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Re: 'Asentokuusi' - simple shelter under a leaning spruce tree
Some questions:

1) Will it be something you can destruct

You can fell it down at will with regular timbercraft -> fell a tree option.

Quote
2) will any slender trunk do or will we start separating trunks by tree type? (pine vs spruce vs birch etc)

It's said already. "Post spruce is made simply by felling a young spruce to lean against another spruce tree. "

March 24, 2021, 06:40:33 PM
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The Moon and The Crust Erkka was visiting me last weekend and some really exciting weather engine achievements and accompanying real life adventures were made.
Now there are two new essential weather features on the table - both still somewhat under construction, but most likely to be seen in the next version.

And the features are...

* The moon.

Our weather engine now models the moon in detail, with its' changing phases and moonlight affecting to the nighttime visibility and brightness.
Lots of tuning is still pending, but we can already see that the full-moon nights in the game will be a different experience.
Especially during the darkest seasons moonlight can be a of great help and extended the available hours for working, hunting or travelling.
Just have a look at the screenshot compilation below.


Left: A casual midnight by the lake in dirt month as it appears currently in the game.
Right: The same scenery with the new moon code in action. It's full moon and our nighttime visibility is a much different.



* Snow crust

Snow crust is a springtime phenomena where surface of the snowpack becomes so hard that it can completely support a walking or skiing person.
The crust results from partial melting of the snow surface by warm spring day sunlight followed by re-freezing when the temperature drops again, usually after the sunset.
The crust normally only lasts for part of the day, but being able to travel on snow without sinking in there at all is a great asset for a hunter.
Elks were traditionally hunted on skis during crust as it can't support the heavy animals and hunter gliding on crust with skis now became much faster than their prey.
Lots of work is still needed before snow crust support is all coded, but that's the intention. Now it also requires proper snow penalty to be added for NPCs and animals, and reworking the skiing code to some extent too. (And if you were thinking of skiing NPCs so were we.)


The last weekend it was both full moon and snow crust possibility, so we also went experiencing these things in real life.
Naturally these both are familiar experiences already, and as countryside kids we've learned possibilities of snow crust for work and leisure all the way from our childhood.
But if you'd like to see the magic of skiing in moonlight without any artificial light, or get an idea about difference between skiing in slushy spring snow compared  to the crust, we've got a short videoclip for you:

https://www.youtube.com/watch?v=JOcb_cm5UkE



March 29, 2021, 05:36:42 PM
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Re: milkweed harvesting problem The BAC mod plant changes were for urw 3.63, they are not in the version I use, the changes were to about five crops like broad beans and hemp, no version of BAC that I have includes ant reference to milkweed or agriculture.

Tested without BAC and get the same error.

May 17, 2021, 09:59:50 AM
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...and snow penalties for all Back at snow code. A good while ago we added the snow crust to weatherengine. Its' working game mechanics in character's life are still pending to be added, and so are the skiing NPCs. Both are coming up, but before that these improvements were first in line.

 - improved: moving in the snow mobility and fatigue penalties

        Previously there was one overall reduction to character's mobility when moving in the snow without skis, but now the actual snow depth affects to how much the mobility is actually reduced. The same goes for fatigue as it now accumulates slower or faster depending on the snow depth. Shortly, the deeper the snow the harder and slower it is to trudge through it without skis.
 
 - added: snow penalties for animals and NPCs

        NPCs and animals now suffer from the snow penalties similarly to player character. All the snow penalty mechanics now work the same for player character, other human beings and animals.
        The actual snow depth that starts to hinder the animals is naturally relative to their size. A human knee deep snow is a little extra strain for an adult elk, but for example a wild boar or dog would suffer from it more significantly. The new snow depth mechanics bring in many new factors to animal movement and hunting scenarios. For example, it now becomes actually possible to practice traditional hunting tactics to more easily chase elks on skis during the deep snow period.
        It should be noted that there also several animals that are adapted to moving in the snow without much difficulties at all. There are for example hare, lynx, glutton, weasel, ermine, squirrel and so on. For animals like these the snow penalties appear far lesser, and they have their species specific snow movement adjustments in action.

These are future additions - not yet functional in current version 3.63.

May 21, 2021, 02:19:58 PM
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Re: Greetings! Sami's old flint and steel video still somewhere? It's so nice to read testimonies like this one. ;) For me it's very rewarding to hear about the game actually leading people outdoors, exploring and trying things.
That's our ultimate development goal. Thanks for posting.

I guess I have the firemaking video still on CD-ROM somewhere. We could think about putting it available at Enormous Elk YouTube. I'll try to remember to browse the archives at some point.

June 16, 2021, 03:55:13 PM
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Re: Can it be done? YES IT CAN!!! so i did some googling on computer games on cromebook turns out new cromebooks come loaded with linux just had to turn it on and download linux 64 version from enormous elk.
June 30, 2021, 05:09:08 AM
1
3.70 beta-3 released on Steam, Itch.io and for lifetimers 3.70 beta-3 update to fix a few bugs has been released for Windows, Linux and OSX on Steam, Itch.Io and for lifetimers at the designated forum section.

