhere.

I'm afraid that we can't make our anti-spam measures significantly tighter. At one point I tried adding a third layer, which instantly resulted in a post at Steam forums, someone saying that the registration at these forums is broken.

I wouldn't be surprised if somewhere out there is a sweatshop where poor people get paid paltry money for passing captcha to post spam content everywhere in the internet. I mean, that is a more plausible explanation, instead of there being a spambot AI which can solve those captchas far better than the state-of-the-art big company AI systems do. And if we have real people posting spam, then there is not going to be a captcha to stop them.

For a long time things were fine with custom security questions which were easy for anyone familiar with the game, but made no sense for a random visitor. Eventually, all of those questions became useless (maybe the spam networks keep on building their own database of 'known captcha questions and their correct answers'. Already at that point I suspected that they are paying people to answer those questions and storing answers for bot use. But I really don't know how sophisticated or how ugly the hidden machinery of spam networks are. Just guessing.

All in all, I felt like posting these general thoughts here, for we are all affected by the situation. We have four people in the moderation team, that allows us to manually weed out spam posts and accounts on a daily basis, and I think that is the last line of defense we anyway need to have.

So, everyone:

1. if you suspect spam, but are not sure, one good way is to do a google search with post content. If it turns out that the post is copypaste from old post from some other corner of the internet, please use "report to moderator" button

2. if you suspect spam for any other reason - the obvious ones being malicious links embedded in text - hit the "report to moderator" button

3. Thank you for your co-operation, and we apologize for all the inconvenience!

January 12, 2021, 09:15:28 PM
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scrapped modding idea - silversmithing I got all hyped up reading about Oil of vitriol - the medieval name for sulphuric acid - which is used in gold- and silversmithing.

It can be made by pyrolysis (dry distillation - like charcoal) of vitriols - certain metallic salts that can occur in old mines for example.

So I made this blue vitriol graphic that was supposed to spawn very rarely inside Urw caves.

The thought was then to process it to oil of vitriol which would be fundamental in allowing to craft precious metals.

But - I couldn't mod it to appear (only) inside caves. So I decided to scrap the idea for now. Here's the graphic I already made for blue vitriol - just in case someone gets a spark for making semiprecious stone mod or smth. I was thinking about it but lacking this mysterious poison my enthusiasm vaned. Maybe later. Need to do more reseach.

Here's the code I got to work. ("Cave" and "Cave_floor" don't seem to work)

Code: [Select]
.Blue vitriol.      (4)  [root]
[NAME:Blue vitriol]
[TILEGFX:bc-vitriolb]
[SIZE:S]
[SPROUT:1]
[MATURE:1]
[WITHER:12]
[REGION:northern southern western eastern]
[TERRAIN:mountain]
[SYMBIOSIS:rocky]
[POPULATION:1]
[FREQUENCY:3]
[COMMONNESS:70]
[EFFECT_RAW:poisonous]
[CARB:0]
[FAT:0]
[PROTEIN:0]
[HERB_KNOWN:all]

-end

January 16, 2021, 07:38:22 PM
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Additional Ice functions for kicking, looking. At the moment, our characters can throw and push varied items on ice to see if it’s durable for walking on. Sometimes it’s a chore, lobbing several stones or slender trunks on ice, then picking them up.
So the suggestion is: when standing, I.e. not swimming, allow the characters to “kick” or “stomp” the ice on adjacent tile to see if it’s durable. Also useful to keep existing water hole in use. *
Also let the character look at the hole in ice, and estimate the thickness. E.g. “the ice looks as thick as one finger” or “the ice looks as thick as a fist” and so on.

* heavily burdened, tired or fatigued characters could have a chance of losing balance and falling. Possibly through thin ice. we don’t have enough dangers in URW

January 21, 2021, 07:07:00 PM
1