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Topics - Sami

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91
So we've completed a suggestion reply marathon, which means giving a reply to each suggestion from a longer period of time.
This time the marathon covers six month period from October 2019 to March 2020.
The results are compiled in one forum thread which you can find here (pinned at Suggestions section):
http://www.unrealworld.fi/forums/index.php?topic=5485.0

All the replies are also up at in their respective forums threads.

Have a look and hopefully get slightly clearer view of where the development is going to.

Phew! That was whole lotta replying.

92
Suggestions / Suggestion reply marathon | Oct 2019 - Mar 2020
« on: April 28, 2020, 04:22:57 PM »
Suggestion reply marathon - Oct 2019 - Mar 2020

This marathon thread is a compilation of suggestions and replies to them from six from month period of October 2019 to March 2020.
Each reply can be also found in their respective forums threads. By the time the marathon was done around 15% of new suggested things were already featured in the game. Naturally some of these things will never end up in the game but replies are given nevertheless and thus the development roadmap hopefully grows clearer.
After these replies my time to continue ponderings on these very subjects rarely continues, but the topics stay open and discussion can naturally go on till the end of time.

Here we go...



Changing maximum lengh of thread/cord/... possible in recipes to 16 bits

https://www.unrealworld.fi/forums/index.php?topic=5197.0

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There are a few cases where you'd really want quite substantial lengths of material when crafting items. Currently this affects mods only, but once those kinds of crafting recipes make it into the game itself they may cause issues.
..
As indicated, it's not urgent, but something that may become an issue in the future.

No issues in sight. Then one just selects multiple lesser-than-required length tying equipment. Eg. if 1500 ft of cord is needed you can use a stack of 100 * 15 ft cords.



Making location of bird thief quest traps a little bit easier

https://www.unrealworld.fi/forums/index.php?topic=4556.0

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The Bird Thief quest can be a real pain when the target area is coniferous, as visibility is poor to start with, and there's a significant risk of the traps being obscured for the player by trees on top of that. The description talks about human footprints, so it would make sense to actually have human footprints in the area, similar to how the Wounded Adventurer quest has animal footprints (but the human wouldn't remain in the area, obviously).

I like the idea of footprint possibility. That would make sense indeed. Should this get added at some point the footprints visibility would naturally also depend on terrain, elements and character's tracking skill.



Wishlist

https://www.unrealworld.fi/forums/index.php?topic=5204.0

Firstly, it's a good policy to pinpoint a suggestion or two rather than post lists. That way it's easier to find, read and discuss these things.

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Have all items on your animals be available in the trade screen.

Would surely be handy with tons of items on tons of animals but as this is an interface limitation getting to tweak it now is way too costly compared to the importance.


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An auto-pause when spotting wild animals. If not having an auto-pause is a feature to make stalking pray harder, then I understand.

There's an auto-pause when spending time in one location. When moving about I feel this isn't needed.


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Multi-select in the action menu. My use case would be to unleash/tie all or some animals at a time, equip ski stick/skis/paddle (my courtyard is only accessible through water or a gauntlet of traps).

I see the point, but unfortunately the internal design limits things like from being easily adjusted. As it's a matter of playstyle how much keyboard jockeying we all have to do on game-daily basis this also feels very costly compared to importance.


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Ask which target to attack when multiple beings are standing on a tile. Additionally have the attack repeat function (key: 3) remember who you last attacked and keep attacking them for each successive attack.

That target selection is done. I feel it's best to keep attack repeat target selectable as sometimes we want to repeat the same good attack at different nearby targets. It's hard to say which is the most common attack-repeat usage for the majority of players, but I don't recall anybody suggesting a different functionality earlier.


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Allow non-weapons to be thrown when both hands are wielding something. My use case is throwing bait on traps. Currently I either drop bait and push it on a trap or un-equip one hand and throw the bait.

Neat and simple idea. Will browse the throwing code and consider. This could be implemented so that such throwing would be always allowed in non-attack manner, ie. if the target isn't a creature. Then you could also toss a branch into the fire with equipped hands etc.


