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Hello world, hello forums Look at that! We do have new UnReal World forums now. Welcome!

We'll have a completely fresh start with these forums. Old post or users won't be migrated, but you may want (and are encouraged) to copy&paste your greatest/selected posts from the old forums. Now create an account, feel like at home and carry on posting and discussion as usual.
You can still find the old forums here.

Based on the community needs forum functionalities and boards will be expanded and tweaked along the way.
SMF engine is nicely moddable and hosting the forums of our own gives us all the control -- and zero ads.

Credits for forums background image edit goes to Simon "KillerFRIEND", and credits for early forum testing goes to bunch of trusted lifetime members.

We do have lifetime membership badges and section on these forums as well, and accounts lifetimers are upgraded with delay of few days from the registration.
If you are a lifetimer and don't seem to receive your badge, you may want to notify me by e-mail.  Do that especially if register on these forums with a completely different account.

We're quite busy with many different things, so don't expect quick replies to anything these days, but we'll try to keep the forum launch as smooth and painless as possible.
Things may still a bit under construction here and there, but the boards we've got here are familiar and playable already. :)

Now let's get these forums started. Be nice, be polite, and have fun with the power of the brave new boards. Speak, friend, and enter.

May 21, 2017, 04:39:50 PM
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Summery summary 2017 So, the new forums are up and running, some content popping up here and there - and all seems to be quite well at this new discussions settlement of ours. Nice!

Thought of posting a little summary about some upcoming new features, and when to expect them. This is something that's been probably originally posted at the old forums, but we'll hereby bring the completely new forum members on track as well.

So summer it is, and we've been steadily trucking towards yet another version. Once it's wrapped up it's gonna be summer holidays for me, and new features in UnReal World for you. Summer it is, despite of the current weather in Finland including little snow and sleet every now and then, chilly days and almost frosty nights. But the weather engine still isn't bugged ;) I'm hopeful that maybe in July we could have a new release out. Like always, we're adding new features on many different fronts but let's highlight some of the probably most widely interesting here:

* Bones and antlers

Antlers and bones can be now harvested from carcassess.
They have only little usage on their own but do serve as trophies and new raw materials to be utilized via modding if you like.

* Skulls and teeth

Skulls can be now harvested from a few species of dead animals whose skulls (or teeth) have meaningful ritual or magical usage. Skulls can be furthermore applied to pick teeth from them. Bear teeth for example are well-known for their magical powers.

Screenshot: By the sacred bear memorial rite tree Panu takes a look at the sturdy bones after hanging the bear skull in place.


* New spells, more spells, spells screen overhaul

We're giving up the old ritual system for good, and now focusing on the new kind of spells and spells system first showcased in version 3.40. This means removal of some of the old spells, but also featuring more and more new spells.

Ritual screen will be known as "Spells and magic means" screen and all the new spells are listed there as well. "New spells" refers to spells featured in version 3.40, which are learned within quests and performed by following the instructions given in spell description by using the common game mechanics and actions.

Currently you can view new spell descriptions only in the quest journal, but now it all will be available within the spells screen. Whenever a new spell is learned it will also appear in this new list of spells.

Bringing the selector on a any spell in the list displays its information dialog. If necessary, a selection is then made by mouse click or enter. In addition, there are also hotkeys for quick spell selection.
In case of the new manually and mechanically performed spells the spell selection merely shows the spell description and instructions to follow in order to perform the spell.
The old spells (eg. blood-stanching incantation) are colored differently and automatically put to action upon selection.

Screenshot: The new spells screen with quite a bit of spells known. Hovering the selector over the first spell shows the description.

   
* Cubs and calves - rise of the young animals

Cubs and calves have been added for relevant wild animal species eg. elks, bears, reindeer, hares etc.
In case of large species ie. elks and bears, the young ones usually follow their mothers in the wild for a full year after the birth. So, now you may occasionally encounter an elk mother wandering together with her calf, or a bear mother followed by her cub. Mother animals may act more unexpectedly or aggressively than usual when they're still taking care of their young ones -- and that's especially true in case of bears.

