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Player Questing by privateer v2.4
The Player Questing mod Ver. 2.4 (For URW v3.6) Spoiler: show This Mod utilizes the F1 key These quests utilize a 'token' system and the use of optional items to select 'which' quest you want to do. It's best to only apply one 'token' per selection else only the last selected will be given. Once you select a quest, go to inventory, valuables, the task item will be there. Hit F1 on the item for quest details. Completing the beginner quest(s) (free token) will grant items needed to produce the quest token. Each beginner quest 'payment' is different and you need them all to get a quest token 'questing token' What's in this mod: Bird coops Signs and Markers Arrow quiver Bees, honey and mead brewing Brewing barrels and wooden mugs Butter making Questing for skill and profit Here's a shot of the menus I'm working on right now. also a brief explanation of the method I'm following. Spoiler: show I've clipped a new short video that shows gameplay with this mod.. And of course my dog barking in the background >_< https://www.youtube.com/watch?v=YQR5Z3BRSjc //v 1.6 fixed missing menu file //v 1.7 Switch to ownership of talisman to get quests //v 1.8 Set initial rewards, with quest selection/item consumption resolved // Change beginner quests to simple gather jobs 2 at each location // Set original beg. quests to regular, set rewards for tasks //v 1.9 Fixed missing removal of a beginners quest dialog 'item' on completion //v 2.0 fixed Honey combs not being seen // fixed a name errors on beginners turn ins //v 2.1 fixed egg and mushroom turn in reward naming //v 2.2 Modified/confirmed (1) Adv. quest turn in, quantity to assure proper completion. //v 2.3 Fixed Sauna location typo(s), set proper 'Energy drink' turn in, Fixed skill misspelling //v 2.4 Addition of roasting root vegetables in 2 lb. or less volumes. // Addition of carrot root vegetable to be implementation via quest reward. // Reset/verified the completion item and quest text for 'Energy drink' quest. *Feedback appreciated* December 28, 2020, 02:27:05 AM |
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Re: Finding my arrows
The lost arrows are inevitable.. so sad, all alone in the woods. Alone? Ha! Never alone... if you rove at any decent frequency... at times it feels like I’m leaving arrow-seeds in the undergrowth. December 31, 2020, 10:02:43 AM |
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Re: Finding my arrows
Alone? Ha! Never alone... if you rove at any decent frequency... at times it feels like I’m leaving arrow-seeds in the undergrowth. We give back iron of knives to the bog from whence ore comes and we give back the wood of arrows back to the forest. It is a respect for the cycle of life to lose arrows. December 31, 2020, 11:25:38 PM |
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Happy New Year
Sometimes I'm a bit off and not too precise about the exact timing, but better late than newer - so ... Happy New year to all of you! ![]() There's not that much snow this year compared to the past average, but it's winter nevertheless. And a new year ahead of us. Take care! January 02, 2021, 05:30:59 PM |
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get lost
...that's what I'd like to be able to do in this game. But even if I toggle out the cultural regions, but my characters GPS navigator is way too sophisticated on the mainscreen (see picture). I tried playing with a piece of post-it note on top of it. It became bothersome after a while, covering inventory screen etc. So: please hide the location help when cultural regions are toggled off. January 03, 2021, 06:16:06 PM |
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Re: get lost
I know Sami isn’t supporter of various modes, but to add to the “show cultural areas” toggle on the map, I’d really like to see an option during world gen to leave the cultural areas hidden until explored. Combine with optional hidden starting location: “H” for example to start with hidden start and cultural areas turned off. 1) current world gen and starting location with freely toggleable cultural areas during gameplay, when off, hide location in game screen. 2) current world gen and disabled cultural area toggle, until explored. Entering area not to show the color coded culture, only after visiting a village and seeing a person. 3) hidden world gen and disabled cultural area toggle. No cultural areas shown ever. Edit: also, center the map on the starting location. Once hitting map edge, fix that X or Y direction on the map. So a “no GPS” character’s player can’t postulate nearest villages et cetera. (Going to check F6 and character location shown in NW of the map, it’s pretty obviously close to Seal Tribe lands, or Sartola ...) January 03, 2021, 09:32:28 PM |
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Re: Additional “trophies”
It’d be nice if we could get skulls of taken: lynxes, gluttons, wolves. I think more skulls will be added in time, maybe even claws, but these foremostly would have to serve the setting and game world purposes i.e. to having magical and practical value within the game mechanics etc. Trophies on the walls is maybe part of more modern hunting culture, where you want to show off with your achievements. It kind of contradicts with how we imagine the ancients having respected the game. Magical usage, and hunters status necklaces, and practical applications is a different kind, but we'd like to have strong historical background to this. But yep, more skulls eventually, after some more browsing of my spell books too. However, playing with human skulls then again doesn't quite fit the world. The dead, and their parts, were feared rather than collected. January 05, 2021, 06:06:49 PM |
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Re: Suggestion reply marathon | Apr-Dec 2020
