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Re: Clothing quality cap? Your observations are right, clothes always come out as decent quality. No higher, and no lower also.
This is because there's no proper clothmaking skill (yet) and the production times are (still) all too quick.
When we get to featuring pausable crafting ie. in clothmaking, so that we can adjust the production times to match the reality, we can also start putting cloth production quality in use.

So there's this hardcoded cap, and it's working as intended.

December 11, 2022, 12:06:37 PM
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Re: "Liking" posts in the Modding Forum
Is there a reason we can't give "Likes" to posts in the Modding Forum?  It would be nice to give the hard-working modders some encouragement sometimes!

It's allowed now, and also at few other boards that were missing the option. So let there be likes everywhere.
There was no specific reason for not having like-option at some boards. It was just that these boards were created after installing the like system and in that case the like-option wasn't enabled there by default.

December 13, 2022, 06:52:40 PM
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Re: Creation of Mass From Nothing
In the same area, yarn is much heavier than the fibres that go into making it! :)

I believe there are zero plants where the yield weigh would match the complete plant perfectly - or sometimes not even reasonably. :)
At least they haven't been never thoroughly checked.

December 14, 2022, 08:20:11 PM
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Version 3.72 stable released and available on Steam, Itch and for Lifetimers Version 3.72 has been released and is now live and available on Steam, Itch.Io and for Lifetimers at the designated forum section.

Here's the changelog.
---------------------------

Version: 3.72 (stable)

** Saved characters from version 3.60-> are compatible with this version. **

- improved: NPC archery checks to avoid hitting unintended friendly targets

          Before shooting an arrow NPCs can now consider the risk and possibilities of hitting an unintended friendly target, ie. members of their own party. Depending on their risk assesment the shooting NPCs may then choose to take or not to take a shot. The higher the risk, the less often you'll see the NPCs using their bows.
          These improvements will change NPCs archery behaviour to quite an extent, especially if there are several NPCs being engaged in a fight or hunt, and moving within the risky zone. In general you will see NPCs being more careful with archery than before.
          Now you can also feel more relieved about your own archer companion's behaviour. They won't be taking seriously foolhardy shots which might put you, your dogs or anyone else in your party at risk of being wounded by an unintended arrow hit. This will also sometimes make hunting with companions to proceed differently than before. See, if there's is a pack of dogs, or melee armed companions, running in front of capable archers it might be that they have difficulties to find a spot to make a safe shots to the target. Many new scenarios may arise, and occasionally you may need to build new tactics based on the new NPC behaviour.
          Lastly, in the heat of the archery combat accidents can still happen. That possibility hasn't been excluded, but now these things should happen way, way more rarely than before.

- improved: aggressive NPCs waypointing to their enemy

          Agressive NPCs may now choose to use slightly winding routes to their enemy, instead going for the shorthest and straightest route. These new tactics aim to give NPC archers some free space for shooting, and to increase chances for group of NPCs to nicely encircle their enemy.

- added: vastas can be found in village saunas during the appropriate season

          Villager made vastas will now appear in the village saunas during the season when it is possible to make them. This is mostly an atmospheric addition, but also works as an indication for the player character that the birch trees are now in good leaf for making a vasta.

- added: random character name option

          Upon creating characters and choosing their name you can now randomize a culturally relevant names for them. Pressing tab or asterisk (*) will bring up random names which you can then confirm with enter, or modify at will.

- added: water temperature affecting to spoilage rate of the fish caught in nets

          The colder the water the longer the fish will now keep good in the nets. The effect isn't all too drastic, but still functional. In the coldest waters during the wintertime you can expect a few days longer preservation times compared to the average.

- changed: name/sex/culture character creation selections order -> culture/sex/name

          As the random character name option needs to know the culture and sex to pick up a relevant names these selections now come before choosing the name.

- changed: "quick and easy" character creation mode now randomly chooses also the culture and sex

          Previously there was no randomization in that regard, but Kaumolais male was always chosen. Otherwise this character creation mode mode remains the same assigning rest of the options automatically and starting nearby a village.

- added: "Harvest and pick" agriculture option

          The good old harvest option only cut down the crops, but this newly added option also automatically picks up the harvested plants to character's inventory. For clarification the existing "Harvest" option is now renamed as "Harvest down" in the Agriculture menu.

- added: domestic animals in the villages will withdraw from player character's way

          Moving towards a domestic animal will now make it to withdraw from your way. This is to prevent the character from getting jammed eg. in small buildings with village dogs.

- modding: increased maximum number of character portraits in each category up to 250.

 - added: watercraft marker icons on zoomed-out wilderness map


          When leaving punt or raft on the zoomed-in map the corresponding marker icon is now shown on the zoomed-out wilderness map.

- enhanced: message about the markers at wilderness location

          Instead of given information about each marker with their own message now a summary of all the markers is given in one sentence. For example: "There is a shelter, set traps and a punt at this location."