On Windows version the listed bugs have been remedied already, but now all the supported platforms are in sync.
With this patch there should be no critical beta bugs anymore, and polishing the lesser annoyances continues.

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

Version: 3.70 (beta 3)

** Saved characters from version 3.50-> 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.


- fixed: weather for migrated characters getting corrupted

Migrated characters now experience reset of the weather upon loading them in 3.70 beta3. So the weather of migrated characters isn't exactly same as when they were saved, but as the reset is based on time of the year the change is most often quite unnoticeable.

- fixed: laggy movement on some map areas

This was related to how seeing through saplings was handled, and on some occasions data checks endedup in slow loop.

- fixed: domestic animals triggering your traps

- fixed: small weight units (g, oz) shown in carried load statistics together with false basic unit (kg, lb)

Now carried load is shown in basic units - either kg or lbs.

- fixed: character creation modes "easy" and "too easy" unexpectedly quit due to option points miscalculations

- typo: "kgs" abbreviation used in metric system units.

It's now always singular "kg", as it should be.

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

Cheers!

July 13, 2021, 10:25:46 PM
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Re: Island challenge stories I did a variant of this. Essentially I did Nekot's challenge; got to a mountain, saw that I was outside a cultural region and on a peninsula with no villages; and shortly thereafter decided that staying zoomed-in all the time was excessively tedious, so I just decided to not explore and see if I could survive the winter without villages. The story I had in mind was that I was exiled for a year. More of a peninsula challenge, but that's not so different from a large island. I just made it to midwinter, but this character is now well-equipped enough that, absent doing something stupid, there's no reason he won't survive winter. The main turning points were:

Spoiler: show

First, I caught a lynx in a big (non-bear) deadfall.

A lynx fur by itself wasn't enough to make an article of clothing, so I was carrying it around when a foreign trader turned up, with a fine handaxe, that he would trade for a rough lynx fur! Having a sharp iron object greatly increase the amount of meat you get from animals.

And finally, the point where it was clear he would survive winter, this catch at 44% starved; this is probably my favorite scene yet playing this game:  a starving man, and a moose caught in a trap, looking at each other just before dawn.






August 19, 2021, 09:35:05 PM
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A family survival game (in the making) As many of you might already know, here at Enormous Elk we have another game project in the making. The game is called Ancient Savo, and it is also keeping your family alive in the 1200CE woodlands of Eastern Finland. The time-scale of the game is so that one turn is 24 hours, and the gameplay is about planning actions. Like "fell down that area of woods", "sow rye", "build a cabin". You don't actually see your family members going around their daily business, so it is more like the old Sim City and such management games, where you hover over the map clicking tiles to plan actions. No fighting; cold, hunger and accidents are your only enemy. And the game is designed to be modding-friendly.

The development has been going on, and at the moment we have most of the basic elements set up. We have 2D and 3D graphics, and you can switch mid-game. You can plan actions and watch your children grow. You can visit a marketplace to barter with NPCs.

In addition to my own coding we already have a few rather awesome contributions by other people - like four original music pieces composed, played, recorded and mastered by Erik Torpström from Rogue Analogue.

Learning to code the 3D graphics took some time, but finally it works good enough. So that for coming weeks and months I'll shift my attention back to the actual game-play, balancing values, adding details etc.

---

EDIT by Erkka at 26th of December 2021 : Removed some outdated information, and here are the fresh additions;

To be honest, I haven't yet gotten to balancing values and adding details. Instead I've been busy with implementing the basics of a modding system, marriage and ability to continue playing as your offspring. All that kind of stuff took more time than I had thought.

Despite lagging a few months behind the intended schedule, the project is still very much alive. A private beta version is available for a restricted audience, and if no fatal bugs are found, there will be public beta sometime towards the end of January, or in February if bughunting eats away time from the actual development.

Apparently the old screenshot got deleted as I updated the project info at Enormous Elk site, so here is a fresh one:



August 22, 2021, 06:26:48 PM
1
A treasure hunt, a home and a badger. On a fine summer day, the world mine to be explored,
Soon though my mind bewitched, senses to be ignored,
All too soon the sun sets, sure on it's way.
However I remain lost as night takes over day.

I travel fast but without a thought,
Hunger sets in, at least there's no drought.
I come across a village with hopes for help,
I stumble on an adventurer who lets out a yelp.
A bear, a fight and lost family heirloom,
I head out after trading for a room.

Spruce forest with a pine mire to the east.
Soon enough I find the tracks of the beast.
Following the blood and items everywhere,
Axe brought back and treasure location to share.
Another search, another trip, the clues concurs,
Finally in the dawn, digging up jewelry and furs.

Why not call this island my new land?
Slowly a home is built right on the sand,
I harvest, slash and burn and plant and sow,
Nettles threshed and planted row on row,
A badger appears and mills around,
I build traps and set up about the beast's mound.

My new enemy takes my birds and hares,
Eating right from my lever traps and snares.
Dodging arrows and knives alike,
Even coming into my home and stealing my smoked pike.
So busy I was chasing my new foe,
My field burning spreading to my home, reaction slow.

As I stared at the burnt out husk, all my items lost to the kerfuffle,
I read in the bottom: "You hear a snuffle."


October 23, 2021, 04:00:42 PM
1
anything