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Re: Vagabonds
Yeah, I usually murder them too.  Usually I just ask if they have a quest, and if not, it's murder time.  I do feel slightly guilty, but then again, if you were starving to death in the woods... perhaps you'd do the same
You must be a poor player indeed, if you're character is constantly starving so you have to murder everyone you encounter to get something to eat...

June 09, 2018, 08:30:09 PM
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Re: Vagabonds
Yeah, I usually murder them too.  Usually I just ask if they have a quest, and if not, it's murder time.  I do feel slightly guilty, but then again, if you were starving to death in the woods... perhaps you'd do the same
You must be a poor player indeed, if you're character is constantly starving so you have to murder everyone you encounter to get something to eat...

That reply seems a bit harsh, maybe I'm just reading it wrong.
Well, it is harsh, but I think it's rather hypocritical to justify murdering everyone with desperate starvation. If you want to play as a mass murderer, go ahead, but don't justify it with a need for survival. See: "I usually murder them too.  Usually I just ask if they have a quest, and if not, it's murder time.". If it was truly a matter of survival the victim should be murdered regardless of whether a quest could be had or not, as those quests typically result in inedible rewards of information.

I can understand that some players would murder the first person they find to get started, but the spoils of that murder should be sufficient to buy the player time to become self sufficient. If you're using a "just in time" play style when it comes to food you might run into trouble again very occasionally, in particular if you use a house rule of not buying food, and so may decide that prolonged starvation would serve as a justification for an additional murder.

Thus, my response was based on the hypocritical justification rather than the choice of play style.

June 10, 2018, 10:32:45 AM
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Re: Vagabonds I never kill them. They are non-threatening to me.

Its not like they are walking around with bags of gold coins. Im not going to kill a man just to steal his woodaxe.


if they look friendly ill greet them and have a chat about the places we have been and things we have seen.

If they look a bit intimidating and I don't yet have decent weapons to defend myself with ill just back off quietly into the bush. 

June 10, 2018, 01:00:34 PM
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Re: Vagabonds I have never killed a vagabond unless they were of the robber variety; in which case their tribal affiliation, or lack thereof, bears no weight to me and it's the attempted robbery that spurs my retaliation. They can actually be quite useful if you plan on settling outside of tribal lands: I had a hired vagabond stay with me long enough to build two small cabins and only asked for very minimal payment in food for the ridiculous amount of trees he cut down.
June 11, 2018, 10:02:11 PM
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Re: Yet another skills training thread A whole winter with just 10 bows 10 paddles + some arrows is definitely not intense. You usually should get 1-2 points for that amount in that level or if you are very lucky maybe 3(skill checks are less harsh at these level).
June 15, 2018, 10:41:08 AM
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Animals aggro? Animals can become less scared Hi guys!

First, this game is awesome! The only thing I don't like is that the animals that are prey they run away too fast and when in the forest you can't track them down. When you chase an animal they keep a distance, but isn't 50 meters too much?

When you are alone active hunting is too difficult.When you hunt with a dog is too easy... I know it needs to be challenging and that I like, but sometimes if I don't reroll my char until I get speed very high active hunting is nearly impossible..

Suggestions:

>Carnivores should be more aggressive, like a pack of wolves, bears, lynx, even boars are aggressive sometimes. I just don't know in what level of aggressiveness.
>Prey could flee a little, very little less. Or you could see the direction of sound a little more dinamic, because I can see the sound direction in portrait but not in the map.
Something like Project Zomboid zombie detection, you see a transparent zombie when you hear them.


What do you guys think?
This game is great! Keep it up :)


(sorry if bad english, I'm BR)

June 15, 2018, 03:15:34 PM
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Re: Animals aggro? Animals can become less scared Certain animal can be very aggressive when they with their young.
June 17, 2018, 11:14:48 AM
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Version 3.51 released on Steam and for Lifetime Members Version 3.51 is now released on Steam and for Lifetime Members.

Here comes a minor but significant new patch before I'll start settling for summer holidays.

The additions in this version 3.51 mostly consist of balances, fixes and additions related to interacting with both the spirits and NPCs. Many small game hunters should be happy to know that for example the unreasonably harsh forest spirit mood changes are now toned down.

Find the full changelog below, here's UnReal World Steam page, and the version is also available for lifetimer members at the designated forums section.

I wish you all great adventures in both real and unreal worlds -
and nice and cosy summertime, if that happens to be your local season.

Cheers!


