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Re: Game-breaking bugs - ragequit time - disappearing goods/livestock
cookie, follow the advise of Privateer, send me the savegame, and also let me know are you playing the latest version of the game? (3.52 at the moment) Also, have you done any save-scumming or tweaking/modifying the game fields which might be relevant? @Brygun, although "achievement" keyword was mentioned, it's not necessarily Steam version as "Salt from DriiK" is actually the usual game-course task. When the save arrives, I'll go for rage-checking what's the cause and possibly rage-fixing what's to fix. September 11, 2019, 08:55:00 PM |
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Re: Winter time: where to get rope for a stone axe?
The way I do it is to trap lots of birds and tan their leather (it also has the positive side effect of training Hide Working up to reasonable levels, although I tend to have to go light on the tanning early on to actually get enough to eat, as bird skin tanning takes a lot of time, and the meat you get from them is often not enough food for that period). Obviously, killing a tormentor or two can provide you with a real axe or leather equipment (or a really short career...). And congratulations on your slave escape: they're brutally hard to pull off. March 20, 2020, 05:42:33 PM |
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Re: Well
Good suggestion! Also, it'd make sense if the villagers would access the water themselves, so it's not frozen solid thick. Maybe add graphic of well ring and plank cover, then it'd be easy to spot and allow the water to be accessed without breaking the ice in winter. Alternative graphic would be a shadoof. Family farm my dad was born* on in 1946 (no electricity, no running water, root cellar, outhouse et cetera) had, likely still does have, a working shadoof in the yard. *yes, born in the sauna before anyone asks March 28, 2020, 07:30:42 PM |
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Re: [Fixed - persists in 3.62] Ice breaks when I drop something, but I don't fall ..
The case to fix here was the character not falling into the water if the ice gets broken from under him after items are dropped. The ice in question is so thin that the character would fall in there sooner or later if he just kept walking around. Dropping items also didn't break the ice every time, as didn't the walking, so that gave a false impression that something was wrong with the calculations. But there wasn't. There's just some fuzzy logic and margin to ice breakage to make it more unpredictable and realistic. Fixed - persists in 3.62. April 14, 2020, 10:50:40 AM |
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Re: [3.62] Container content ownership does not change in trade
: (That's how goods were purchased well into the 20th century in the west* and in some places even today.) Interesting, (with couple of decades of intermittent Urw-ism,) it never occurred to me to even try this. I'm gonna carve some cups and go shopping now. *lazy broad-brushing here January 17, 2021, 06:27:19 AM |
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Version 3.70 (stable) released on Steam, Itch, and for lifetimers
We're happy to announce that version 3.70 has reached the stable stage and is now released and available on Steam, Itch.Io and Lifetimers will find the release at the designated forum section. If you were playing 3.70 beta versions, you should know that there's also new content added since the last beta. And if you weren't playing beta versions at all, then prepare to discover a lot. But first a little look at the key features with a few screenshots. Key features of version 3.70 The key features of version 3.70 version deal with the moon and the moonlight, fibre processing with new textilecraft skill, snow penalty for all the creatures and snow crust, lots of new character portraits, tying equipment adjustments and additions, crafting fishing rods and hooks and usage of baits, option for metric units, and so on. The list of additions and fixes is long and you can find the full changelog at the bottom of this post. Trudging through the deep snow the escaping elk tires itself easily while the hunter gliding with skis on snow crust travels easily. There are lots of new character portraits added, and also an option to ask whereabouts of village water supply. The autumn nights are already dark, but during full moon there's enough light for example to go fishing - with self-made fishing rod and hooks, that is. Textilecraft in action. We have a new batch of harvested nettles retting in the water, and prepare to spin some yarn from earlier extracted nettle fibres. Version 3.70 changelogs First, here's changelog since the latest 3.70 beta version - new content to be aware of for those who have already been playing the beta versions. 