Suggestion reply marathon - Apr-Dec 2020 | part 6/6 A few ideas after playing quite a lot: https://www.unrealworld.fi/forums/index.php?topic=5510.0 Quote I have a few suggestions that I think would be nice. Keep in mind, everything herein is my opinion, and I'm welcome to criticism as long as it's constructive. At the end of the day, developers develop at their own discretion. It's always far better to pinpoint one crisp suggestion or idea than to provide list of things. Also, having the suggestion title to clearly say what it is about helps us all. But here we go: Quote More modular modding support Modding is very simple and limited yes, but I've said it many times over the years that my intention is to develop a game rather than game creating or modding syntax. There are games that have very detailed modding possibilities, and everything is free to edit, but these have been often started up with the modding in mind. UnReal World was never designed for modding in mind, and the few possibilities we have are only quite recent additions. (Heck, even the concept of everything should made editable by the developer is somewhat recent player approach within the lifetime of the game.) The syntax will likely grow over time but it's enchanced fore mostly based on the game's need, and the possibilities then follow. Heavily moddable game development is a different game development genre in my opinion, and I have never had strong to lead such project. Quote "Vehicles" Yep. This sort of traditional means of transport are planned. Quote A "[CRUTCH]" tag Yep. Crutches, or the kind, have been suggested before and it's something that we could think of adding indeed. Not considered high priority, though, so maybe some day when time allows. Quote Smoke This would nice, but it would be also something that most players wouldn't fancy if we stay historically accurate. There are no chimneys in the cottages either, so every time you heat up the fireplaces you really want to stay outside. You'd be spending lots of time outdoors during the wintertime. We would kind of like to make it that demanding and accurate, but it wouldn't necessarily be fun addition at all. We'll postpone this, once again, for future consideration. Quote Cultural Traits In general all that would be beneficial although the level of detail, where the culture background shows, would need to be considered. There's some cultural knowledge already for example regarding plants, but it could extend basically to all the sectors of the game world. Spells, diet etc. NPCs in the village follow culturally specific things with their game animals, for example, but currently players aren't really mentioned of their background. Quote Long term projects Yep. This is something to consider endlessly. Big topic, in all the open world games. End-game comes sooner or later, even after all the possible major goals and objectives are reached. all random character creation https://www.unrealworld.fi/forums/index.php?topic=5509.0 Quote Quick & Easy always creates Kaumo tribesman. Is there a way to get other random tribesman by Quick & Easy? Quick & easy always selects Kaumo, as they are often the easy to get started. More randomness is sometimes suggested, and random names also, and it's likely we'll tweak the character creation to that direction at some point. Round shields (once spear & axe shafts repair is added) https://www.unrealworld.fi/forums/index.php?topic=5506.0 Quote Once tool/weapon repair "goes live", can we also get round shields repairable? I don't know, it hasn't crossed my mind. All I know is that we'll start with the basic shaft repairs first, and can think things further only after that has been implemented. In any case I don't see we'll ever have a system where you can repair just everything. Additional "trophies" https://www.unrealworld.fi/forums/index.php?topic=5500.0 Quote It'd be nice if we could get skulls of taken: lynxes, gluttons, wolves. I think more skulls will be added in time, maybe even claws, but these foremostly would have to serve the setting and game world purposes i.e. to having magical and practical value within the game mechanics etc. Trophies on the walls is maybe part of more modern hunting culture, where you want to show off with your achievements. It kind of contradicts with how we imagine the ancients having respected the game. Magical usage, and hunters status necklaces, and practical applications is a different kind, but we'd like to have strong historical background to this. But yep, more skulls eventually, after some more browsing of my spell books too. However, playing with human skulls then again doesn't quite fit the world. The dead, and their parts, were feared rather than collected. Roads and creeks, brooks. Springs! https://www.unrealworld.fi/forums/index.php?topic=5502.0 Quote Suggest to downsize road tiles from 100m, full zoomed-in tile 50x50, entire Wilderness map tile, -wide to mere 3-5tiles wide on zoomed-in. As much as I'd love to have this kind of additions, there are user interface related questions which are more or less unclear for me. Let's imagine we would have brooks some 1 - 12 meter wide, criss-crossing the terrain. And you're travelling on the overland map. Would you like to get notified every time you automatically cross a brook? Or get zoomed-in every time? Or just simulate on a higher level, assuming that your character figures a way to cross the brook without asking player decisions? Or allow the player some setting or configuration to be switched based on need? For example, if you are thirsty, you'd probably like to be notified whenever your character spots a small brook? Or, you are just covering a longer distance, travelling on the overland map, using the high-level simulation of automatically crossing brooks without interrupting your gameplay with constant notifications like "you cross the 23rd brook of the day, again". But then, that one time the simulation, RNG and skill checks would determine that when auto-crossing a brook you slip and fall. Now what? You then get zoomed-in into the situation? (also, I have to say that adding small paths and brooks would require a lot of additional data to the world-map, to keep track on how these smaller-than-a-world-map-tile features go, something like "this tile is mainly forest of