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Re: Fur protection/warmth values
I don't think there is any, so far I can only tell you that all you need for torso and leg armor are 2 bear furs made into all possible clothing to get maximum protection, rest probably easy to fill with bear leather and some iron cowls/helmets. Thanks, I actually know what the best things are. I have all generic fur/leather/iron/mail/lamellar/linen/nettle/wool values, for they are available in any OBJ file. Also, in my games I always wear bear and elk (depending if I have to maximise warmth or protection) so I have those values too (and I know that stag/elk/reindeer are exactly equal). So I'm "settled" in my game optimisation. What I never did was making clothes out of other hides, and this means I don't have the values in the OBJ file. I wanted to propose a re-calibration of some furs based on this: Which would make wolf as warm as bear or even as deer (the maximum available), and arctic fox even warmer. This could help re-valuating hides that are more difficult to get (arctic fox is rare, and wolves are, IMHO, more dangerous of bears because of pack behaviour. I can kill bears with any character now but wolves are still scary). I will slowly do this work and update the wiki August 23, 2017, 06:00:37 PM |
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Re: Herb Collecting Quest
I've felt the quest answer route of saying you're not good at herb lore ought to lead you to get pointers as to where the desired plant grows, as per the edit, and I don't think you should have to give up the quest reward for that, as the old man ought to actually want to get his plants, so he ought to give his replacement legs and ears as much help to achieve that as is reasonable, which I definitely think a few words on where to find the plants is, and possibly how rare it is (bog beans is a pain for that reason).
September 16, 2017, 10:13:03 AM |
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Drinking from bowls, tubs on the floor
I'm new here so apologies if this has been covered before but I think it would be cool to be able to drink/quaff automatically when there's a bowl/tub of water on the ground where you're standing. Unless I'm missing something, you have to pick up the bowl first, drink, then set it down. It's not unrealistic as it is but it does get a bit tedious January 06, 2018, 02:36:44 AM |
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Re: Bones
I have my first character in 3.5 (vanilla, no mods) and keep collecting bones from butchering animals. Possible spoiler questions...AFAIK Spoiler: show January 08, 2018, 08:33:49 PM |
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Re: Suggestion: Port Unreal World to the Switch
URW has been in development since 1992. It's a very long-term project. It's been primarily a Windows program for a while, and only relatively recently got Linux and Mac ports. There are only about 10 million Switches sold, and like every other hand-held console, it won't last more than a few years. I just don't think it's worth spending the development time on porting over to a small market, instead of doing further game development of which there's quite a long list.
January 09, 2018, 07:27:50 AM |
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Re: Gaining fisherman's luck
The way I did it with a character that had that ritual was to have the punt on the ground next to water, the paddle in hand, and move backwards onto the punt, and then further backwards out into the water (the paddle in hand and punt underneath should cause you to launch the punt (and you) out onto the water backwards.
November 02, 2018, 03:37:39 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 |
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Summery summary in the midst of upcoming version hype
Yes, yes. Yet another version is cooking up. That's not news. That's how it goes with UnReal World. But what it will be about, and when to expect a release? That would be more like news. And that's what this post is about. Summer is always a busy season. There's so much happening that it's hard to even summarize what's happening. Many of the warm days and nightless nights get spent on recreational activities, but working hours in the development chambers have been also been busy and sweaty. Now lets take a look at what has happened, and to where all this is taking us. Some of this stuff may have been announced already, but it doesn't hurt to drool once again. The main focus of upcoming version is laid on NPCs. This applies to both companions you can hire for yourself, and wandering woodsmen you may meet in the wild. But that's not all. I'll cover some of the upcoming new features in the chunks of text below. I won't add screenshots this time, but a few selected historical image sources from Finnish museums and archives. Some of these may not be era-accurate, but mood and theme suitable nevertheless. Wandering NPCs will actively hunt animals, based on their cultural preferences, and also utilize the kills the best they can. This opens up possibilities for numerous exciting incidents to take place as the woods with hunters and their game now becomes far more alive and complex than before. The very act of NPCs hunting is propably rarely witnessed by the player character but traces and remains found in the woods can tell a story of another human hunter at the area. Wandering woodsmen and adventurers may now also occasionally have dog companions with them. And just like the dogs owned by player characters these will also protect their masters. "Hunter with his gear" Photographer: Sirelius U.T. 1898 National Board of Antiquities / Suomalais-ugrilainen kuvakokoelma / SUK36:263 License: CC BY 4.0 Companion usefulness gets boosted with several new tasks they can do on demand New companion commands are: * butcher and skin carcasses * roast meat or fish * make logs and boards Companions skills naturally affect to outcome of the tasks so their expertise can be sometimes used to obtain higher quality goods than what the player characters could produce by themselves. That's cool, you might think. And you also might think of few other tasks companions could do. Indeed. Same here. We actually do have a few more things regarding companions still under construction. Currently we're working on mechanisms to allow unoccupied companions automatically to help you with laborous tasks (eg. building) thus shortening the working time. Well, we haven't concentrated solely on living things. Here's a few of probably the most interesting additions and features regarding item galore; Harvesting and utilizing birch-bark It will be possible to harvest and utitilize birch-bark in crafting. Birch-bark is peeled and removed from a tree in long strips which are then wound to a ball for storage. (As a trivia, this kind of balls are called 'Sommelo' in Finnish.) It will be possible for player character now to craft birch-bark shoes, caps, boxes, baskets - and also birch-bark ropes. Ball of birch-bark, 'Sommelo'. The National Museum of Finland / Yleisetnografiset kokoelmat / VK5354:11 License: CC BY 4.0 Measure of length for tying equipment Tying equipment such as ropes and cords now have a length property, and tying equipment requirements in crafting are now length based. There will be also options for joining and shorterning ropes and cords as sometimes specific length is desired. Armour and cloth quality having impact on their protective values High quality armours and clothes now provide more protection, and the low quality ones provide less. In most cases this covers more than one coverage aspect, but always at least the most important aspect for the item in question. Footwear wearing out in use Shoes and boots now wear out in use ie. when walking or otherwise moving around by foot. Footwear material determines their durability. Reindeer fur boots, 'Nutukkaat'. The National Museum of Finland / Suomalais-ugrilaiset kokoelmat / SU4724:35 License: CC BY 4.0 Let this be enough for summery summary about what to expect. Now then there's that other question... When we're done with those "few more things" still pending to be added it is time to start wrapping things up for a beta release. I'm quite reluctant to set or mention any deadlines as they usually don't keep, but if we think it out loud then... It shouldn't take more than few weeks to finish the most urgent pending to-do's. Then a week of extensive testing and adjusting the latest additions, and then if everything goes fine it's time to start final packaging. So... ...we could be seeing first beta of the brave new version in early september. And from there on, what has been laid in there will still be evolving and growing, stabilizing and multiplying. It should be noted that the beta version will be released on Steam, and for lifetimers, and standalone (donation-based, free-of-charge) installers will follow after significantly longer time than what we have used to in the past. This is because the donation-based distribution has been receiving very marginal and insufficient support for years already, and I have to reason things out how to balance with the current distribution models. I'll be happy to answer possibly puzzled questions of relatively recent of near-future intending donors but that will have to await until next week - but don't hesitate to even e-mail if you feel like it. August 05, 2019, 11:53:54 AM |
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Re: Make the view distance unaffected by current zoom
Do right mouse click and copy image location, then put that between the Code: [Select] [img][/img] tags. like thisimage 1 image2 September 25, 2019, 12:26:50 PM |
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