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Beta release of version 3.85 expected this month Yep. We're now working on to be able to release version 3.85 as a beta version this month.
Recent playtesting has been succesful with no serious setbacks.
Stay tuned, keep your thumbs up.


October 23, 2024, 01:31:50 PM
1
Version 3.85 beta released And now, the time has come and version 3.85 beta is hereby released on Steam, Itch.Io and for lifetimers. It's a beta version, so functionality of all the new features still remains to be confirmed.
But in few weeks time, if no serious showstoppers are found, we can expect a stable release.

Here's the changelog:

Version: 3.85 (beta)

** Saved characters from version 3.80-> are compatible with this version. **

BETA NOTICE:

This is a beta release. There are likely bugs, things are still somewhat under construction, and some of the listed improvements will be tweaked and polished further in patches to follow.


- added: tree species property for big trunks and some assorted timber products

Upon felling big trees the tree species now gets derived into the produced tree trunk. As a result the tree trunks are now called as pine tree trunk, birch tree trunk or spruce tree tunk - depending on what species of a tree was felled. Felling small trees still produces the generic slender tree trunks, but in the future tree species property will be added for slender trunks as well.
There are also different tree trunk tile graphics for pine tree trunk, birch tree trunk and spruce tree trunk. These have been added as separate columns within truetile/trunk.png tile graphics file.
When making blocks of wood or boards out of the big trunks these products now also inherit the original tree species property. As a result these basic timber products will be now called for example as "block of spruce wood" or "pine board", etc.

- added: some crafts now require wood material of specific tree species

Some crafts now require specific species of wood as raw material. This is indicated within the material and tool selection dialog the same way as all the other preferences. For example, you may be given a messages such as "You need a board, preferably of pine or birch." or "You need a spruce trunk."
In cases where certain tree species is preferred it's still possible to use material of any tree species, but if it differs from the preferred types the produced item will be of lesser quality. In that case the generic "...can't make good out of bad." message will be shown upon obtaining the finished craft.
A specific wood species is now preferred when crafting the following items. And this feature will likely get more widely utilized in the future updates.

* Longbow, pine or birch is preferred
* Shortbow, pine or birch is preferred
* Wooden shovel, birch is preferred
* Wooden cup and bowl, birch is preferred
* Wood slat, pine is preferred
* Shingle, pine is required
* Paddle, spruce is preferred

- modding add: preferred tree species requirement

Where applicable you can specify preferred tree species as a required material within <> tag. For example:

{Tree trunk} <Spruce, Birch> [remove]
{Block of wood} <Birch> [remove]

On the first line a big tree trunk is required, and it should be preferably of either spruce or birch. On the second line block of wood is required, and it should be preferably of birch. In these cases it's still possible to use material of any tree species, but if it differs from the preferred types the quality of the produced item will be lower.
If only a certain type of tree species is accepted you should specify it directly by its full item name including the species. For example:

{Pine tree trunk}
or
{Spruce board}

- added: shingles - a traditional light source

Shingles are thin and flat oblong pieces of pine wood which were burnt to produce light - especially for lighting up houses during the dark time of the year. In addition, shingles are also used as handicraft raw material in the making of shingle baskets - which is a new item featured in this verison.
Shingles are timber type items, and they are lit by using [a]pply command. Once a shingle is burning you can drop and set it wherever the light is needed, or carry it with you. Traditionally shingles were burnt in a specific stand that kept them in a good angle for proper burning, but in the game the dropped burning shingles are imagined to be inserted between the wall logs or set firmly in place by some other means.
One shingle burns for about 30 minutes in the game so for continuous lighting a new one needs to be lit before the previous one fades out. This sort of shingle replacement is done automatically if your character is located beside the burning shingle and there's a stack of new shingles nearby on the ground. You character then automatically replaces and lights a new shingle when neccary, and you don't need to worry about maintaining the lighting even if the task you were doing would take a long time. Your companions will also automatically set a new shingle burning if they happen to be beside the fainting one.
Villagers now also stock shingles and can utilize them to light up their cottage houses. Villagers set shingles burning only when necessary so this kind of lighting in the villages is mostly seen only during the dark autumn and winter periods.

