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Re: Full screen resolution Yes again, but what I'm talking about is landscape resolution to fit modern monitors. Maybe it was not clear in my original post.
May 31, 2017, 11:45:35 PM
1
Re: Anachronistic swords
I absolutely agree. I avoid swords completely because of this :(

Broadsword, bastard sword and battlesword definitely need to be reviewed. I would also check that the two-handed battleaxe is accurate. Is that supposed to be the Dane axe? From what I recall it weights too much for that. To have a glaive would be interesting, although the Kaumo spear is already close to that. No halberds though.

This is a good article on Viking swords. Seems like Viking swords never arrived to anything close to the "bastard sword" (very rarely up to 100cm, but more commonly less than 90cm) but I'm not sure about other cultures.
Mwa. Battleaxe could be a Dane axe, weight-wise, albeit somewhat on the heavy side. It's 4lbs in-game and a Dane axe averaged 2-4lbs, from what I can find. Certainly not as off as the swords are, at least. (Even if 3lbs or so might be a bit more realistic)

October 06, 2017, 10:13:13 AM
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Sleeping on spruce twigs Sometimes it is winter and sometimes you don't have even fur to sleep on to protect yourself just a little bit from the cold. The worst idea is to sleep on the plain ground and thus, in a survival situation one will gather at least some spruce twigs to sleep on if there is nothing else.

It would be nice if this was possible, although this would be just a minor improvement.

November 05, 2017, 12:23:26 PM
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Character Weight You should be able to gain weight if you eat a lot and lose if not.its not realistic eating all the time and not getting heavier.Starving for 30 days should cut your weight in half but our unreal world characters dont seem to lose a kilo.

Also a 16 year old human is still developing physcily and should gain in strenght by farming,chopping wood,hunting...(you should gain strenght as time goes)

November 19, 2017, 09:36:53 PM
1
A lot of ideas to consider This is a list I made as I was playing in the last few years. Some things I removed because they were added
before I posted the list. Good job Sami!

I love companions!
Companions gather tree trunks into piles where you give them the order to fell trees
-Command companions to make logs/firewood/planks/etc as long as they have tools
-Companions help with herb lore from their local knowledge
-Companions could also work longer before coming back for more orders, or an option to work all day.
-Permanent companions; marriage...
-Companions help on farm; harvest, plant, thresh, milk, arrange burn piles, etc
-Hire pro cook/Skinner/trackers to supplement your skills; bonus to skill while hired
-command to drop their raw meat/skins in the nearest cellar.
-command queue

Backpacks/pouches to increase carry cap, possibly by adding a weight reduction to items within it.
-Leather pack or pouch for animal companions to increase carry cap
-Weapon sheath/quiver to draw quickly in battle/hunting

Blacksmith house in villages with forge/anvil
-Commission blacksmith to make items for you
-possibly requires quest for masterwork

ability to remove items from container and keep the items and bag; instead of losing contents

Auto ice break/move forward in watercraft during winter

Rocks placed around a fire increase burn duration
- Could use rocks to upgrade a fire to a fire pit so it doesn't take multiple tiles, or pile them on fire.

Rain/snow effecting quality of timber until dry (mostly for fire making)
-Would add the need to make wood sheds
-aging wood to increase burn value
-charcoal/natural coal

Clay working to make pots/shingles/clay structures/clay furnace ...I've started working on this already. I can't get the .png tiles to work. Any advice on getting the icons to work? ...I used rains' mods as a reference but still no luck. I think I'm missing an icon number, but not sure how to check which number it is.

I know some of this is not lore friendly, and will most likely never make it into the game. However, If you would like to make a mod from any of these ideas please message me as I would love to help/play your mod. Most of these require changes which are not readily available to mod and so they are up to Sami... for now  ;)

February 09, 2018, 04:36:46 AM
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Wind I think adding wind effects to the simulation would be a great benefit to the game.  This would add to the depth of the world in several ways.

We could have blizzards where high winds would cause low visibility and rapid heat loss, creating deadly conditions.  Weatherlore could help a survivor predict an incoming storm, prompting them to take shelter or at least seek a heavily wooded area.

Stalking prey downwind would be extra challenging because smells drifts toward them.  This might necessitate careful planning of a hunting expedition or the use of a ritual to mask a character's scent.

Strong and especially gusty wind conditions could cause projectiles to veer off course, especially long range shots.  Blowdown could cause trees to uproot and fall.

On the other end dead calm conditions might cause sound to travel extra far, I'm thinking of Sami's whistling arrow shot from the recent video.