Few screenshots - the adventures of fghfg among cubs and calves :)
Bear mother with its cub. Careful now. You don't want to position yourself in between those two.


Ooo.. isn't that sweet... not a hunting day today.


* Ant nests

   For some this is a mere curiosity, for some an absolute necessity. Anyhow, ant nests can be now found in the forest. They are needed in performing certain spells but have no other use to the player character currently.

Screenshot: It's raining - and it's ant nest!



And finally, something to highlight about upcoming Steam goodies...

UnReal World Steam Trading Cards

Trading Cards for UnReal World are coming this summer. Yet again we like to do things with deep thought, love, ambition and talent and that's why the card artwork is drawn by Finnish comic artist Tuuli Hypén. (Some of you may remember her classic "conflict in the woods" drawing based on the old title screen.)
We've cherished and talked about the card themes and plots during the spring, the creation is in progress, and below you can find a sneak preview collage consisting of drafts, sketches and semi-finished artwork.

Trading Cards are likely to be launched even before the actual next version is finished. We'll start with six cards, and most likely expand the pack in the future. Prepare yourselves, foreign and domestic card traders!




This is upcoming stuff, not yet featured in the current version 3.40



June 03, 2017, 07:16:33 PM
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Midsummer greetings and pictures Almost equally bright days and nights go by as we're approaching the midsummer day, Juhannus, 24th.
I'm travelling from Kiesse to Kaumo (in the real world, but with unreal world region names) to welcome and celebrate the midsummer.
This post is to wish you all happy midsummer time, or best of the season, wherever you are.
And this is how the nature looked around here yesterday during the darkest hour of the night.





I'll be offline for a good few days, see you around next week,

June 22, 2017, 10:53:24 AM
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Random little additions... Summer days are truly different. Oh how easily one can end up being carried away with all sorts of recreational activities and events. But I'm frequenting the coding chambers as well,  especially on rainy days :) -- and now, instead of organized update post, here's a completely random bunch of few small additions to expect in the next patch:

 - added: skinned/cut/burnt carcass coloring

        Skinned carcasses now appear in fleshy red color.
        Cut or eaten carcasses appear dark reddish, and burnt carcasses blackish depending on the cut/burn degree.
 
 - added: BUTCHER_CONFIRMATION configuration option

        If the option is enabled a confirmation prompt appears if you try to butcher a carcass before skinning it.
        This is to avoid accidentally cutting up the whole carcass and losing the skin.

        To enable the option add the following line to urw_ini.txt setup file in your installation folder:
        [BUTCHER_CONFIRMATION:YES]

 - added: SPEND_DELAY_ADD configuration option

        This option can be used to slow down all the time consuming actions if you find the game turns running too fast for your taste
        during the time spending dialog. The given value is in milliseconds adding that much more delay for each game turn.
        Good value to try slowin things down a bit would be 10 and nobody wants to go for more than 100.

        To use eg. 10 millisecond custom delay add the following line to urw_ini.txt setup file in your installation folder:
        [SPEND_DELAY_ADD:10]

 - added: winter skin/fur descriptor

        And as we know winter furs are more valuable, and it's been like that for a long time. Now there's finally
        also an indication of wintertime furs and skins within the item description.
        For example:
        "Fine winter fox fur" or "Poor winter bear-skin"

 - renewed & optimized: drawing of rain and snowfall

        Previously rain and snowfall were drawn in putpixel fashion which was a speed issue on some systems.
        Now rain and snowfall presented by tile graphics, with improved look and fast rendering.

 - added: redrawn 8 directional tiles for watercrafts

        Both punt and raft now appear bigger and prettier in completely redrawn fashion. Credits for these tiles goes to Paulo Spinola.
        Watercraft tile direction changes based on the last actually rowed direction.