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Crossbows should not require the 2nd hand slot to hold an arrow. Crossbow items if loaded should say what type of arrow is loaded in its name and you should be able to use the action menu (or some other way) to unload/reload them . Once loaded you should be able to swap an unloaded crossbow with a loaded one from your inventory.

Two slots occupied reflects the fact that proper crossbow usage needs two hands, and carrying loaded crossbow is simply a risk one wouldn't take. Hold it carelessly with one hand and you might easily fire it while running or moving about. (As an interesting trivia, ancient Finns had very unique way of shooting with crossbows holding it at about the hip height. It's quite slow and delicate process to start with.)


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Have a repeat the exact last crafting recipe key. My use case is smoking/drying/roasting batches of 19 per cord or 10 for roasting. Preferably it would be press shift-r, a list of what you are about to craft shows up in the message log and then press space to confirm crafting.

I see the point, and we try to ease keyboard jockeying every now and then little by little. This would be biggie, and trickier than it seems at first. Can't say much more about this right now, have to consider carefully.


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In the eating screen remember what you last ate and have it automatically selected.

It should work like that already.


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Separate talk/command to shift-c for talking to people and something else for ordering/interacting with your pets. Unless all my dogs are visible to me, the chat selection is bogged down by all the names of dogs not visible to me.

It's very likely that we get into separating chat from commanding in the near future. How it works now is very clumsy even if you weren't a dog hoarder.


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Digging holes should be a resumable task. If you stop digging you lose all your progress and the dirt you dug out magically goes back in the unfinished hole.

This is done already.


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Have items of the same exact type and weight stack with ones already packed on animals instead of making a separate entry.

That's how it should work alrady. Big stacks may break the rule, though. I'd have to check the case individually to get a better idea.


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Have animals/pets have the same unique item limit that a player has. Currently animals have a ~20 unique item limit and you’ll receive a “Burden of x is too much for “animal name” to carry!” despite having weight/load capacity left.

We've imagined pack animals being used for carrying carefully selected items. Some slender trunks and bags of rye, maybe dozen of furs, and pile of meat. I'm aware that if they are used as walking general stores the limit is hit. However, expanding animal data is bound to take place somewhere in the future, but needs to be linked with other animal structure related overhauls.  The actual timing can't be predicted.


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When walking over items you’ll see two different font colors, blue if there’s a single item and black if there’s multiple ones. Please use one font color (blue or something else) for both cases so that it is easier to distinguish items on the ground from other things.

It's been like this forever with no alternate suggestions heard out loud so in that sense it's better not to touch it.



Making Clothing

https://www.unrealworld.fi/forums/index.php?topic=5224.0

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Shouldn't making fur and leather clothing be Hideworking instead of Common?

Clothmaking is very simplified, and we've been thinking of completely new "clothmaking" skill along with some complexity to the process, but these things have delayed and delayed. Generic clothmaking/tailoring skill is also debatable add as technically textilecraft is again very different from leatherworking. And one can also be excellent fur tanner but a lousy clothmaker - so having the both under hideworking have felt tricky too.  I guess because of all this hesitation a proper move hasn't been made.

But yes, fur and leather clothmaking could be made prone to hideworking. (Harnmaster, my all-time favourite inspirational rpg system, has it like that too.) And we could then feature textilecraft later on. We'll consider. It requires adding some additional complexity before the mere change feels justified, though.



Goats!

https://www.unrealworld.fi/forums/index.php?topic=5227.0

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Goats are hardy breeds, producing fur, meat and milk.
..
They are also cheaper, more self reliant and judging by these reports was introduced in the Stone Age never mind Iron Age Finland!

Yes, goats would fit in the game world nicely. One decent thing to consider among so many others.



ft of Cord

https://www.unrealworld.fi/forums/index.php?topic=5234.0

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Instead of having a separate length of cord why not make them all 1ft? The item would then be called "ft of Cord" and the length would be in the quantity.

