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Re: Difficulty Scaling
I believe the game would benefit from adding difficulty options during character creation. Options that will add extra challenge for those of us who want it. Without ruining the base experience for new players.
What I suggest are things that affect the entire game world such as animal spawn rates, bandit spawns, average item quality in villages, average temperature and so on. All of which intended to make the game harder only.

Difficulty levels such as these isn't my cup of tea. To me this would mean a whole different approach to the whole game design. I'd rather tweak the game mechanics and add content to feature more of that desired difficulty, and allow playstyle choices to affect how harsh and risky character's life will be.


April 28, 2020, 03:52:36 PM
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Re: Snowstorms and Blizzards
UnReal World should have periods of severe weather to make winter properly dangerous and scary. Blizzards with their high winds would make freezing temperatures much worse and turn layers of clothes into more of a necessity.

Yep. Weather conditions and the effects could be improved endlessly. We’ve got these, and others, in our plans.

April 28, 2020, 04:03:31 PM
1
Version 3.70 beta now available on Steam, and for Lifetimers Version 3.70 beta is available on Steam as beta-branch you can opt-into at will.
Lifetime members can find the beta version at the designated forum section.
On Steam there's now also Summer Sale going on.
Beta release on Itch will follow next week.

Things are fairly stable already, but as it's beta release the bug potential is higher than usual.
Also, some features are still pending to be polished to their final stage in patches to follow.

The key features of version 3.70 version deal with the moon and the moonlight, fibre processing with new textilecraft skill, snow penalty for all the creatures and snow crust, new character portraits, tying equipment adjustments, craftable fishing rods and usage of baits, option for metric units, and so on.
The list of additions and fixes is long. You can take a look at it here.

Phew! It's been quite a bit of content to add.
Let's keep our fingers crossed for the possible beta bugs being minor and scarce. But whatever their size and annoyance level may be, we've got our bows prepared for shooting them down.



June 27, 2021, 06:35:55 PM
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Re: Version 3.70 beta now available on Steam, and for Lifetimers I really like the lighting effects and how the visible area changes minute by minute. It's swidden and before it would've been bright at night for all the eye can see, but there are some clouds and it is late at night and my character can only see one tile ahead of him, but I can see the moon is about to rise so it only stays this dark for a few minutes before getting a little brighter again, first a few tiles and then a few more.
June 29, 2021, 06:23:19 PM
1
Re: Fishing Menu needs updating It's indeed a bit old menu, and I guess most people fish with direct [a]pplying of the item. But it's no biggie to add filtering to "Tools" only if "Set a net" option is chosen so let's do it. Inventory list doesn't really have functionality to show only specific item types, eg. nets, so the restriction/availability is item category based.

For me adding fishing gear crafting and hook apply options to Fishing menu doesn't feel that necessary, but it's quite easily doable as well.
Maybe something to consider in the future.

August 31, 2021, 01:06:27 PM
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Wrapping it up for a stable release Seems like all the most critical bugs have been fixed by now and 3.70 beta has been around for such a good while that we don't expect any nasty surprises anymore. So wrapping things up for 3.70 stable starts now, and the release is expected early this month.

The few latest additions to 3.70 that were finally accomplished are craftable cords and ropes from yarn, and whole lotta new character portraits.
Just a little more work and patience is needed and then it's out.

October 01, 2021, 01:53:25 PM
1
How far do you travel at start? I am curious to hear the answers. Because, when I try to travel a long distance at the start I always seem to lack food and can not really get the characters on their feet again. How far do you travel first starting out?
October 11, 2021, 04:31:26 PM
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anything