July 02, 2017, 08:09:25 PM
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Re: Disease, pests, and the joy of cats I think there is merit to the dynamics you discuss. Actual rats would be more fun though... and would attract snakes! I enjoy the idea of leaving the cabin in the morning and seeing dead grouse, ermines, and rats all piled up, and the cat looking pleased with itself.

I don't think you're way off, historically. I have no idea when brown rats made it to Finland, but if there was agriculture then chances are there were rats. Certainly southern Finland was deeply entangled in the Baltic trade system and would have had similar cats to the Scandinavians, as well as some feral landraces. With close connections to Russia and the Middle East, a lot of different cat dna could have been present. However, I doubt cats, nor rats, were that common in the north of our area of interest.

I think as farming and agriculture and what not expands, this could be a very cool idea. Especially domestic animals having offspring. Rather than being exotic and rare, I would expect every village that does any farming to have a cat or two, and would be willing to trade off kittens. Rather than being super expensive, they should require to be fed when they haven't caught something. And would be annoying to keep contained, so they would frequently run off and be eaten by wolves... or come back pregnant.

October 02, 2017, 11:24:45 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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February life Hey good people and fellow adventurers,

time for a little february life update as I've seemed to be semi-absent for awhile. What went down is that I took some time to travel to Norway to meet some friends,
came back and discovered the beauty of february winter snow blankets and increasing sunglight,
equipped my new cross-country skis and had a blast with them in the woods for days,
then developed a nasty flu -- and now recovering from all that.
Because of all this I've been very slow on e-mail as well, but as the week goes on I'll be replying at least to the urgent stuff.

On coding front I'd like to fix just a little more and then release 3.50 stable while the winter still continues - cause now I've got probably the greatest skis I've ever owned.

These are Taiga cross-country/hunting skis of russian origin. The proportions comes close to the great ancestral skis of ancient Finns - and many other ugric / north eurasian peoples.
They are naturally all wooden, and after this picture was taken a decent layer of pine tar has been put on the underside, and ties attached.


February 27, 2018, 05:57:27 PM
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Re: February life
Hi there, this is my annual visit. I'd like to request an update to 2017's development history before you forget any details, because this diary is really entertaining.

Hello, an interesting and noble tradition you've got there ;)
And that is a fair reminder as well. I always have to read late release news and ponder for days to come up with those annual summaries, so not to worry about forgetting things. Update to the diary has been on my mind as well.

Quote
Also I hope you record more videos about bows, they are quite comfy.

Now I'm not sure if this references to archery stuff on Enormous Elk YouTube channel?
If so, then I should let you all know that archery videos can be found at my new designated Ugri Archer channel here:
https://www.youtube.com/channel/UCRjwaQZ0r_Z3rZrdwa0Z94g

..but if you already knew that then I'll just say that stay tuned, subscribe, follow the news, as more content on all fronts is what we keep on doing :)


April 07, 2018, 03:31:00 PM
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Re: Immersion text when being idle/resting Or perhaps also some additional information about your stance with the spirits? Say a breeze makes you feel cold, which may be a bad sign. Or a fish jumps out of the water, which may be a good sign. Just something less straightforward than the current 'you feel at ease/forest feels frightening' messages which you get occasionally, but still potentially meaningful.
March 12, 2019, 09:59:39 AM
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Re: Immersion text when being idle/resting
A simple immersion addition where, when you idle/rest, a small randomly generated text detailes what you do. For example:

"You watch the sun *glistening* in the *lake*"
..
Etc. etc.

This would be quite nice and easy addition, although it should be somewhat reasoned in which cases random immersion texts would be shown - in order not to break the immersion.
For example, when player character would be hiding and idling, waiting for a long-awaited game animal to approach, "you catch snowflakes" or "spend time with your *animal*" wouldn't fit too well.

People, feel free to add your kind of immersion texts in this thread and we'll see what comes from it.

March 17, 2019, 11:37:55 AM
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