3.70 (stable) changelog - new content since 3.70-beta 3 - added: whole lotta new portraits, and specific portait categories for old men and sages A good bunch of new portraits have been added for kids, female and male characters. There are also two new portrait categories specifically for old men and sages. Portraits in these categories are exclusive for those type of NPCs and can't be associated with other NPCs nor chosen as a player character portrait. MIGRATION NOTICE: NPCs generated in the previous versions continue to appear with their previously generated portraits. - added: bowstrings as a separate functional part of a bow Bowstrings are now featured as a craftable item of their own. Bowstrings wear out in use and thus need to be replaced every now and then. Crafting any bow now requires also a bowstring item, so you need to have a bowstring ready in order to make a functional bow. * crafting a bowstring Bowstrings can be crafted from [M]ake-menu under [W]eapons category. Bowstrings are made out of multiple strands of yarn twisted together, but also thin cordage can be used for a makeshift bowstring. Upon crafting a bowstring you can select the material, yarn or cord, to be used. It's faster to make a bowstring from a cord and the required length is also far lesser, but bowstrings made out of cords are also always of lesser quality. Your textilecraft skill determines the success of making a bowstring. Due to item usage complexity bowstring crafting is hard-coded and not to be found in editable diy_*.txt file. * bowstring breakage and replacement Good quality bowstring can last up to thousand of shots or so. The lower the quality the faster the bowstring is prone to break. When the bowstring breaks a message is displayed and the bow gets described as "bow with no string". Naturally you can't shoot with such a bow anymore until a new bowstring is added. You can check out condition of a bowstring in strung bows with inventory command. Upon selecting a bow to examine you will see how the bowstring looks like. You can add a new bowstring to a bow with no string with [a]pply command. First apply the bowstring, and then select a bow to be strung with the string. - added: [a]pply command can be used to remove hook from a fishing rod or to unstring a bow Sometimes you want to remove the old fishhook or bowstring at will and it can be done with [a]pply command. To remove a hook from a fishing rod [a]pply the fishing rod on dry land. The reason for doing it on dry land is that otherwise the fishing attempt will be initiated. To remove a bowstring from a strung bow just [a]pply the bow anytime. If you try to attach a fishhook or bowstring to fishing rod or bow that already carries those item parts you'll be notified of these new removal mechanics. - added: spruce quick-bow - a simple craftable makeshift bow Spruce quick-bow is the most simple and quick to make type of a bow. It's made out of a single branch that is cut from a standing spruce tree. It goes without saying that this type of bow is not a high performance weapon, but it is efficient enough for hunting squirrels and other small game. Spruce quick-bow can be crafted from [M]ake menu "Weapons"-category. There's also SPRUCE QUICK-BOW game encyclopedia [F1] entry available for more information. - removed: primitive bow and juniper bow - newly introduced spruce quick-bow replaces these. - adjusted: villagers reclaiming heavy loads Previously villagers would crowd endlessly around items they wanted to reclaim and restock if the load of whole stack was too heavy to pick up. Now they try to pick up such loads in smaller stacks, and if that should fail also they will eventually give up. - added: craftable cords and ropes from yarn You can now craft cords and ropes from yarn. These options can be fround from [M]ake menu under [T]ying equipment category. - adjusted: cord and rope crafting requirements and applicable skill Crafting any cord or rope now also requires a branch which is used as an aid for twisting the strands firmly together. The applicable skill for crafting yarn based cords and ropes is now textilecraft. - changed: generic "cord" item name and quality The generic craftable makeshift "cord" item which is made out of strips of clothing is now called "cloth cord" and its finished quality always remains on inferior side. - updated: game encyclopedia [F1] entry for CORD and ROPE - adjusted: "Set a net" now shows only tools in "Fishing" menu - modding add: 'first word' value for [naming:] tag Using 'first word' with [naming:] tag will get value of the first word of selected material/item name. For example, material requirement and naming such as: {Cord} [remove] [name:%s product] [naming:first word] would result in finished item called 'yarn product' if 'yarn cord' was selected as the material, or 'linen product' if 'linen cord' was selected. And so on. - adjusted: fatigue accumulation when moving by watercraft Type of the vessel and implement used to move it now matters to how fatiguing it is to move by watercraft. In general it is more strenuous to move by raft than by punt. The implement used to move the vessel also matters. Shoving the watercraft ahead with sesta takes more effort than paddling. - adjusted: companions pay more attention to closing doors Companions now always try to close the doors they pass. This is to avoid them letting domestic animals, or warmth, to escape from your settlements. - fixed: possibility of NPC portrait being the same as player character's portrait - fixed: carried load unit (lb/kg) in statistics window not changing if system of measurement was changed during the gameplay - fixed: sneaking while skiing on snow crust didn't reduce the speed - fixed: dried cuts as fishing baits got used up in one single fishing attempt - fixed: [nominlen] crafting tag not calculating tying equipment stacks properly - fixed: NPC's excess bartered good might be distributed also to the village animals - fixed: auto-shortening of tying equipment in crafting recipes not always reducing the weight accordingly - fixed: boy NPC weights generated wrong and too low - fixed: plants not burning in fire Version 3.70 major changelog - since the first beta release To view all the new content in version 3.70 the full changelog is here: http://www.unrealworld.fi/370-changelog.txt -------------------------------------------------------------------------------------------------------------- Cheers, and happy adventures! October 09, 2021, 09:47:24 PM |
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