Doesn't feel like a reasonable adjustment - especially just so shortly after long-awaited measure of length system has been built up.



Rafts!

https://www.unrealworld.fi/forums/index.php?topic=5200.0

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So, it takes 3 500lbs logs to make an 80lbs raft?
Perhaps slender logs should be used instead? In real life I wouldn't  fell 3 full sized trees for a simple raft - I'd fell smaller trees anyways.

Raft weight shall be fixed. It's indeed way too low,  80 pounds currently.
Numerous raft related additions are also being planned, for example small raft from slender trunks.
Also, rowing the raft should be way slower than going with a punt. Moving a heavy raft with paddle should be both slow and quite a bit exhausting as well.



Physician skill healing party members

https://www.unrealworld.fi/forums/index.php?topic=5241.0

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I was thinking, instead of letting party members heal automatically maybe u would need the physician skill? Then ppl would need to choose if they want to make themselves a beefy character or if they boost their physician skill and aim to get help from others, perhaps?

It's not good to make NPCs completely dependant on character's physician skill - they have it also in their own skills galore. But importance of character's physician skills is already featured to some extent as you can use it to treat bleeding wounds of your companions. Some of these can be the kind of wounds which NPCs don't always necessarily manage to stop by themselves. Other physician processes could be also extended to allow treating NPCs (and pets), and that would be interesting indeed.



A Few Ideas: Agricultural help, Snake fangs and more…

https://www.unrealworld.fi/forums/index.php?topic=5242.0

Firstly, it's a good policy to pinpoint a suggestion or two rather than post lists. That way it's easier to find, read and discuss these things.

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Agricultural help from companions. I recently was harvesting my herb patches and I had a companion. As I cut down the nettles, I wished I could ask him to either thresh the plants behind me or pick them up for me.

Yep. The ways that companions can help out the player character need to keep increasing. And this surely should be included.


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Putting branches in an ice hole to help delay refreezing.

This would be an interesting trivial addition. It immediately comes to mind where to find data about how much this should delay the freezing.


Quote
Player characters shouldn't start with perfect knowledge of traps.

Agreed. And player characters shouldn't start with perfect knowledge of all the other crafts and constructions either. It would suit the game world perfectly is if things needed to be learned gradually and in more culturally dependant fashion.


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Snakes should drop fangs/teeth. Maybe could be a spell component. A Sage request item?

Would be nice little detail, among many others. We'll see if a proper in-game context comes in our way at some point.

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Trading with different types of people should mean what items you trade with should have different values.

Yep. This is the trading direction we'll turn to at some point. The timing can't be predicted, though. It needs detailed planning and some unhurried time to concentrate on trading as a whole.



Traps should be nerfed

https://www.unrealworld.fi/forums/index.php?topic=5248.0

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I've been playing for years now and the big thing I've noticed is how incredibly easy the game becomes after setting up a single trap-fence. Usually on the border of a open mire and a coniferous forest or coniferous mire. Or by just keeping a trap-fence around my settlement I often have an elk or reindeer diving straight into one of my traps once every two months.

It's quite dangerous to go adjusting the traps as whole based on only few character's playstyle. Trapping is also frustratingly difficult to some at some times. I'd really need to see the trap-setting you have found all-too-easy, and then see what is actually the thing to tweak.
For example, if settlements are surrounded by trap-fences and huge trap complexes that costantly seem to get catch we should better make certain animals more scared of human presence, or human activity, rather than to adjust trap effectiveness.

I find the trapping system working quite nicely, but I'm quite moderate and traditional trapper in the game. So, I could first have look at people's trapping-sites from savegames if you find them unjustly fruitful.



Difficulty Scaling

https://www.unrealworld.fi/forums/index.php?topic=5250.0

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I believe the game would benefit from adding difficulty options during character creation. What I suggest are things that affect the entire game world such as animal spawn rates, bandit spawns, average item quality in villages, average temperature and so on. All of which intended to make the game harder only.