type X, but there is a brook running from north to south, and then there is also a east-west path", and should the data structure allow only one brook and one path per world map tile, or are the occasions we would need two creeks near each other? It would be an interesting coding task to inflate this data so that when you travel in the zoomed-in map these creeks and paths would run uninterrupted but with natural curves.) I'm not saying these are reasons we won't implement these features. It is just to affirm that, like JP_Finn says, this would be a sizable change, requiring a lot of re-coding the map routines and re-structuring the entire map data structure. Crayfish https://www.unrealworld.fi/forums/index.php?topic=5501.0 Quote Please consider adding crayfish in-game (astacus astacus) and "˜rapumerta' a crayfish trap. We have considered, and didn't find it too important years and years ago. We'll re-consider when time allows. Quivers https://www.unrealworld.fi/forums/index.php?topic=5498.0 Quote Suggestion to add quivers. Before that multi-item containers would need to be done. We'll see in the future. But ... Quote Hand held 2 arrows, the fastest for follow up shot (ask which arrows, from single stack, to hold when wielding bow, with marginal reduction on Bow/Xbox accuracy. Selecting none results in slower follow up shots, but highest accuracy) If these 1-2 additional arrows are held in bow hand, they need to be shot first, or dropped if taking arrows from quiver or ruck. We have something along these lines already in use, and it can be assumed to resemble the fastest loading style for the archer, wherever they prefer to hold their next arrow. I think how fast one loads and shoots depends on the style they have practised meaning that holding an arrow in the bow hand doesn't automatically make you faster than loading from the quiver. Code: [Select] How fast your character reloads and shoots an arrow is now dependent on your Quote Belt quiver, 2nd fastest for follow up shots. If there were quivers in the game they would need to be back quivers as that was the type used. (Although, with belt quiver I assume you mean hip quiver.) Quote *whenever character runs, falls through ice or falls down (regardless if being struck, tired, voluntarily going prone ...) should have a chance of none, some or all arrows falling out the active quiver. Hmm. I think all the quivers that have practical value are designed so that the arrows don't fall of very easily. Also, I'm quite sure poeple really wouldn't want to constantly be afraid of arrows falling off when running in the game. "Raw Meat" recipe change. (was 'pea soup recipe change') https://www.unrealworld.fi/forums/index.php?topic=5497.0 Quote Traditionally Finnish pea soup is made with leftover ham, but URW recipe for pea soup asks, optionally, for 1 lb of raw meat. I don't know if the leftovers were the traditional thing back in iron-age, but nevertheless allowing preserved meat & fish to be used in cookery recipes is something that should be taken care of at some point, and to allow it. It's been suggested few times before. With dried meat & fish I'd like to either add soakig options, or to auto-lengthen the cookery times when such ingredients are used. Shelter(s), rain&snow cover, mobile winter hunting. https://www.unrealworld.fi/forums/index.php?topic=5496.0 Quote I can't come to accept that people 1,000, 2,000, 3,000... even 6,000 years ago would've not used some hides (tanned hide, fur coat, fur cloak in URW terms) to set up overnight shelter during inclement weather. To be taken down in the morning and heading back on the unknown wilderness. What was used commonly was to rest under big thick spruce trees, or to fell one spruce to lean against other to form so called "asentokuusi". Nothing more complicated was necessarily required, and that's what we'd like to feature. I'm not sure if textile shelters in loue fashion will fit the era. Auto select withes when building fences. https://www.unrealworld.fi/forums/index.php?topic=5495.0 Quote Stakes are automatically selected from nearby&inventory when building fences, but withes need manual selection from inventory. Yes, it's a bit cumbersome. Upon first adding withes I kind of wanted to have fences to be built with withes alone. That would streamline fence building as only number of withes could required, and would also be true to the tradition. But as we've allowed using other cordage too, in length based units, this is how it goes. Easiest solution would be to always withes in fence building, other solutions are more demanding. One way could be to add preferred tying equipment mechanics which would then select withes automatically if available. family ties in the village? https://www.unrealworld.fi/forums/index.php?topic=5494.0 Quote Hmmm ... there are children, old people and girls in the villages. It is obvious that they all have a family connection with each other. I would also like to know the age of the hunter from the neighboring village, whom I help. This could be a separate issue in the dialogue: Tell me about their family / about themselves. Residents could answer: I am a son (name) and (name) to me (age) and I have a wife (name) I am a hunter. They can only answer if they have a good relationship, if they are bad they will probably answer: I am not talking to you about this, traveler We'd like to feature this, the family relationships between the villagers. We've always wanted to feature this, but it has gotten buried under the...well...the usual evergrowing workload of other things. The age and other little details would also bring in more depth to NPCs. Quote
January 05, 2021, 06:58:30 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: Happy New Year
Hehe. And to select the perfect boots and outfit. You look good, happy and smiling that wise smile. I printed out a portrait of you years ago that has been on my wall since, I look to it for inspiration when working on computers, and in it you have the very same expression. January 11, 2021, 03:40:10 AM |
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