- added: SHINGLE game encyclopedia (F1) entry

- added: crafting shingles

You can find the option for crafting shingles at [M]ake menu under [L]umber category.
Shingles are split from a block of pine wood. The process requires an axe, knife and hammering tool such as club. First the block is split into smaller pieces and then the shingles are split and pulled apart one by one by using a knife and hands. One block of wood yields hundreds and hundreds of shingles, but it is time consuming process that can take a full working day. The exact amount of shingles produced from one block of wood is based on the success of your TIMBERCRAFT skill.

- added: shingle basket, a new container item

Shingle basket is a rather large container made out of shingles. You can craft shingle baskets from [M]ake menu under Utility articles.

- changed: Staff item type and role

Staves are now classified as timber type items rather than weapons, and considered mostly as raw material for crafting and construction purposes.
There are no changes to staff making. They are made from slender tree trunks by delimbing and debarking the trunk and cutting it to suitable lengths. A common staff is thought of being about two meters in length with a diameter that fits nicely in one's hand.

MIGRATION NOTICE: Weapon type staves obtained in previous versions do work in crafting the same way as the current version staves.

- updated: STAFF game encyclopedia (F1) entry

- changed: Flail item type and role

Grainflail is now classified as a tool type item, rather than being a weapon. For a long time flails were considered weapons but that approach was foremostly generic medieval weaponry relic from the past and quite inappropriate for the game world. Naturally the FLAIL combat skill no longer exists either.
In addition, the small flail item has been removed completely so there's only one flail item in the game world now - the grainflail.

MIGRATION NOTICE: FLAIL skill gets removed from the migrated characters upon their first load in this version. The old flails continue to appear as weapon type items, but their usage as weapons is now unpredictable.

- updated: GRAINFLAIL game encyclopedia (F1) entry

- added: pausable arrowhead making

Crafting of the arrowheads are now pausable tasks allowing you to have breaks and continue at will later on.

- changed: bone and stone arrowhead crafting batch size increased from 5 to 10

- changed: blunt arrow crafting

Blunt arrow crafting batch size is now increased to a dozen (12). As one slender trunk now yields 3 blunt arrows this is more reasonable batch number considering the sparing material usage.
An axe or carving knife is now also required in making of blunt arrows - for efficient rough cutting. You can still craft a blunt arrow with any knife alone, but using an axe or sturdy knife makes things easier.

- added: pausable fishing equipment

Crafting of the items in [M]ake -> "Fishing" category are now pausable tasks allowing you to have breaks and continue at will later on.
To continue paused crafting use the same crafting option again standing beside the said partially finished item.
There are changes to the crafting recipes as follows;

* Wooden fishhook

It now takes 30 minutes on average to make.

* Lippo

It now takes 6 hours on average to make.

* Netting needle

A wooden stake is now required as a raw material to carve the netting needle from.

- added: pausable tying equipment

Crafting of the items in [M]ake -> "Tying equipment" category are now pausable tasks allowing you to have breaks and continue at will later on.
To continue paused tying equipment crafting use any similar type of crafting again - ie. any cord, rope or withe - standing beside the partially finished item. So, even if you had for example a leather rope in the making, trying to craft birch-bark rope beside it still continues the original paused craft. So with tying equipment we hereby have an exception to pausable crafting continuing rules. If you choose to craft any type of cord, rope or withe the existing paused cord, rope or withe at the location will be finished first.

- added: pausable textilecraft

Spinning yarn and crafting of the spindle in [M]ake -> "Textilecraft" category are now pausable tasks allowing you to have breaks and continue at will later on.
To continue paused crafting use the same crafting option again standing beside the said partially finished item.
There are changes to the crafting recipes as follows;

* Spindle

It now takes 2 hours on average to make. Moreover, in addition using a knife alone, an axe or carving knife is preferred for rough cutting of the initial spindle shape.

