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Re: Where's the Sling? This is the current script I've come up with to put a sling into the game. Seems balanced enough. Store it in your diy_glossary and test it if you'd like. I've made a Tile to replace the belt but it will be out with my "Primitive World' mod.  The belt is the closest thing in game to the sling imo.

.Sling. "Shortbow" [effort:1] [phys:hands] *COMMON* /25/
{Tying equipment} (3) [remove] [noquality]
{Cutting weapon}
[TILEGFX:ar-leabelt]
[TYPE:weapon]
[WEIGHT:0.5]
[PRICE:1]
[SKILL:flail]
[POINT_ATTACK:1]
[EDGE_ATTACK:-]
[BLUNT_ATTACK:6]

.Stone Ammo. "Blunt arrow" [effort:0] [phys:hand] *COMMON* /1/ [patch:10]
{Rock} [remove] [patchwise] [noquality]
[TILEGFX:rock]
[TYPE:weapon]
[WEIGHT:1.0]
[PRICE:0]
[SKILL:flail]
[POINT_ATTACK:1]
[EDGE_ATTACK:-]
[BLUNT_ATTACK:6]

July 01, 2018, 07:08:47 PM
1
Shaman_mod_pack_for3.30 Hello and welcome travellers

Glad you've decided to try out this pack.
It's 1st mod i've ever done(edited mostly) so far so please be mind of that.

Content:
- Brygunadd's mod - menu adjusted to 'N' shortcut to fit shaman mod
- Hamsolovski's Graphical Modification - more ingame NPC tiles
- Jaredonian's Character Model - PC tile set to 'shaman-like'
- Njerpez cookery mod - all recipes from original game are saved(those from mod are added in right cooking sub-menus)
- Rainscloth mod - adding new craftable items for light armors (sorry Rain - i've read you dont approve copy paste work ;P)
- Caethan's code - for birch bark items - those are avalible now in lumber menu(code was repaired and adjusted to 3.30 version)
- Wickerman's graphics - mainly for avatars and photos replacements - i've used part of the code for spawning eggs just to fit more veggie-like gameplay  (swan and eagle nests are cut out - its rather unlikely to hunt those on purpose so it suits gameplay in my opinion)
- Shaman mod by Simon(Last but not least)- all original files with some encyclopedia improvements(references and links mainly)

 *You won't find any iron-crafting in this pack* - shamans weren't using iron weaponery in most cases- and its a bit OP

- from me strongly improved encyclopedia - with some new pictures
- some of in-game tile sets are adjusted to version 3.30 from later - Hamslovski's and Wickerman's mods = better graphics
  I hope you will enjoy new look of completely new sea. ;)

 *Most of new photos was found by google graphics - due to that - all copyrights belongs to their rightful owners - no logo was abused...*

                                                                                       'Jakskomiksu,
Downloads;

Refreshed (23.12.2023):

https://megawrzuta.pl/download/896697807e03fa278addb2e0b068ec04.html


https://fastupload.io/OdDc3JSq1WmaSjj/file

July 30, 2018, 02:52:42 PM
1
Survived the summer The summer is passing, the holidays are mostly over, and the time has come for me to return to the development chambers and slowly start getting back on track with the coding chores. When leaving on holidays somebody said to expect to see at least one fishing holiday picture. Well, unfortunately I managed to be so very absent from the forums that I basically didn't post a thing, but as a substitute for the past silence here's half a dozen random summer pictures for you.

Now it's whole lotta e-mails and post to go through to get an idea of how the community and unreal world has survived the summer of 2018.
And then, some fresh lines of code... One at a time...








August 14, 2018, 01:38:07 PM
1
Re: Can someone create pickaxe mod?
Bosses of the game don't want pickaxe. So i wonder if modders can create it.
Pickaxe can be used for craft bricks from stones. Bricks can be used for building house. Pickaxe can be used for fighting too with axe skill.

 The pickaxe would be not to difficult to make.
 Making bricks out of stones or from large rocks, again not to hard.
 Using bricks as ingredient to build a house, no problem.
 You will however still have the original building image.

Pickaxe, no materials, ingredients or tools are defined;
Code: [Select]
.Pickaxe. "Throwing axe" *COMMON* /60/
[TYPE:weapon]
[WEIGHT:9]
[PRICE:6]
[EDGE_ATTACK:-]
[POINT_ATTACK:4]
[BLUNT_ATTACK:2]
[MATERIAL:iron]
[SKILL:axe]
[1H_PENALTY:50]

Stone to brick
Code: [Select]
.Brick. "Rock" *COMMON* /60/
{Stone} #1.2# [remove]
{Pickaxe}
[NAME:Brick]

To use bricks, the vanilla building code would need to be modified. (Backup original files before you change them)
Code: [Select]
.North-west corner. [effort3] *BUILDING* [GFX_X:0] [GFX_Y:0] |-1| /320/
.Northern wall.     [effort:3] *BUILDING* [GFX_X:1] [GFX_Y:0] |-1| /320/
.North-east corner. [effort:3] *BUILDING* [GFX_X:3] [GFX_Y:0]  |-1|   /320/
.Western wall.     [effort:3] *BUILDING* [GFX_X:0] [GFX_Y:1] |-1| /320/
.Eastern wall.     [effort:3] *BUILDING* [GFX_X:3] [GFX_Y:1]  |-1|   /320/
.South-west corner. [effort:3] *BUILDING* [GFX_X:0] [GFX_Y:2] |-1| /320/
.Southern wall.     [effort:3] *BUILDING* [GFX_X:2] [GFX_Y:2]  |-1|     /320/
.South-east corner. [effort:3] *BUILDING* [GFX_X:3] [GFX_Y:2]  |-1|   /320/
{Brick} (66) [remove] [ground]
{Axe} <Carving axe> '+for carving the logs'
{Axe} <Broad axe> '+for finishing the walls'

September 24, 2018, 07:23:02 PM
1
Version 3.52 released on the homepage Version 3.52 standalone installers have been now released on UnReal World  website, at Downloads section.
Additions foremostly bugfixes for smoother survival, but some balancing of exploitish issues is also featured.

