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Messages - Sami

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31
Fixed. We'll allow fishing to work as long as the water nearby in sight, so one doesn't have to face directly towards it.

Fixed - persists in 3.82.

32
Development News / Haft wear out and breakage mechanics continued
« on: January 27, 2024, 05:01:18 PM »
As mentioned in the earlier post we're working on axe and spear haft breakage mechanics and re-hafting features.
To come up with separate spear and axe head and haft items was the easiest part of the process. And that's fully completed by now.
To add mechanics and features to combine head and hafts into fully working weapons, ie. hafting, was a bigger thing to accomplish but it's also done by now.

What's been more tricky was to add active wear out mechanics when these weapons are actually used in the game world.
Be it crafting, building or in the combat. But we've gotten there by now and your axe hafts will actually wear out when the axe is used.
And eventually, when severely worn out, they will break.
(This coding groundwork can be later on utilized for making edged weapons getting dull in use, so that feature is also one step closer now.)


Here's Olaus. He has been using his axe for a long time, and now upon felling yet another tree its worn haft breaks.

It was one thing to make the haft wear out mechanics work for player character, but we also needed to put in effect for NPCs. That wasn't a piece of cake, but it's done by now.
And that opens up an opportunity for variety of new incidents to take place. It's not likely, but theoritically possible, that one day a player character finds an old axe or spear head from the woods. Dropped and left there due to NPC activity.


Here's a bear fighting scene with a companion called Aimo.
Aimo's spear haft breaks at the critical moment, but he wisely proceeds to grab the fallen spear head.
If need be, spear heads can be used as sort of substitute for a weapon, although far less effectively than a proper spear.

These are future features - not yet functional in current version 3.83.

33
Development News / Re: Spearfishing, spawning fish, and the lippo
« on: January 25, 2024, 07:37:23 PM »
Are there plans to introduce smelt and lamprey as additional fish species in UnReal World waters, considering their common association with lippo fishing?

The answer is still the same as above  ;)

34
Please mark this as not a bug. It's just an unusual occurrence.

I reckon there's bugged stuff involved in here.
At least the mushroom tile graphics should be visible if you can examine them by looking at. Here it's not so that's bugged at least.
Would you care to send a savegame from this said location, would help to get on track with it.

35
Development News / Re: Haft them axes, haft them spears
« on: January 18, 2024, 07:51:28 PM »
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which can break over time or upon damage

Or do you mean them being worn away and eventually breaking after repeatedly using them for crafting/activity over time?

That.

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AFAIK the only way to damage weapons is to use them to block attacks. Are there other ways they can be damaged?

Currently there are no other ways, but there will be when these hafting features get released.
Then the hafts will start to wear out from all the regular tasks the weapons are used in;
crafting, building, chopping trees, etc.

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Some scenarios (from most likely to least likely):
A spear losing its head while it is used to spear fish in shallow/deep water and while you are standing on land or on shallow water.
A spear/axe losing its head just as you finished making a hole in ice.
An axe losing its head while it is used to fell a tree while standing over shallow water.
Using a spear/axe to attack an entity that is standing on shallow water or swimming in deep water.
Throwing a spear/axe to attack an entity that is on shallow or deep water.

Is it possible to lose an axe_head/spear_tip during the above scenarios?

Yes, it is possible, even though I haven't yet actually considered how to cope with the heads falling into the water.
But when the haft breaks the heads drops at the character's location - and if there's a water tile, for example when the character is wading, then the head drops into the water - and with the current mechanics it gets lost.

36
Inconsistency isn't a bug per se, but yep I get it would be reasonable to change the said Make menu key.
If I recall correctly, having not heard of this being brought up before it's probably not all too bothersome for most.
Anyway, we're in for the adjustment but the change may also cause some frustration for the long-term players who've gotten completely used to the current keys over the years, or decades.

37
Development News / Re: Haft them axes, haft them spears
« on: January 13, 2024, 01:14:13 PM »
I would suggest the head quality to be stored separately from the quality of the overall item, as suggested above.

It's going to be stored separately.

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Thirdly, I would suggest a de-hafting activity whereby you remove a  (s)haft from a hafted item to allow the head to be mounted on a new (s)haft. This could be used as preventative maintenance on an item with a badly worn (s)haft, but could also be used to try to improve the quality of an item where the hafting didn't work out properly, resulting in a lower quality item than you'd like.

This has been considered, but not decided yet. In a game one may be easily tempted to try hafting until you get the quality you want, but in the real world approach to the relatively time consuming hafting is probably different. Replacing a noticeably worn haft is a different thing, and that case that the haft also can be removed a bit more easily than the new tightly fitted one.

38
Development News / Re: Haft them axes, haft them spears
« on: January 13, 2024, 01:07:14 PM »
Another question: will battle axe and woodman’s axe have long haft, or will all axes take same hafts?

There are only two generic haft types, one for axes and one for spears, that will suit them all.
Yes, in reality the hafts will differ depending on the axe/spear type, but in order to not make things overly complicated we'll just go with generic hafts.