- added: pausable utility articles

Crafting of the items in [M]ake -> "Utility articles" category are now pausable tasks allowing you to have breaks and continue at will later on.
To continue paused crafting use the same crafting option again standing beside the said partially finished item.
There are changes to the crafting recipes as follows;

* Grainflail

It's now made of two staves instead of a slender tree trunk. The staves are carved smooth and the impact stave is joined to the handle with a piece of cord.
It now takes 3 hours on average to make.

* Wooden cup

They can be now made in batches of up to 5 at a time, and one block of wood yields five cups. Production time of one cup has been increased to 90 minutes. Previously it was 1 hour.

* Wooden bowl

They can be now made in batches of up to 4 at a time, and one block of wood yields two bowls. Production time of one bowl has been increased to 3 hours. Previously it was 2 hours.

* Torch

They can be now made in batches of up to 10 at a time. Some tying equipment is now also required to keep the bundle of branches tight and convenient to handle. The tying equipment can be anything from withes to cords.

* Bandage

To make one bandage 0.5 lbs of cloth is required, instead of previous 1 lb.

- removed: skin (ie. waterskin) item

This item was actually a remnant from the very early years of the game where wilderness exploration and abundance of water wasn't so obvious. Moreover, water containers made out of leather are also somewhat anachronistic for the game world.

- modding add: [sucmodqty] tag to specificy success modified quantity of obtained items

Using [sucmodqty] tag at the item header modifies the number of items to produce, specified as (num), based on how the crafting attempt succeeded. Very succesfull crafting produces close to or exactly the specified number of items, and failures produce that much less.
For example, if we had an item header like this:
.Club. (10) /5h/ *COMMON* [sucmodqty]

This would always produce 10 clubs if there wasn't [sucmodqty] in use. But now as there's [sucmodqty] tag it can produce something like 7-10 clubs based on how the crafting attempt succeeds.

- changed: wood slat production amount is now prone to success modified quantity

The number of wood slats you get from one board is modified by how the crafting attempt succeeded.

- added: yield information of raw materials, where applicable, is now indicated upon starting to craft something

For example, when starting to craft staves there will be a message telling that "You can make 3 staves from one slender tree trunk." This way crafting can be planned sparingly in cases where certain raw material yield has been set.

- adjusted: availability of small garments such as socks and mittens in the villages has been increased

The chances to find small garments such as socks and mittens from the villages has been increased. You still may have to visit several prosperous villages to find a spare pair of precious woollen socks or mittens, but there's noticeable increase to the previous.

- added: proper stocking of skis and ski sticks in the villages

Skis and ski sticks are now properly stocked in the villages and the equipment quality can vary depending on the culture. Ski equipment restocking, if needed, is based on the village population and season.

- fixed: start-up scenarios generated too close to the villages

Sometimes a new character's location and start-up scenario were generated too close to the existing villages which caused scenario effects to spread into the villages. This was noticed for example with scenarios like "Unfortunate hunting trip" and "Not all who wander are lost."

- fixed: two animals getting caught in the same trap

- fixed: holes in the ice refreezing in slightly above zero degrees celsius temperatures

- fixed: glitches with using village trade credit for blacksmith orders

If you had enough village trade credit to cover the whole blacksmith order, asking the blacksmith's opinion about preferred items to trade only used up your credit but didn't proceed with the order.

- fixed: crawling while skiing

These two movement modes were erroneously simultaneously allowed. Now the crawling character with skis keeps only crawling, with the crawling speed.

- fixed: running while skiing

These two movement modes were erroneously simultaneously allowed. Now running is not possible when skiing.

- fixed: felled saplings in darkness displayed incorrectly

- fixed: rare shovel disappearance potential when digging a pit was paused

- fixed: NPCs occasionally setting fires at unsuitable and random locations

- fixed: being able to shoot broken arrows with a bow

- fixed: shoreline waters at the village area converted into spring water for migrated characters created before the spring addition

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

Cheers!