Clearly this would be a large effort as it would change many existing systems.



May 18, 2018, 05:26:41 AM
1
Version 3.52 released on Steam and for Lifetime Members Time for a small but essential patch update. Version 3.52 is now released on Steam and for Lifetime Members.
Additions in the now released version are foremostly bugfixes for smoother survival, but some balancing of exploitish issues is also featured.

Find the full changelog below, here's UnReal World Steam page, and the version is also available for lifetimer members at the designated forums section.
Standalone installer versions at the homepage will be released in November.

Cheers!

------------------------------------------------------------------------------------------------------------------------------------------------
Version: 3.52 (stable)

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


 - balanced: villagers' interest to buy boards
 
         Previously trading boards could be used an exploit as villagers did buy them without any reasoning.
         Now there's a cap for villagers' interest in boards and they only buy the amount they want to
         have as a reserve. This varies from village to village, and some villages are not necessarily interested
         in player character's board trading attempts at all.

 - added: NPCs will store the obtained timber in the village

         NPCs may obtain timber (eg. boards) through trading. Previously NPCs just carried the heavy loads around
         causing unncessary burden for themselves. Now they eventually store the timber in the village.

 - added: roasting meat/fish decreases its weight

         We tought this was featured already, but no. Now roasted meat/fish loses about 25% its weight in the process.

 - updated: NORTHERN BOW game encyclopedia info + image added

 - added: new NPC kid portrait

          Still not much variety with kid portraits, but if you are into portrait customization more of them can be now
          added for kids as well -> truegfx/kid?.png

 - fixed [Linux]: redundant libcurl dependency removed

 - fixed: character creation extra skill point issue for 0% skills

          Increasing and then decreasing skill for 0% level skills mistakenly allowed two points then to be spent
          on the said skill.
 
 - fixed [rare condition]: quest generation and companion rehire delays

          Long lived migrated character might encounter extremely long intervals between new quest generation and
          earlier NPC companions willingness to be rehired.

 - fixed [rare condition]: bird thief quest sages forgetting about the quest

          This occurred only with long lived characters. Sages involved in the quest first talked about
          it normally, but might not recognize the quest anymore after a while.

 - fixed: kids not recovering from wounds and injuries

 - fixed: young animal skins were worth the same as adult animals skins

          Now the price is reasoned according to the skin size.

 - fixed: when trading with NPC the accepted items they couldn't carry just disappeared from their inventory after the trade

          Now the excess items NPCs can't properly carry are put on the ground as a common village property.

 - fixed [rare condition]: aquatic birds flying still above the frozen waters

          This was a result of aquatic birds terrain exploration routines failing to find them new meaningful areas to check if the waters at their habitat got completely frozen.

 - fixed [rare occasion]: irrelevant quest related persons appearing in chat dialog
      
          Sometimes you were given chat options to ask whereabouts of irrelevant quest related persons in the village.   

 - fixed: young animals giving as much fat as the adults

          Now the fat yield from young animals is more or less smaller depending on the cub/calf actual age and size.

 - fixed: nameless villagers ie. occasional blank NPC names

 - corrected typos: harvesting dialog "select select the plants..." -> "Select the plants..."
                    northern name "Duo?gi" -> "Duongi"

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

October 28, 2018, 02:09:26 PM
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Re: 2019, here we come, slowly but steadily. "It says here you have a broken left arm, shattered left knee and a broken right femur."
[turns over paper]
"Also some rib damage and a concussion. Mr. Maaranen, how did this happen?"
"I went skiing and didn't fall on my right arm."

January 28, 2019, 10:58:08 PM
1
Re: All forest reindeer are does, no stags
I have been noticing this for a while. Whenever you encounter forest reindeer, use F3 to look at them. There are does and calves but no stags. I haven't seen a single forest reindeer stag since gender was implemented. I have seen both reindeer stags  and does for sale in northern villages.

Also I have never seen a baby hare  but I haven't encountered enough hares to be sure that I just haven't got lucky yet; after all it took me many games to see a single bear cub and it may be the same with hares. But I have encountered hundreds of forest reindeer by now and all of them have been female.

Checking out the code, it seems like forest reindeer gender is never created anywhere, so they all are does - as default. So it's something I've forgot to add, or misplaced in the heat of coding. To be fixed...

Fixed - persists in 3.52

February 02, 2019, 02:04:30 PM
1
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*"
"You watch the sun *shine* through the *trees*"

"You play with your *rough northern knife*"

"You spend time with *animal*"

"You catch snowflakes"

Etc. etc.

March 10, 2019, 12:47:33 AM
1