Difficulty levels such as these isn't my cup of tea. To me this would mean a whole different approach to the whole game design. I'd rather tweak the game mechanics and add content to feature more of that desired difficulty, and allow playstyle choices to affect how harsh and risky character's life will be.



Field dress/quarter big game

https://www.unrealworld.fi/forums/index.php?topic=5251.0

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Option to field dress or quarter game. It might make the difference in weight reduction to be able to pick or pack carcasses and transport back to a preferred processing location.

Would be a reasonable addition, and working on this would also turn focus to maybe adding organs and blood too. We'll consider.
Heavy carcasses, big elks and such, would probably still remain a burden to transport as field dressing on average reduces the living weight by 30% or so.



[naming: last word] functionality extension

https://www.unrealworld.fi/forums/index.php?topic=5258.0

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I propose a small extension that could greatly improve customisation and simplify many mod recipes I've seen.
..
In addition to "last word",  it should be possible to use integer values:
"n" : get the value of the nth word
..
In a similar fashion,  as it happens in python lists:
"-n" : get the value of the nth last word

Hmm. Gotta check the code and consider. It may seem simple and quick thing to add on the outisde, but as the game hasn't been designed for modding things can be quite a mess in the inside.



Arrowheads

https://www.unrealworld.fi/forums/index.php?topic=5259.0

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Instead of just gathering common rocks in order to form arrows, why not craft arrowheads from stone/rock. It would be interesting to do flintnapping, or to carve arrowheads from bone and antlers.

Iron arrowheads could be a trade item, too, instead of completed Superior arrows. It would feel great to trade for some Superior iron arrowheads and form my own arrows.

I'm all in for making archery related stuff more detailed. It's currently all too easy to make deadly arrows from generic branches and rocks.

Flint isn't commonly found, but arrowheads from bone and other rocks would do. Also, acquiring arrowsheads by trading is a thing that I'm in for.

I could spend lots and lots of time for some archery gear overhauls. We'll see what happens at what point.



Name of animal on Animal commands

https://www.unrealworld.fi/forums/index.php?topic=5261.0

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Can we get the name of the animal on the Animal commands.
I have attachted an example.

Yes, that would help owners of many animals to be sure the right one got commanded. Simple addition, we'll put it to effect.



Choosing target for attack if they're occupying a single tile

https://www.unrealworld.fi/forums/index.php?topic=4979.0

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A simple menu: "Attack which target?" please!

Just letting you all know that this feature is coming up.



More Tracking info

https://www.unrealworld.fi/forums/index.php?topic=4967.0

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an tracker at a certain level should be able to see if his prey is crippled by it's gait and I should also be able to determine relative size small, big, from tracks these small changes would make it easier follow specific animal in a herd.

This is coming up. Both limping and animal size info will be added to tracking description.



End of part 1/3. Read on ...

93
Development News / The situation and stuff
« on: April 11, 2020, 01:13:35 PM »
These are challenging times. I hope you are doing okay and healthy.
And I believe the game may serve as a breath of fresh air during the times of isolation.
Also, it's fine to express our thoughts and feelings and experiences about the pandemic on the forums too, if you feel like it.

Finland is locked down too, but things haven't changed all that much for me or Erkka as it's remote countryside life anyway.
The virus affects the daily life nevertheless, and these days portion of my time and energy also goes to assist close elderly people who need help.

The development is being kept on, but I tend to get swamped under feedback simply because people have more time to play the game and I have less time play the developer role. ;) I maybe delayed with replies and reactions, but nevermind - still doing my best to cope with the life and the game.

There is fistful of bugs pending to be fixed, and I've started writing reply marathon to suggestions from the past six months or so. I guess it will be the first reply marathon at the new forums, but it's still several evenings away before I'm done with it. From my own endless to-do pool I've started work on improvements regarding the fire mechanics. There are many little things to adjust and add, but you'll hear more about it when it all starts to shape up.

Take care!

