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Re: [3.82] You notice a lavaret splashing in the water -- but it's ice 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.

January 02, 2024, 02:09:52 PM
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Deer/Elk AI should ignore shallow water and run through it, espceially in mires Hello and happy new year! Coming back on one of my favorite games after a couple of years off and immediately had a lightbulb moment!!

I was trying to hunt these days and i was experiencing complete failure, as it should be. The harder this game is the better, that's what survival is!

But then suddenly, after all these years of hunting in this game, something clicked in my head. The animal AI can't differentiate shallow from deep water (or can it these days? in my recent experiences, it still can't), so i took full advantage of it. I stopped hunting except if i could force them to run in mires... And sure enough i had so many kills, so many poor deer and elk going breathless running in circles trapped between single tiles of shallow water, while i was running straight through them. It was comical. So many hundrends of kilos of meat that i didn't have enough time to cook before it goes stale, felt like cheating!

And here comes the suggestion. Obviously animals in real life can perceive when the water is shallow enough so that they can run through it to get away from a predator. So why not in the game too? My suggestion is that big animal AI should just ignore shallow water and ice on shallow water and just run through it to get away from you. Especially those 1 tile water tiles in mires!

This little exploit of their AI i am describing is such a big contrast with the otherwise amazing hunting simulator this game is, that's why i felt like making a post. I tried to very quickly search the forum, but i didn't find any similar suggestion.

January 04, 2024, 11:23:45 PM
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Re: [3.82] Villagers accept ridiculous numbers of same items if traded in one go 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.

January 05, 2024, 11:24:51 AM
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Re: Deer/Elk AI should ignore shallow water and run through it, espceially in mires
but also cut by the ice,

Great idea in general. You shouldn't be able to run literally for hours behind prey without some minor scratches or bruises! Although completely miniscule on their own, they would add up in the long term if you overdo it day in and day out. I know that muscle strain and pain from overdoing it is allready in the planned additions for the future and i can't wait!!

January 05, 2024, 06:46:42 PM
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Haft them axes, haft them spears 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.

January 12, 2024, 06:19:14 PM
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Re: [Fixed - 3.82] Villagers accept ridiculous num of same items if traded in one go
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.

January 13, 2024, 01:00:00 PM
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Re: Haft them axes, haft them spears
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.

Quote
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.

January 13, 2024, 01:14:13 PM
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Re: [3.82] T/R are inconsistently used for trapping/transport in Crafting menu I can mod the game to fix some bugs in it for me personally, sure. But you might agree that it would make more sense to actually fix the game itself, so that bugs don't affect the vast majority of players who just install it through Steam and then play without even thinking of modding. (Especially since URW doesn't have Steam workshop.)
January 14, 2024, 08:26:54 PM
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Haft wear out and breakage mechanics continued 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.

January 27, 2024, 05:01:18 PM
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Dried fat can be used for tanning I took an elk and de-haired the fur as I need leather, and at some point while waiting for the de-hairing to finish I have absent-mindedly dried the fat to eat.  The elk fat was still preparing but I had a large lump of dried grey seal fat ready in my cellar so I tried using that, and it worked.  I am no tanner, but I suspect dried fat would not work so this may be a bug?
January 29, 2024, 06:02:48 PM
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anything