October 28, 2024, 06:48:55 PM
1
Version 3.85 (stable) released And now, stable version 3.85 is released on Steam, Itch.Io and for lifetimers.

Here's the changelog:

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

Version: 3.85 (stable)

** Saved characters from version 3.80-> are compatible with this version. **

 - added: wooden canteen - a new item

          Wooden canteen is a closed wooden container for carrying water, milk or other beverages. They have a capacity of holding 5 lbs of liquid. Wooden canteens are not craftable by the player character but can be found in the villages.

 - added: WOODEN CANTEEN encyclopedia (F1) entry

 - improved: grinding flour

          Foremostly, grinding flour is now pausable task. You can cancel the task at any time and the receiving container will be filled with how much was ground at the time. Even though you may be asked how many items from the stack you wish to grind the receiving container size always defines the actual amount used. So you can freely select too much, and only the necessary amount to fill the container will be ground. Also, there are no more limits to how many pounds you can grind at one go, except for the receiving container capacity.
 
 - added: pausable log carving with the original tree species inherited

          Carving logs is now a pausable task. The produced logs now also inherit the trunk's tree species property, so you'll get pine logs, birch logs and spruce logs.

 - fixed: preferred tool autoselect issues, eg. with blunt arrows

          Axe or sturdy carving wasn't autoselected upon crafting blunt arrows.

 - fixed: plural form missing from the message for trying to pick up several items in crafting

 - fixed: tree species property missing from the lumber products found in the villages and at certain start-up scenarios

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

And here's the changelog of things we already had with 3.85 beta release:

Version: 3.85 (beta)

- added: tree species property for big trunks and some assorted timber products

Upon felling big trees the tree species now gets derived into the produced tree trunk. As a result the tree trunks are now called as pine tree trunk, birch tree trunk or spruce tree tunk - depending on what species of a tree was felled. Felling small trees still produces the generic slender tree trunks, but in the future tree species property will be added for slender trunks as well.
There are also different tree trunk tile graphics for pine tree trunk, birch tree trunk and spruce tree trunk. These have been added as separate columns within truetile/trunk.png tile graphics file.
When making blocks of wood or boards out of the big trunks these products now also inherit the original tree species property. As a result these basic timber products will be now called for example as "block of spruce wood" or "pine board", etc.

- added: some crafts now require wood material of specific tree species

Some crafts now require specific species of wood as raw material. This is indicated within the material and tool selection dialog the same way as all the other preferences. For example, you may be given a messages such as "You need a board, preferably of pine or birch." or "You need a spruce trunk."
In cases where certain tree species is preferred it's still possible to use material of any tree species, but if it differs from the preferred types the produced item will be of lesser quality. In that case the generic "...can't make good out of bad." message will be shown upon obtaining the finished craft.
A specific wood species is now preferred when crafting the following items. And this feature will likely get more widely utilized in the future updates.

* Longbow, pine or birch is preferred
* Shortbow, pine or birch is preferred
* Wooden shovel, birch is preferred
* Wooden cup and bowl, birch is preferred
* Wood slat, pine is preferred
* Shingle, pine is required
* Paddle, spruce is preferred

- modding add: preferred tree species requirement

Where applicable you can specify preferred tree species as a required material within <> tag. For example:

{Tree trunk} <Spruce, Birch> [remove]
{Block of wood} <Birch> [remove]

On the first line a big tree trunk is required, and it should be preferably of either spruce or birch. On the second line block of wood is required, and it should be preferably of birch. In these cases it's still possible to use material of any tree species, but if it differs from the preferred types the quality of the produced item will be lower.
If only a certain type of tree species is accepted you should specify it directly by its full item name including the species. For example:

{Pine tree trunk}
or
{Spruce board}

- added: shingles - a traditional light source

Shingles are thin and flat oblong pieces of pine wood which were burnt to produce light - especially for lighting up houses during the dark time of the year. In addition, shingles are also used as handicraft raw material in the making of shingle baskets - which is a new item featured in this verison.
Shingles are timber type items, and they are lit by using [a]pply command. Once a shingle is burning you can drop and set it wherever the light is needed, or carry it with you. Traditionally shingles were burnt in a specific stand that kept them in a good angle for proper burning, but in the game the dropped burning shingles are imagined to be inserted between the wall logs or set firmly in place by some other means.
One shingle burns for about 30 minutes in the game so for continuous lighting a new one needs to be lit before the previous one fades out. This sort of shingle replacement is done automatically if your character is located beside the burning shingle and there's a stack of new shingles nearby on the ground. You character then automatically replaces and lights a new shingle when neccary, and you don't need to worry about maintaining the lighting even if the task you were doing would take a long time. Your companions will also automatically set a new shingle burning if they happen to be beside the fainting one.
Villagers now also stock shingles and can utilize them to light up their cottage houses. Villagers set shingles burning only when necessary so this kind of lighting in the villages is mostly seen only during the dark autumn and winter periods.

- added: SHINGLE game encyclopedia (F1) entry

- added: crafting shingles

You can find the option for crafting shingles at [M]ake menu under [L]umber category.
Shingles are split from a block of pine wood. The process requires an axe, knife and hammering tool such as club. First the block is split into smaller pieces and then the shingles are split and pulled apart one by one by using a knife and hands. One block of wood yields hundreds and hundreds of shingles, but it is time consuming process that can take a full working day. The exact amount of shingles produced from one block of wood is based on the success of your TIMBERCRAFT skill.

- added: shingle basket, a new container item

Shingle basket is a rather large container made out of shingles. You can craft shingle baskets from [M]ake menu under Utility articles.

- changed: Staff item type and role

Staves are now classified as timber type items rather than weapons, and considered mostly as raw material for crafting and construction purposes.
There are no changes to staff making. They are made from slender tree trunks by delimbing and debarking the trunk and cutting it to suitable lengths. A common staff is thought of being about two meters in length with a diameter that fits nicely in one's hand.

MIGRATION NOTICE: Weapon type staves obtained in previous versions do work in crafting the same way as the current version staves.

- updated: STAFF game encyclopedia (F1) entry

- changed: Flail item type and role

Grainflail is now classified as a tool type item, rather than being a weapon. For a long time flails were considered weapons but that approach was foremostly generic medieval weaponry relic from the past and quite inappropriate for the game world. Naturally the FLAIL combat skill no longer exists either.
In addition, the small flail item has been removed completely so there's only one flail item in the game world now - the grainflail.

MIGRATION NOTICE: FLAIL skill gets removed from the migrated characters upon their first load in this version. The old flails continue to appear as weapon type items, but their usage as weapons is now unpredictable.

- updated: GRAINFLAIL game encyclopedia (F1) entry

- added: pausable arrowhead making

Crafting of the arrowheads are now pausable tasks allowing you to have breaks and continue at will later on.

- changed: bone and stone arrowhead crafting batch size increased from 5 to 10

- changed: blunt arrow crafting

Blunt arrow crafting batch size is now increased to a dozen (12). As one slender trunk now yields 3 blunt arrows this is more reasonable batch number considering the sparing material usage.
An axe or carving knife is now also required in making of blunt arrows - for efficient rough cutting. You can still craft a blunt arrow with any knife alone, but using an axe or sturdy knife makes things easier.

- added: pausable fishing equipment

Crafting of the items in [M]ake -> "Fishing" category are now pausable tasks allowing you to have breaks and continue at will later on.
To continue paused crafting use the same crafting option again standing beside the said partially finished item.
There are changes to the crafting recipes as follows;

* Wooden fishhook

It now takes 30 minutes on average to make.

* Lippo

It now takes 6 hours on average to make.

* Netting needle

A wooden stake is now required as a raw material to carve the netting needle from.