94
Having hard time learning UnReal World keyboard commands?
Interested in modding keyboard macros for repeated tasks?
Or just wishing to use a touch screen instead of the physical keyboard?

We have some good news for you! A brand new UnReal World Mobile Controller app does exactly those things. Tap a "BUILD FIRE" button on touch screen and your character starts to build a fire. Tap "EAT" button and it will open a list of your food items, and you can use the Mobile Controller buttons to choose the item to eat. Edit a XML-file to customize the Mobile Controller virtual buttons, so that you can have buttons so arranged it best fits your personal playstyle.

The app comes in two versions; A free version with Google ads and with the standard virtual button layouts. And a paid full version which doesn't have ads and also allows you to use custom layouts. At the moment the Mobile Controller is available for Android only. An iPhone version might follow later on, depending on demand.

Find the UnReal World Mobile Controller at Google Play.
The full version
The free version

The app idea was suggested by a fellow indie inventor Ilmari Tamminen from Vaakalintu Ltd.
He did a whole lot of the design work, while Erkka (from Enormous Elk) did the coding.
This thing has been cooking for quite some time and now it's officially released.

Mobile Controller works with version 3.62 onwards.





95
The time has come for us to enter the realm of itch.io and offer more of an indie marketplace for the game in addition to Steam distribution.

UnReal World is now available on itch.io. Launch sale lasts until end of march 2020. The price of the game on itch.io is slightly lower than on Steam, version updates to both will continue to follow similarly.

Here's our Itch.Io page:
https://enormous-elk.itch.io/unreal-world

Take a look, take your pick, spread the word, stay healthy.

96
Development News / Version 3.62 released on Steam, and for lifetimers
« on: March 16, 2020, 05:12:52 PM »
Wrapping things up went easily so it's time for the first release of 2020 as version 3.62 is now released.
It's available on Steam, and Lifetimers will find the release at the designated forum section.
Later this week we'll be setting things up on itch.io and release the game there as well, with continuing updates. We'll announce when it happens.

But well, what's new?
Half a dozen additions and dozen of bugfixes as follows:

3.62 changelog

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


- added: trading cap for meat and fish

         Villagers stop accepting meat and fish in trading when if they have decent reserves already.
         This cap isn't fixed but depends on village population. Also, cooked meat and fish are often
         accepted in larger amounts than raw.

- added: digging and filling up pits are now pausable tasks

         You can stop these processes at will and continue later on by [a]pplying your shovel again.
         
- changed: pits are now simply called pits instead of former vague term 'hole in the ground'.

- added: tracks getting covered and decayed by snowfall and rain

        Snowfall and rain now affect to tracks getting covered and decayed. You'll notice these effects
        by tracks getting less visible, and eventually disappearing completely. How fast this happens
        depends naturally on amount of the rain or snowfall. Severe snowfall may cover even the fresh
        tracks in an hour or so. Decay caused by rain is often lesser, but still noticeable. The older
        the tracks are the sooner they are prone to decay and disappear in case of both elements.

- added: tracks left by children now appear smaller

        This includes graphical presentation and description of the tracks eg. "You see here small
        human tracks."

- added: aggressive village dogs calm down together with their masters

        In case of minor breaches villagers might punish you for a while and calm down after you had
        learned your lesson - but their dogs didn't react accordingly. Now village dogs will calm down
        if their masters do so. This doesn't prevent village dogs from being a serious threat as they
        don't always reason the power of their attacks the same way the humans do and may cause lethal
        wounds by accident.

- adjusted: precautions regarding character save failures

        Additional precautions to overcome rare cases of character data blanking upon unexpected
        termination of the game have been added.

- adjusted: map maintenance routines
     
        The adjustments remedy rare occasion of too frequent maintenances of fresh characters with heavily
        explored zoomed-in maps.

- fixed: overlapping tracks modifying the existing track information

        Things like animal size and track freshness were sometimes mistakenly modified by overlapping tracks.

