See likes given/taken
Post info | No. of Likes |
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Re: Question for Sami
One vote is enough for me to set up the poll Coming up in a few minutes. December 18, 2017, 09:20:04 PM |
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Adding marriage - poll about how you find its priority
Let's have a poll, just for the sake of poll.
December 18, 2017, 09:28:04 PM |
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Re: Question for Sami
Caius posts good generic ideas, and we have tested them already quite some time ago. I mean, would you believe that we have pondered marriage in the game a lot. Back in 2002, we introduced wives somewhat in the manner of resource generator - resource drain, and slow process. What didn't the next year, or in 2004, or in 2005, was that we couldn't find any more big task that would have a longer lifespan of featured enjoyment than marriage. [If we exaggerate, for some who find there's nothing more to do in the game than eat, it could turn into situation where there's nothing more to do than eat and feed one's wife.] Well, here's snippet from 2002 news.txt, the system was pinpointed like this. It still wasn't holy grail, and after some years I found it all too sloppy. Code: [Select] -------------------------------------------------------------------------------
December 19, 2017, 04:52:16 PM |
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Huge big seasons greetings -- plus winter sales and late year releases
The time has come to say seasons greetings to all of you. It was the winter solstice yesterday, and now we're slowly heading towards the increasing daylight. And I'll be heading towards the holiday season and wish you all great times whatever you may, or may not be celebrating. In case you are wondering whether or how you would go about getting your hands on the fresh 3.50beta version, we'll let you know that show-stopping bugs haven't been found since the last hotfix and Steam Winter sale is going on our UnReal World store page beta being available for purchasers. We'll release 3.50beta as standalone version as well, but that will take place after the holidays, closer to new year 2018. Here's the huge big seasons greetings to each and everyone of you, from the tiny dev and the winter tree. This very tree is kind of a local Ent to me. Merry whatever, fellow adventurers! December 22, 2017, 05:06:40 PM |
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3.50 (beta 2) released for everyone
All the best to everyone for 2018! We'll hereby start the year with release of 3.50 beta version for everyone. You can grab it at homepage downloads section. For those interested in venturing into the far north on Steam, notice that the x-mas there still continues, and you can find your way there from the above download page as well. January 01, 2018, 08:32:18 PM |
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Re: Reemi robbers in Reemi territory?
Not a bug. Robbers who rob their own people are very much historically correct And even if these robbers would be met at territories of neighboring cultures there are odds that the game sets them moving through their own region at some point, for a reason or another. January 03, 2018, 06:47:57 PM |
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Re: 3.50b2 ram milk + bull milk
Fixed now. Milking checks were still based old species properties and not the actual gender of an animal, which is in use now. Fixed -- persists in 3.50 beta 2 January 03, 2018, 09:24:37 PM |
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Re: Wounded adventurer quest - no quest
Now we know better, and bugged it was. This was a case where the adventurer hadn't gotten wounded enough not to be unable to walk, but the quest was still generated. Fixed now, by adding a check that the quest generation gets cancelled if the adventurer doesn't get wounded enough. Fixed - persists in 3.50b2 January 11, 2018, 07:37:43 PM |
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Re: Duplicating items by pushing them into water
I'm very much late to the party but this gotta be related to some specific character/situation you got there. If you still can reproduce it feel free to send a savegame. January 11, 2018, 07:44:15 PM |
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Healing (the bleeding wounds of) your pets and companions
Started to add rudimentary (and probably the most important) stage of healing your pets and companions; trying to stop bleeding of their wounds. More companion/pet healing methods may follow in the future, but we'll start with the most crucial one. The mechanics of applying physical skill to your companions are the same as applying them to yourself. Herbs can be used in the process, the success or failure messages are the familiar ones, and so on. How an attempt to heal your companion is started is to face them upon using physician skill. If treatable wounds are found (ie. bleeding wounds) you'll be asked whether you wish to try applying the physician skills to this companion or pet. The wound to treat is then auto selected based on its severity. January 12, 2018, 03:50:15 PM |
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