- added: pausable tying equipment

Crafting of the items in [M]ake -> "Tying equipment" category are now pausable tasks allowing you to have breaks and continue at will later on.
To continue paused tying equipment crafting use any similar type of crafting again - ie. any cord, rope or withe - standing beside the partially finished item. So, even if you had for example a leather rope in the making, trying to craft birch-bark rope beside it still continues the original paused craft. So with tying equipment we hereby have an exception to pausable crafting continuing rules. If you choose to craft any type of cord, rope or withe the existing paused cord, rope or withe at the location will be finished first.

- added: pausable textilecraft

Spinning yarn and crafting of the spindle in [M]ake -> "Textilecraft" category are now pausable tasks allowing you to have breaks and continue at will later on.
To continue paused crafting use the same crafting option again standing beside the said partially finished item.
There are changes to the crafting recipes as follows;

* Spindle

It now takes 2 hours on average to make. Moreover, in addition using a knife alone, an axe or carving knife is preferred for rough cutting of the initial spindle shape.

- added: pausable utility articles

Crafting of the items in [M]ake -> "Utility articles" category are now pausable tasks allowing you to have breaks and continue at will later on.
To continue paused crafting use the same crafting option again standing beside the said partially finished item.
There are changes to the crafting recipes as follows;

* Grainflail

It's now made of two staves instead of a slender tree trunk. The staves are carved smooth and the impact stave is joined to the handle with a piece of cord.
It now takes 3 hours on average to make.

* Wooden cup

They can be now made in batches of up to 5 at a time, and one block of wood yields five cups. Production time of one cup has been increased to 90 minutes. Previously it was 1 hour.

* Wooden bowl

They can be now made in batches of up to 4 at a time, and one block of wood yields two bowls. Production time of one bowl has been increased to 3 hours. Previously it was 2 hours.

* Torch

They can be now made in batches of up to 10 at a time. Some tying equipment is now also required to keep the bundle of branches tight and convenient to handle. The tying equipment can be anything from withes to cords.

* Bandage

To make one bandage 0.5 lbs of cloth is required, instead of previous 1 lb.

- removed: skin (ie. waterskin) item

This item was actually a remnant from the very early years of the game where wilderness exploration and abundance of water wasn't so obvious. Moreover, water containers made out of leather are also somewhat anachronistic for the game world.

- modding add: [sucmodqty] tag to specificy success modified quantity of obtained items

Using [sucmodqty] tag at the item header modifies the number of items to produce, specified as (num), based on how the crafting attempt succeeded. Very succesfull crafting produces close to or exactly the specified number of items, and failures produce that much less.
For example, if we had an item header like this:
.Club. (10) /5h/ *COMMON* [sucmodqty]

This would always produce 10 clubs if there wasn't [sucmodqty] in use. But now as there's [sucmodqty] tag it can produce something like 7-10 clubs based on how the crafting attempt succeeds.

- changed: wood slat production amount is now prone to success modified quantity

The number of wood slats you get from one board is modified by how the crafting attempt succeeded.

- added: yield information of raw materials, where applicable, is now indicated upon starting to craft something

For example, when starting to craft staves there will be a message telling that "You can make 3 staves from one slender tree trunk." This way crafting can be planned sparingly in cases where certain raw material yield has been set.

- adjusted: availability of small garments such as socks and mittens in the villages has been increased

The chances to find small garments such as socks and mittens from the villages has been increased. You still may have to visit several prosperous villages to find a spare pair of precious woollen socks or mittens, but there's noticeable increase to the previous.

- added: proper stocking of skis and ski sticks in the villages

Skis and ski sticks are now properly stocked in the villages and the equipment quality can vary depending on the culture. Ski equipment restocking, if needed, is based on the village population and season.

- fixed: start-up scenarios generated too close to the villages

Sometimes a new character's location and start-up scenario were generated too close to the existing villages which caused scenario effects to spread into the villages. This was noticed for example with scenarios like "Unfortunate hunting trip" and "Not all who wander are lost."