- fixed: watercraft mistakenly transported with the character when zooming out right after getting on shore

- fixed: everlasting small bones

        Certain bones would never get eaten up completely no matter how long dogs would chew on them.

- fixed: carcass disappearing if the creature dies while making a hole in the ice

- fixed: human tracks described wrong

        NPC description was mistakenly added to track description.
        It said eg. "You see here craftsmanhuman tracks." instead of intended "You see here human tracks".

- fixed: quality improvement when items decay to stale stage
   
        Foodstuff and skins might mistakenly improve a bit in quality when decaying if their original quality
        was the lowest possible.
           
- fixed: sages of some cultures not replying with valid phrases when asked for their skills and expertise
 
- fixed: animals released from the forest cover not following character on zoomed-out map level

        This got broken along with NPC pet ownership additions. Now it works again as it should.

- fixed: some cave treasures you heard of were never to be found

        The bug was caused by map maintenance being prone to mistakenly remove cave treasure locations.

- fixed: partially skinned carcasses mistakenly turning skinned upon map load

     This bug usually manifested itself when skinning got interrupted and the character fell asleep, which
     also initiates map save and re-load.

- typo corrected: angrered -> angered

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

Who can have it?

You can have it, but you gotta get it from Steam - or later this week also from itch.io.
The release interval between paid and "donation-based" releases have grown significantly longer than what we have gotten used to in the past. This is because during past years donations have dried out disallowing solely donation-based development to thrive. Donations are still an option, people do it for a reason or another, but your generosity isn't any longer linked to the great perk of most up-to-date version being freely available for everyone. I'll be happy to answer possibly puzzled questions of relatively recent of near-future intending donors, so don't hesitate to eg. e-mail me if you feel like it.

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


97
Development News / Pausable digging and filling up pits
« on: March 14, 2020, 12:56:22 PM »
We're wrapping up version 3.62.
A trusty small patch with about half a dozen additions and dozen of fixes.
It's just around the corner.
Of the latest additions digging and filling up pits are now made pausable, so you can stop these shoveling processes at will and continue later on by [a]pplying your shovel again.

Now it only takes some building, packaging and testing and hopefully the next week will be the release week.

98
Today, February 28th, Finland celebrates Kalevala Day and the Day of Finnish Culture in honor of The Kalevala - a 19th century work of epic poetry regarded as our national epic. That's something to celebrate, but we've got some more for you on this special day...

In early 2020 we received an interesting e-mail from a player (Cheers, Travis!) sending congratulations on a milestone: UnReal World had lasted 10,000 days in the real world.
This was calculated from the date stamp in executable file of version 1.00b distribution archive. We don't even remember the exact release date, but it was summer of 1992. So the continuing lifespan of the game is at least 10,000 days - and well, it's quite something.

Needless to say, The Kalevala and UnReal World go well together. It is not so much about direct influence as a book, but the game draws inspiration from the same pool of oral tradition, folklore and mythology of our ancestors. Of this content some is rooted in ancient unrecorded history dating back thousands of years, and some is closer to Iron Age - where the game takes place. So let this day be a celebration of The Kalevala, but also 10,000 days of digital Finnish Culture in the form of UnReal World.

10,000 days...

10,000 days is a long time. Lines of source code in the game now sports somewhere around 140,000.
On average that makes:
14 lines of code per day
for 10,000 days.

Changelogs for version releases contain around 15000 lines of text, so that makes:
1,5 lines of changelog entries per day
for these 10,000 days.


...and continuing

That's just some numbers to give an idea of the long history, which is continuing as we speak. It seems to be 9 days since the last dev.post here at the forums.
So on average there should be around 126 new lines of code and 13,5 lines of changelog entries written.
We haven't checked but we are continuing.

Would you buy an old but continuously developed fenno-ugric roguelike from these guys?

From the left: Sami (creator) and Erkka (co-designer) of UnReal World

We wish you happy Kalevala Day and the Day of (digital) Finnish Culture.
Let's continue.