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Version 3.51 (stable) changelog

** Saved characters from version 3.40-> are compatible with this version. **


- added: map of known areas (F6) remembering the toggleable settings to show or not to show cultural areas and map markers

This was once featured, but got broken somewhere along the way. The settings are remembered after exiting F6 map view and persist until toggled otherwise. The display for both cultural areas and map markers is on by default when the game is first started.

- added: ask NPCs to find quest related persons in villages

You can now ask villagers if certain quest related persons are around. This is done by automatically appearing chat options within the common greet dialog. For example:
"Is Sampsa around?" or "Where can I find Tornia?"
All the quest related persons, including the original quest giver, are covered within these chat options if you are aware of them.
There are some exceptions though; NPCs who are involved in quests themselves can't be asked for others whereabouts, but there are always enough common villagers around to assist you.
When it comes to finding quest related persons in other villages the chat options become available only when you are in the right village where the person can be actually found. This can be considered slightly gamey in our standards, but it is more helpful that way.

- adjusted: no more multiple villagers with same names

Possiblity of two NPCs having the same name within a single village has been removed. In seriously crowded clustered villages it is theoretically possible that villagers might run out of unique names, but real chances for that to happen are practically non-existent.

MIGRATION NOTICE: Within villages created in the previous version two persons with same names may still exists.

- added: dozens of new northern names

Due to aforementioned adjustment it was necessary to add lots and lots of new names for northern men and women.

- improved: NPC name randomization routines

NPC culture has more distinguishable influence to their given names. There's noticeable variation between the eastern and western names, but especially the current wider range of northern names now appear unique from rest of the world.

- added: light a torch with another torch

If you are already carrying a lit torch a new torch can be lit of it. This is done in normal fashion by [a]pplying the torch to be lit.

- balanced: forest spirit's attitude in regards to hunted animals - size and significance matters

When an animal is felled the forest spirit's mood change and need for compensation by sacrifices now depends on the size and significance of the animal. Previously almost all the killed animals were valued equally by the spirits which resulted in small game hunters often receiving unreasonable disgrace. Now it is far more tolerable to hunt smaller game and get along with only casual sacrifices every now and then.

- fixed: only one sacrifice allowed per day

If any kind of sacrifice to any spirit was performed even the different kind of sacrifices during the same day were considered excess. This was not intentional, and is now fixed back to normal:
You can perform multiple sacrifices on daily basis as long as they are targeted at different spirits, ie. forest or water spirit, or if the act of sacrificing is a part of unique spell.

- fixed: spoiled food items were seemingly accepted as sacrifices

Now it is foolish to try that sort of sacrifices.

- fixed: former companions never agreed to be hired again

Despite of their "maybe in the future" responses former companions did never reach proper status to be hired again. This is fixed now and companions can be rehired after a varying NPC dependant timespan from few months to full year.

MIGRATION NOTICE: Rehiring possibility timespan may appear glitchy as companionship date information was broken in the previous version. For most succesfull rehiring of former companions try it at villages that were visited long time ago.

- fixed: skinning young animals mistakenly gave adult animal size skins

Now skins obtained from young animals are more or less smaller depending on the cub/calf actual age and size.

- fixed: village items getting easily corrupt upon crash

Crash security improvements added in version 3.50 are hereby improved/fixed in regards to certain crash vulnerable village items.

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June 17, 2018, 05:18:47 PM
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Re: Version 3.51 released on Steam and for Lifetime Members
- added: light a torch with another torch ;D ;D ;D

I just did what was suggested :)

June 17, 2018, 09:40:55 PM
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Re: Animals aggro? Animals can become less scared Most animals not accustomed to humans are fairly shy, so 50 meters is probably not too much.

I never plan to have my character fight enemies that aren't breathless, although things don't always go according to plan...

Real world bears (and other carnivores) normally avoid people, so often running away even when wounded is probably not a bad simulation.
Animals (excluding cats, which slaughter for the sheer joy of pain and misery) typically kill to eat with as little risk as possible. Humans are dangerous prey that aren't particularly good eating (far too bony).

I know a guy who's been chased by a bull elk twice when out jogging (probably not the same elk). Does that answer your question? ;)

Otherwise females with young are typically a larger danger. Getting in between a bear and her cub is really bad business, and I wouldn't like to get in between a reindeer and it's calf either.
I've seen elks and reindeer with young in the game. Bears and hares should be in there as well, but I haven't seen those.

Bandits don't attack you outright. They rob you, and attack if you resist, but if you hand over your things they'll let you go unharmed. Njerps are bat crazy, and sometimes attack, sometimes not. It feels like they've become more cowardly/gotten a small grain of self preservation in later versions, though.

June 20, 2018, 12:25:02 AM
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