- fixed: two animals getting caught in the same trap

- fixed: holes in the ice refreezing in slightly above zero degrees celsius temperatures

- fixed: glitches with using village trade credit for blacksmith orders

If you had enough village trade credit to cover the whole blacksmith order, asking the blacksmith's opinion about preferred items to trade only used up your credit but didn't proceed with the order.

- fixed: crawling while skiing

These two movement modes were erroneously simultaneously allowed. Now the crawling character with skis keeps only crawling, with the crawling speed.

- fixed: running while skiing

These two movement modes were erroneously simultaneously allowed. Now running is not possible when skiing.

- fixed: felled saplings in darkness displayed incorrectly

- fixed: rare shovel disappearance potential when digging a pit was paused

- fixed: NPCs occasionally setting fires at unsuitable and random locations

- fixed: being able to shoot broken arrows with a bow

- fixed: shoreline waters at the village area converted into spring water for migrated characters created before the spring addition

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

Cheers!

November 27, 2024, 07:29:59 PM
1
The new development year starts with new a tree species It's 2025, so happy new year and all the best for everybody!

In the development chambers the new year starts with adding a new tree species into the game world - and that is the aspen tree.
Aspen is a large deciduous tree growing up to 15-30 meters in height. Grows in groves, fresh coniferous forests, rich spruce mires as well as on clearings and hills.
This addition precedes a slightly more distant goal of eventually adding character crafted punts into the game.
For the time being, aspens will bring nice variety into the world, and an additional type of timber to utilize. Grown aspens provide big trunks when felled and their bark can be also peeled for tanning purposes.


Aspens growing tall at a beautiful grove.


In the dirt month aspens have already dropped their leaves but the standing trees as well as the felled trunk are easily recognizable.

January 08, 2025, 05:01:32 PM
1
Wood type for slender trunks, and some more tree stuff Some more tree related additions and adjustments are underway. Firstly, we'll be adding wood type now also for slender trunks.
This means that from now on slender tree trunks will be called eg. slender spruce trunk, slender alder trunk, and so on.
There's also different slender trunk tile graphics for different tree species so that the different type of slender trunks are easily distinguishable the same way as the big trunks currently are.
And as a natural and expected consequence of this addition some crafts will now require slender trunks of specific species.
Young birch trees have been also added into the game world now as slender birch trunks now become an essential wood type preference for certain crafts - for example the axe hafts.
There's also some young tree tile redrawing/stylizing being made, eg. for rowan trees, so that they better express the essence of the tree species both in their standing and felled appearance.

Let's let this screenshot tell it all.
Here you can see small piles of slender alder, rowan and birch trunks placed to the south of the relevant standing young trees.



These are future additions - not yet functional in current version 3.85

January 15, 2025, 08:11:32 PM
1
Portion based cooking Now working on portion based cooking, which means that you will be able to cook multiple portions of certain recipes and prepare for example a full pot of porridge if need be.
The number of portions to prepare is asked when you start cooking and the amount of required ingredients are adjusted accordingly.
Portion based cooking won't be a thing for all the recipes, but for the relevant ones where it becomes most handy; porridges, some stews and soups.
At the same time we'll be checking all the recipes and some ingredients adjustments and corrections will also take place.
There will be also a new [portion:num] modding header tag added so that you can utilize the portion based cooking with modded recipes too.


As Klavus goes for cooking basic porridge he's now asked how many portions to prepare. 5 is maximum in this recipe, and it equals to preparing full pot of porridge.


Klavus starts to prepare 5 portions of porridge, and the ingredient requirements are increased accordingly. It takes good amount of flour to make a full pot of porridge.

These are future features - not yet functional in current version 3.85.


March 07, 2025, 06:56:12 PM
1
Preserved meat/fish cooking and birch-bark pots We're soon preparing to wrap up the upcoming version and hopefully have a beta release out still this month.
There have been such a significant additions that I wouldn't be surprised if beta period would remain rather long before all the issues that may arise are tackled. But we'll see then.
And the last new features we'll still add to this version are quite exciting as well.