99
Development News / Tracks covered and decayed by snowfall and rain
« on: February 19, 2020, 06:40:22 PM »
I've had a simple roadmap for the next patch update with a simple goal of "fix a dozen things, add half a dozen new things". The fixes are soon done, and new features are being worked on. One thing to mention is an addition of snowfall and rain now covering and decaying tracks. Track decay rate naturally depends on amount of snowfall or rain, and also the age of the tracks. Severe snowfall may cover fresh tracks in a hour so the weather now gets to play a greater role in tracking.

Few more fixes, few more additions to go. And then getting to build a new update. And as we can see and imagine from this example one single addition can easily include half a dozen side factors and bring up dozens of new situations to our adventuring characters.

100
Development News / Year 2019 now added to development history log
« on: February 13, 2020, 04:46:39 PM »
Briefing of the year 2019 is now summarized up at "Development history of UnReal World" section at the homepage.

You can take a look at the Dev.news since 1992 page here:
https://www.unrealworld.fi/urw_devhist.html

101
Development News / Start-of-the-year post
« on: January 27, 2020, 08:30:41 PM »
2020, here we go! I hope everyone is doing alright.
For me, the last year started with a broken shoulder and the winter was pretty much over before I recovered up to healthy coding condition. This year starts better, with no serious injuries, and wrestling with bugs reported during my lengthened holiday season has been going on for a good while.
   The winter hasn't been much of a winter, though. We barely have snow, it's been a very few minus degree periods during the midwinter and the thin ice cover on the lakes lakes keep thawing and freezing. I've longed to go for skiing the whole winter, but that hasn't been possible. Bummer.
   But here we go, starting up a new year of game development. Minor bugfix updates to be expected first. Stay tuned.
And if you're up to sharing your own start of the year feelings feel free to drop a few lines. Cheers!

102
Development News / 3.61 released (on the homepage) and a happy new year!
« on: December 31, 2019, 05:27:07 PM »
On my behalf this decade ends with release of version 3.61 out to public on the homepage. Standalone installers are available now. If you're new to this version find your way to downloads section and be sure also to view changelog there as a lot has changed in 3.60 and 3.61.

We wish you a happy new year! (...and happy new version for those who only now get to try it out.)

I'll keep hibernating for a little while, although may occasionally reply to a post or two, but getting back on track for real with coding will have to wait until mid-january.

See you in 2020 - that's yet another decade for UnReal World development as well.

103
Development News / Winter greetings, sales and releases
« on: December 21, 2019, 07:32:50 PM »
The time has come to enter the holidays.
Thank you for 2019 fellow adventures, and we'll be seeing you again after yet another winter solstice.
The fresh version 3.61 seems to be running smoothly ...aaaand Winter Sale on Steam has begun, in case you want to give it a shot.
We will release 3.61 also on the homepage at the turn of the year.

With this picture we wish best of the season to all of you!
Cheers, and happy holidays!


Sami (creator) and Erkka (co-designer) prepared to chase away the darkness and welcome the nearing winter solstice :)


104
Development News / Version 3.61 released on Steam, and for Lifetimers
« on: December 17, 2019, 07:27:05 PM »
The last update of the year is 2019 is out now as version 3.61 is released.
It's available on Steam, and Lifetimers will find the release at the designated forum section.
In addition to fistful of bugfixes this update also features a small bag of new features of which some are long-awaited and suggested improvements.


3.61 changelog

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

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 - added: companions can help you with hauling and pushing items

          Unoccupied companions spontaneously help you when pushing or hauling heavy loads is
          being proceeded.

 - added: fence gate

          Gates can be opened and closed just like doors. They can be also built by player character
          from Make menu under Building options.

 - added: when [C]ommanding animals the animal name is displayed in the menu title

          For example, if you would command a dog called Rekku the menu title appear as:
          "ANIMAL COMMANDS: REKKU"
          This helps owners of multiple animals to be sure they chose to command the desired one.