39
Development News / Re: Haft them axes, haft them spears
« on: January 13, 2024, 01:05:58 PM »
Will the weapon’s head quality be stored separately, retained through hafting and re-hafting?


Yes.

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Can we examine the axe in inventory to see the quality of the head?

No. Haven't been considered.

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Or will we see “fine axe with decent head”?

No, you'll see just "fine axe".

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2nd question is regarding to inventory stacking: will all various combinations AND wear&tear levels be stacked separately?

Yes, they will be stacked separately. That's the thing with stacking, if there is difference with the item properties the items wont' stack.

40
Development News / Re: Haft them axes, haft them spears
« on: January 13, 2024, 01:03:15 PM »
I have two questions:

Will there be a space prompt (I think there is one) to make you stop and take notice when the shaft breaks? Just thinking that it'd be annoying if the head falls on the floor, and you wander off without noticing?

Yes the breakage message will be space prompted.

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Will hafting a masterwork item with a lower quality shaft reduce the quality of the axe? It would be good to reward the players own self-sufficiency in that way by making carpentry skill more desirable.

Erkka already answered this, with an answer that is mentioned in the original post. ;)

41
Trading hundreds of boards at one go isn't often plausible because since they are too much of a burden to carry around, but nevertheless the said exploit exists.
This is fixed now, so that the villagers will check the necessity of offered items also during the first trade.

Fixed - persists in 3.82.
The usual way this was exploited was: chop some trees near the village, haul the trunks to a house in the village, create the boards, carry the items you want to buy to the spot with the boards. until all boards are in your inventory: pick n boards up, where n is the max you can pick up at a time (depends on player's weight), now you are carrying maybe 1000 lb of lumber. finally pick up the items you want to buy, chat with a villager.

Perhaps if you are already overloaded on weight you should not be allowed to pick up any more items.

Yes, I figured the overload carrying - but not moving - can be done by picking up the excess weight in smaller portions.
Hmm, for now I don't think we'll need restrictions to overloading oneself like this. I bet we'll still discover more trading exploits item wise in the future,  but they'll be addressed when reported and time allows.

42
Development News / Haft them axes, haft them spears
« on: January 12, 2024, 06:19:14 PM »
Hafting of the axes and spears is underway. This is relatively complex and fundamendal addition and I guess we'll be putting out a new release when it's all finished.
There's still lots of work to do, but let's have a first sneak preview of the upcoming hafting mechanics.

So, axe and spear items now consist of two parts; heads and hafts. Haft refers to their wooden handle or shaft, which can break over time or upon damage.
When a haft breaks the separate head remains, and can be hafted again. Hafting is a process of attaching axe or spear head to a new haft, making it a complete working weapon again.

Now let's meet our test character Terhi and let her show how the hafting in UnReal World goes.


One day the haft of her trusty woodsman's axe broke leaving the head lying on the ground.
For all the different axes and spears their heads now also exist as separate items.
Blacksmiths still sell these weapons readily hafted, so the heads aren't commonly found until the axe or spear haft breaks.



Crafting the hafts and the process of hafting can be found from [M]ake menu under a new [H]afting category.
The first two options are used to craft a new haft, and the latter for actual hafting to assemble a working weapon with the head and the haft.
Terhi now proceeds to craft a new axe haft.



Both crafting the haft and hafting task itself requires CARPENTRY skills.  Terhi has managed to craft a fine axe haft, and then she proceeds to actual hafting.
In this list of hafting requirements there's a new "hammering tool" entry. Axe haft needs to be pounded tightly into the eye of the head, so a hammering tool is required.
The butt of another axe, if available, is the best option but you can do this hammering also with a club, solid firewood or even a stone.



The hafting is done and she managed to assemble a decent woodsman's axe. Let the timberwork continue!


The haft quality and success in hafting has significant impact on the finished axe or spear usability. Poor hafting may result in lowering the weapon quality even below the head quality itself. The finished axe or spear quality thus now refers to overall usability with the used haft, and the success in hafting.
On the other hand, you may also manage to raise the finished weapon quality higher than the head quality itself with a perfect and perfectly fitted haft.

So, this is how 2024 starts feature wise. Stay tuned.

These are future features - not yet functional in current version 3.82.

43
We could still take a look at that sage quest pop-up oddity, if you still have a backup character that suffers from the issue.
If so, you can .zip up the character folder and e-mail it over to me: sami [at] unrealworld.fi

44
Trading hundreds of boards at one go isn't often plausible because since they are too much of a burden to carry around, but nevertheless the said exploit exists.
This is fixed now, so that the villagers will check the necessity of offered items also during the first trade.

Fixed - persists in 3.82.

45
Ah. This likely happened if the open water freezes again after the spawning has initially started.
It's fixed now, so that the spawning gets interrupted if the conditions at the spot turn unfavourable.

Fixed - persists in 3.82.

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