- added: confirmation to start a fire on some occasions

          You will be asked a confirmation to start a fire in the following conditions:
          1. There are valuable items to be burned down where you are about to build a fire.
          2. You are building a fire indoors at other than fireplace location.
          These confirmations will prevent the unfornate cases of accidentally setting your house or valuable belongings on fire.

- adjusted: party members fire making safety checks

         From now on your companions won't ever start a fire at a location with items on the ground. Previously they might accidentally set a pile of items on fire.

- enhanced: rendering of the portraits

         Character portraits are now rendered directly to the screen using the available resolution. This makes the portraits appear more crisp and clear. This enhancement affects to various game screen where portraits are being used; quest info display, list of ancestors, character profile, chat screen, etc.

- added: two new character portraits, one western and one sage

- SDL update: updated to newest SDL 2.24.0

          Updated SDL release includes a good deal of bugfixes which may have hampered some systems.
 
- reworded: "The sauna" game course task description

         The task description of taking a sauna bath was outdated. Now it's reworded to feature the current mechanics.

- fixed: minimum number of fibre plants required to extract one bundle of fibre

          Previously 15 plants were always required, which was a result of failing math. Now the amount depends on the plant and its' fibre yield, and the minimums are 5 flaxes, 8 hemps or 15 nettles.

- fixed: flowering plants providing also seeds when treshed

          The seed production code apparently has gotten broken somewhere in the earlier versions, and you got them upon treshing even if the plant was still flowering. Now it's fixed back as it was and you get seeds only after the flowering period.

- fixed: sacrificing food in a container mistakenly removed the container too

- fixed: auto-cut yarn weights calculated wrong

          This bug manifested itself eg. in smoking and drying cookery recipes. After retrieving the auto-cut yarn you found it heavier than expected.

- fixed: extracting fibre from retted but not dried nettles was possible

 - fixed: extracting fibre from bundles of nettle fibre was possible

 - fixed: carried weight statistics not updating immediately after cancelled crafting

 - fixed: character's height in metric units displayed wrong


         This was a conversion issue within character profile screen.

- fixed/adjusted: squirrels won't climb to safety in saplings

         Previously they were mistakenly considered being high up in a tree even if it was a mere sapling.

- fixed: heavy missile weapons getting stuck to small animals

         This is a legacy issue which is hopefully fixed for good now. The bug manifested itself eg. in a situation where you threw a javelin at a bird, the weapon got stuck and the bird flies away carrying it.

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

Cheers! Enjoy the release.

December 19, 2022, 08:24:22 PM
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Double Check Before Attacking Allies/Pets Could there be a togglable setting (default set to on) to ask before going through on an attack on followers/pets (the same kind of yes/no when it asks if you want to enter water)? Obviously for some people they may wish to do this often enough to not be bothered with it asking every time, hence the toggle. However, I often accidentally mistarget a friend or pet in combat, which is very frustrating with a permadeath game.
December 20, 2022, 10:38:49 AM
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A big thank you to the Enormous Elk team Greetings everyone,

I just felt like sharing this story and at the same time, give my thanks to the Enormous Elk team for creating this masterpiece of a game.

I have accidentally stumbled upon this game many years ago, when I was just a kid, perhaps 12 or 13 years old. Considering that I had no income to speak of, and I came from a country that paying money for video games was a luxury that not many could afford (Romania) at that time, the model adopted by this studio in which they would offer a older version of their game for free, with the possibility to donate, was a blessing and a breath of fresh air.

I have many fond memories and cool stories with this little game, and with each update, and as I grew older, I would find myself returning to Unreal World in order to check what cool features have been implemented.

Now, 15 years later, I return once more. Older, with a family of my own, a job and a new house, to repay the debt that I have owned for granting me the pleasure of playing this game.

Bought a official copy off steam, and started a new campaign, and all I can say is that the nostalgia of it all hit me hard, as well as the random wolf that decided to attack me from behind my character while butchering another wolf.

Once again, a big thank you to the Enormous Elk team, and a big thank you for the business model you follow. You managed to make my childhood a little bit more brighter.

-Alexandru

December 23, 2022, 01:41:35 AM
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Video Ambiance Companion for UrW -- Swedish Elk/Moose Migration So this is a bit silly, but I wanted to post in case anyone else enjoyed this as much as I do.

I love UnReal World of course -- it's great and makes you feel like you're really there.      A couple of years ago, I randomly stumbled upon a Swedish public access stream on twitch -- a stream of their yearly Elk/moose migration across a river in Spring.

If you have a second monitor, it is the perfect pairing for a session of UnReal World.    It's very relaxed and slow paced -- it's a bunch of cameras set up 24/7 during the season -- so you get a lot of laid back time with just Swedish nature noises and wildlife, in addition to quite a few nice Elk sightings as well.

It's obviously Sweden and not Finland, but there are scenes that coincidentally wound up as a more or less 1:1 construction of what I was doing in UrW at a time.   A video of a pine mire filled with grouse with the ambient noise combined with actually hunting grouse in a pine mire in UnReal world just feels really good.