We'll have a bunch of new recipes and ways to utilize dried and smoked meat in cooking.
There will eg. dried meat soup and dried fish soup. Moreover, you'll be able to use salted meat/fish as an alternative to raw meat/fish in cooking. So you can prepare eg. meat stew using using raw meat or salted meat.

And then, there will be a new craftable cooking vessel made from birch bark - a birch-bark pot.
Despite the term it's rectangular in shape, made from a single sheet of birch-bark with the seams sealed tightly with split twigs. These can be used for cooking all the boiling based recipes ie. soups, herbal beverages or blanching mushrooms.
Cooking in a birch-bark pot requires constant care so the recipes that could be left preparing on their own in an iron pot need to be maintained constantly when prepared in the birch-bark pot. For this reason cooking in the birch-bark pot takes more of player character’s time. Birch-bark pots also wear out a bit with every heating and can be used only a limited number of times. Their smaller size also limits the number of portions you can cook at one go.

And apparently, in order to make birch-bark pots we also need to add mechanics to harvest birch-bark as sheets in addition to current method of harvesting it in long-strips.
We've got a bit tight schedule coming up, but I'll rest my case now and hopefully the next news you'll see will be 3.86 beta release news.
Stay tuned.

These are future features - not yet functional in current version 3.85.

March 22, 2025, 04:33:25 PM
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Version 3.86 stable released Stable version 3.86 is now released and available on Steam, Itch.Io and for lifetimers.
Find the changelog since 3.86 beta version below.
For the full changelog see 3.86 beta release post here:
http://www.unrealworld.fi/forums/index.php?topic=7463.0

Version: 3.86 (stable)

** Saved characters from version 3.80-> are compatible with this version. **

 - adjusted: excess ingredients and the basic "boil" cookery option

          If the ingredients to be boiled wouldn't actually fit in the selected boiling pot the excess amount just vanished with no information of any kind. Now you can boil only the amounts that actually fit in the selected boiling pot and information about too low container capacity will be displayed when applicable.
 
 - adjusted: outcome of appetizing herbal effect

          Successive eating of food with appetizing herbal effect might get the character into loop of being able to eat endlessly. Consecutive appetizing effect is now toned down to avoid this situation. Moreover, there are specific eating messages to notify of increased appetite so that the appetizing effect is more better noticed.

 - added: root harvest for riverpig and water lily

          These water plants didn't provide any harvest earlier, but now they yield large roots which can be utilized as is or ground for flour. The both plants are poisonous so boiling the roots before usage is commonly practised. To collect the roots you have reach to the lake bottom so the character needs to be wading in order to harvest these plants.

 - fixed: cookery recipe preparation times set incorrectly

          Recipes that are left preparing on their own were cooking too quickly due to incorrectly set preparation time values.

 - fixed: paddle crafting didn't take the board quality or preferred tools into account

 - fixed: watercraft getting located at skerries or islets upon zooming in

          Zooming in at rivers/fords/rapids might occasionally locate the character and their watercraft on skerries or islets. This long-term issue has been fixed now.

 - fixed: riverpig and waterlily tile graphics were mistakenly switched

          Riverpig graphics actually presented water lily, and vice versa. They are now swapped, which is correct.
       
 - fixed: whole plant weights considering their yield

          Previously harvested plants might weigh less than the total weight of the parts, ie. seeds and roots, they yield.
          This has been fixed now and hopefully affects to all the plant weight inconsistency instances there were.

 - fixed: wrong treetype based naming of 'block of wood' items which resulted in shingle crafting being broken

          Blocks of wood were mistakenly named eg. "Block of pine" instead of the intended form of "Block of pine wood". For this reason eg. shingle crafting was broken.

 - fixed: bandage item weight

          It was mistakenly set to 1 lbs, and is now fixed to 0.5 lbs.

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Cheers!

April 17, 2025, 12:49:43 PM
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anything