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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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Re: Drawings of my travels in UnReal.
Gorgeous! I particularly like the shaman from 21 October - very cool. The ink-wash look really captures the feel of the game for me - kind of a hazy look back into prehistory. Thanks for sharing! June 08, 2017, 05:33:38 PM |
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Re: Drawings of my travels in UnReal.
These drawings are so beautiful. You capture a moment and feeling.
June 17, 2017, 05:44:02 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: Random little additions...
Bravo!!! July 04, 2017, 01:34:28 AM |
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Re: Random little additions...
Very nice. Love seeing progress! I play and my three sons play this game. : ) July 10, 2017, 04:44:58 PM |
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Re: Random little additions...
Love the new boat tiles! and Thank You for optimizing the rain/snow effects!!!
July 12, 2017, 02:12:50 AM |
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Birds of Prey: Nuisances or a Farmer's Best Friend?
I've been kicking this around for a while, ever since I had a resident goshawk a few games back, so has anyone else had the positive experience of local predatory birds keeping your fields safe? Mine made my dogs insane trying to steal their food every 20 minutes, thus making me insane, and the interruptions to every single task were not appreciated. However, I did remove all of my bird-kill traps around my cabin in (somewhat irritated) reverence for what is surely a well regarded animal spritually. As a kind of thanks/lucky AI, over the rest of that summer and fall, I would find mutilated, half eaten carcasses of everything small and unfriendly to fields, from rabbits to mallard ducks, never saw another wayward badger, and had every single plant of my glorious little hemp field survive to harvest. Wasn't my dogs, cause they never noticed anything but the damn bird, were tied up far from the carcasses, and they didn't help much on my guys that didn't get a hawk guardian anyway. So maybe worth leaving some food out to attract a goshawk if you want to be a farmer. Might have just been me, but this was worthwhile organic pest control. I feed my dogs a mash of various uncooked small animal meats, and they/hawk didn't seem to prefer anything. Next time I want a bird I'll skip the dogs all together though, and if you could find bird of prey eggs and hatch them in a later update I would lose my mind. August 08, 2017, 11:25:21 AM |
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Nice Song
This song reminds me of the message from URW´s exit screen. Don´t forget to stop the video to read the Disclaimer! https://www.youtube.com/watch?v=71swxdSzY1w August 20, 2017, 04:23:19 AM |
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Choose the starting Culture based on skills
Here is a short commentary/guide to the starting cultures, based on the simple analysis of the starting skill bonuses/maluses. This should help any beginner looking to make things smoother for themselves.. or harder, if masochistic
Source of the above: the ini_skills.txt shipped with the game. I uploaded it on the wiki for easy consultation. I found the actual file a bit hard to read - a table works much better. Also, I prefer a bonus/malus view (eg, difference compared to the default) instead of the absolute numbers. It would be great to also have a table for attribute bonuses.. what we have was found empirically a long time ago and I'm not sure how accurate it is. I find, however, that when planning a character I care more about the skills than the attributes, since I'm a heavy roller to get high values (or I even correct the attributes manually, if I can't be bothered to roll). So it doesn't affect me overmuch. (URW version 3.4) August 28, 2017, 04:00:35 PM |
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