Luckily they record these sessions and upload them on their website -- link to one of the videos below:

https://www.svtplay.se/video/jm3p9NY/den-stora-algvandringen/ons-11-maj-00-00?id=jm3p9NY&position=20913

(I can't hyper link as this is a new account -- I hope it's okay to include this here!  just paste that in and you're off to the Swedish wilderness)

They have well over a hundred hours of this stuff, and it's perfect to set the mood for this game.



post edited by a mod (ineedcords): just fixed the hyperlink, as it is legit.

December 27, 2022, 09:50:17 PM
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Re: [Not a bug] Crafted fur clothes MUCH less valuable?
Hi,

Another situation where I'm not sure if this is working as intended.

Crafted fur clothing, e.g. a bear fur shirt / elk fur shirt, is MUCH less valuable than a "fur shirt" that you might trade for in a village, even though the bear fur shirt is superior in protection. It's like a factor of 5 difference in trade value.

I'm not sure if this is an error, or a balancing choice, or something else.

Hi,

I have moved this thread to 'Not Bugs' as it is indeed working as intended.

For some player-explanations see the posts #2 and #3 here: https://www.unrealworld.fi/forums/index.php?topic=5300.0
And also see this post: https://www.unrealworld.fi/forums/index.php?topic=5353.msg13046#msg13046

For a more official answer, see the dev's explanation which is in NEWS.TXT file that is distributed with the game. Below is an excerpt from this file, for your convenience:
Code: [Select]
<snip>
Version: 3.18 (stable)
Released: 27-Feb-2014
<snip>
 - balanced: character made clothes are now worth of only 20% of regular cloth value

          And that's because there's no actual skill required and making clothes is way
          too fast. This removes the exploit of too easy trading with character made
          clothes.



Edit: Just adding below the link to Sami's post, in which he replies to the OP in another similar thread & explains WHY there is such a hardcoded player-crafted-clothing-quality fix at the moment.
https://www.unrealworld.fi/forums/index.php?topic=6822.msg20826#msg20826

December 29, 2022, 05:35:08 PM
1
Re: "RPG" stat mod Balance is probably important, especially for those who play differently. For example hermits who avoid contact with others, those that ignore rituals and quests or those that live exclusively in caves.

I will consider some options and get back to you.

December 31, 2022, 09:54:32 AM
1
Re: [Info] [3.72][3.71] Cheat Engine Addresses Hi Rudy!

Thanks for the update. It looks correct now!

A bit off topic but probably helpful for further table improvement:
I have tinkered around a bit with the hex editor and I was successful in replacing items. Compare two files: 1) NAME.OBJ (your character) and 2) CONSTANT.OBJ in the game's folder. Not all values are available - meat cuts, leather etc. are missing.

An item hex code is something like this:

(fur mittens)

02 00 00 00 00 00 00 00 00 46 75 72 20 6D 69 74 74 65 6E 73 00 73 74 72 69 6E 67 2A 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 74 75 6E 74 65 6D 61 74 6F 6E 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 61 72 2D 6D 69 74 74 65 6E 73 00 00 00 00 54 00 00 00 C0 41 05 03 02 03 02 05 00 00 00 00 80 01 00 00 00 00 00 00 80 3F 00 00 80 3F 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 08 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

It starts 9 cells before the string name, so be careful when copying/pasting the hex values. I was able to find quality with *fine* value being 84, 7th cell from the end.

EDIT: playing around with it I found 82 being *rough*, 83 normal, 84 *fine* and 85 *masterwork*.

(fine kaumolais knife)

01 00 00 00 9A 00 00 00 00 4B 61 75 6D 6F 6C 61 69 73 20 6B 6E 69 66 65 00 6E 67 2A 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 4B 4E 49 46 45 00 61 74 6F 6E 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 77 70 2D 6B 6B 6E 69 66 65 00 00 00 00 00 46 00 00 00 48 43 02 02 05 00 00 00 00 00 00 00 00 00 00 00 00 00 BF D6 B4 3E BF D6 B4 3E 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 84 00 11 00 00 00 00

(kaumolais knife)
01 00 00 00 9A 00 00 00 00 4B 61 75 6D 6F 6C 61 69 73 20 6B 6E 69 66 65 00 6E 67 2A 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 4B 4E 49 46 45 00 61 74 6F 6E 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 77 70 2D 6B 6B 6E 69 66 65 00 00 00 00 00 46 00 00 00 48 43 02 02 05 00 00 00 00 00 00 00 00 00 00 00 00 00 BF D6 B4 3E BF D6 B4 3E 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 11 00 00 00 00

I did stumble on some obstacles, e.g. I am unsure how to enter meat cuts. Equipment items are 172 bytes long but meat cutes are 344 bytes long (I think).

I believe Night promised to share quality editing using hex code but I did not find that thread.

By knowing the proper byte array I was able to change the item + quality in the game. Otherwise I have to edit my character's NAME.OBJ using Cheat Engine's memory editor.

December 31, 2022, 12:21:23 PM
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anything