 - added: target selection if multiple creatures occupy the same location where an action is to be done

          If there are multiple creatures at the location where you proceed to execute certain actions
          you will be asked to select the target creature. This applies to following actions:

          - melee attack
          - packing and unpacking animals
          - looking at the location

 - added: limping and animal size tracking information

          When examining tracks now you can also see if the creature is limping. This requires
          character's TRACKING skill to be 25% or more. Severity of the actual leg injury can't
          be interpreted so crippled animals also leave limping tracks.
               Animal size, big or small, can be also seen from their tracks now. This is so
          obvious that only absolutely untrained trackers will fail to notice it.
          Moreover, the actual track graphics are also shown smaller or larger depending on
          the creature size. Notice that as the young animals smaller in size their tracks pretty
          much always appear as small ones.
               The new information is displayed in tracking messages for example like this:
          "You see here fresh limping tracks of small elk..."

 - added: tree in front of the character automatically selected when cutting branches

          You don't have to specify a direction for cutting and peeling actions if there's a tree in
          front the character you. That tree is always automatically selected for these actions.

 - added: chat option to ask for a sage in the village

          When chatting with NPCs there's now a way to find out ask if there's a sage in the village.
          "Is there a sage around?" chat line can be found from "Ask for help/company" chat options.
          If there's a sage you will be told his whereabouts in the village.

 - changed: need for heated room, fireplace or fire are checked first in cookery recipes

          It's more convenient that way as you aren't bothered with meaningless ingredient selections
          if these requirements aren't met.

 - fixed: failed hideworking with "somebody else got the skin" message diplayed and no skin obtained

          This rare occurrence might happen if the hideworking got cancelled at the very last minute
          of the hideworking process.           

 - fixed: agriculture graphics representing a planted tile disappearing soon after planting certain crops
       
          This was a result of crops mistakenly entering wintering state if the planting was done early
          enough, and thus the planted graphics was removed. They still sprouted properly though.

 - fixed: wrong inventory weight with certain startup scenarios

          When starting a new character the inventory weight was displayed wrong until you made your
          first move.

 - fixed: gaining skill options during character creation by hovering over encyclopedia hotspot

 - fixed: wrong tying equipment requirements when making patches of items

          This was noted eg. when making arrows. Crafting multiple arrows mistakenly increased both
          tying equipment length and amount requirements.

 - fixed: pushing duplicates items

          The issue was related to ice breaking messing up item data while pushing action was proceeded.

 - typo corrected: "coffing" -> "coughing" in herb effects dialog
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Who can have it?

You can have it, but you gotta get it from Steam. There's still one seasonal sale coming up there, so stay tuned if you happen to be looking for discounted price.
Standalone versions of 3.6* are being released at turn of the year, though. The release interval between paid and "donation-based" releases have grown significantly longer than what we have gotten used to in the past. This is because during past years donations have dried out disallowing solely donation-based development to thrive. Donations are still an option, people do it for a reason or another, but your generosity isn't any longer linked to the great perk of most up-to-date version being freely available for everyone. I'll be happy to answer possibly puzzled questions of relatively recent of near-future intending donors, so don't hesitate to eg. e-mail me if you feel like it.

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Cheers!

105
Development News / Find a sage, build a gate
« on: December 13, 2019, 05:43:41 PM »
These two awaited features are coming up for the next release.

 - added: chat option to ask for a sage in the village
 
          When chatting with NPCs there's now a way to find out ask if there's a sage in the village.
          "Is there a sage around?" chat line can be found from "Ask for help/company" chat options.
          If there's a sage you will be told his whereabouts in the village.

NOTE: Yes it would be great if the villagers would direct you to the nearest sage in surrounding villages if they don't have one of their own. This is to be likely added in the future, but now (to stay in schedule with the release) we were out of time to start working on it.

 - added: fence gate

          Gates can be opened and closed just like doors. They can be also built by player character
          from Make menu under Building options.

These are future additions, not yet functional in the current version 3.60.
The update featuring these additions - and more - is to be released still in 2019.

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