Cheers!

Here's the changelog:

Code: [Select]
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


November 12, 2018, 11:16:47 AM
1
Re: How do you play In my current playtrough I have a homestead,
it has the main building in the center, wich is mostly storage now, to the east a farmfield with 2 extra cabins, one is a smokehouse in summer, sauna in winter and the second is a small cabin with bed and fireplace.
to the south exit of the main building is the sheep pen, 3 female sheep and one ram called "bo".

to the north exit there is the cow pen, with 2 female cows and one very large bull called "barry"

to hunt/guard, I have two dogs, a male and a female.

my activety depends mostly on the seasons.
in spring it is mostly planting crops, trapping small game.

when planting is done, it usually turns to summer, this is when I do most of my hunting, its the weather for it.

when harvest season comes, that is what I do. usually berries are also abundant so I collect those to and dry most for winter.

during the whole warm period, I milk those 3 sheep and 2 cows, every day. all of em. I store the milk in 4 large barrels I made and those are plenty to last till next year.

if my meat stores are high and I find myself bored, i'll go for a walk and collect whatever usefull stuff I find. usually mushrooms, stones, rocks, wood. big bull barry has no problem dragging a full tree trunk.

so I get meat in summer, plants in fall, stones and wood and milk the entire time. by winter i'll be sitting on a pile of raw materials, vegtables, healing herbs, hemp leaves, wood, etc etc.

so in winter. I process it all. I make linen from my hemp, I make clothes from my furs and trade them, I make new arrows from the bones I hunted, etc etc. allwhile sitting in front of the fireplace, eating goulash and berries, drinking milk. making arrows butt naked in the middle of winter.


November 26, 2018, 06:59:03 PM
1
Life hurts You know what... During the past two decades it hasn't been too many times that I have been on a sick leave, or unable to work on the game due to medical condition, wounds or injuries. But now a week ago I fractured my shoulder when falling of the horse during horseback archery training. Doctors orders are to wear arm sling for the next two weeks. After that a new x-ray will reveal how the recovery goes. Luckily no operation was needed. I just have to rest and wait, and so do you. So, I'll enter on a sick leave now and report back after two weeks.

I am mostly unable to answer to emails or at forums, but we'll try to handle the urgent cases somehow.     
Not to worry, I will survive. Game development and archery endeavours to be continued when the doc says so.

My current wounds and injuries screen looks like this  ;)

December 01, 2018, 06:15:00 PM
1
Season's recovery greetings There went the winter solstice here in the Northern Hemisphere, and we're heading towards the increasing daylight. I've also got my fractured shoulder off the sling by now, but the recovery continues. All the movements are painful, and I'm increasing the range of motion bit by bit. The official sick leave has been extended until January 2019, and my absence from the forums continues.
But you'll be fine, and I'll be back eventually. Thanks for all the warm words and understanding and wishes.

Winter Sale is going on at Steam so once again it's good time to grab UnReal World for yourself, or gift a friend into the Far North.

And lastly, huge big seasons greetings to each and everyone of you, from the tiny dev and the winter tree. Merry whatever, fellow adventurers!



December 24, 2018, 12:34:53 PM
1
2019, here we come, slowly but steadily. The time has come for me to start reaching back into the development chambers after the sick leave. My fractured shoulder is still far from fully healed, but computer work seems doable, so here we come development year 2019. Slowly but steadily that is, as the priority remains in exercising the injured arm a lot to increase mobility - rather than to get it stiff from the office work.

Oh boy, little did I know how slowly fractured shoulders heal. In the original injury topic somebody made a remark that this might be my hardcore first hand research on injuries and recovery. :) Well, yes, going through this actually got me thinking of going through game's recovery rules in case of fractured joints. I've been of the arm sling for five weeks now but it will still take months before I can shoot a bow again, and raising the injured arm above the shoulder level is a feat I have been doing reliably only for a week or two. And there's no way I can do it with carrying load of more than few pounds, so any hard work that requires both arms is out of the question.  It also takes time to learn to move the arm 'normally' again, as the early pain didn't allow all the proper muscles to be used with some arm trajectories. It is easy to understand how easily deformed body postures are born.

But here I am, dedicated to work on the arm and the game as much as possible during the 2019.
I've gone through the swamp of e-mails lately and hopefully answered to everything urgent - but if you miss a reply, please do re-send your e-mail.
Getting back on the track with the forums will take a bit longer, but soon enough you can expect replies to pop up here and there.

Luckily my physiotherapist has also given me permission to ski, just guaranteed that I do not fall on the injured arm in any circumstances.
2019, here we come.



January 28, 2019, 06:49:56 PM
1
Re: First Mod: Seafood Hey run37.

Although you posted this mod out in over half a year ago, I just wanted to let you know that I enjoy it quite a lot, and I wanted to share some custom tiles graphics I've made for it, so people are not forced to use mushroom graphics for it.

The graphics are made in a way, so that, unlike mushrooms, won't show any signs having being "picked", so they won't have those red spots left afterwards, after you pick up a crab, that was based on the noaldi mushroom. Anyone is free to used them if they desire. I will however point out that I am in no way a graphical genius, and it's not exactly pretty  ;D


February 02, 2019, 03:24:50 PM
1
anything