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Re: Adding marriage - poll about how you find its priority
When marriage is added, I would like gay marriage to be a thing too - or at least partnerships of some kind where two people would go off and live together and make a life together.
December 31, 2017, 08:17:02 AM |
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Re: Adding marriage - poll about how you find its priority
I was considering the idea of marriage and I wonder if the current quest mechanism would work as a way to code in the process? There could be specific (but hidden to the player) requirements to be met (be known to the village for a certain amount of time, high reputation, fulfill x other quests, etc) and at some point a dialogue might pop up that says "You know, I hear Marti the Reemi maiden over there was hoping to settle down one of these days..." and then the player can choose whether or not to pursue further interactions with that NPC. The actual process could be a quest of sorts...talk to the NPC, NPC says you need to ask my father/mother, points you to another NPC, said parent sends you on a task to prove yourself, etc etc. I don't know much about marriage in Iron Age Finland, but it could all be done in keeping with what we know about it historically, even the marriage ceremony itself could involve a ritual where objects are placed in a certain way/ritual words are said. It's great that we have a quest mechanism already in place that can do this. As a female who largely plays female players, I would of course like the marriage process to be able to go in both directions. January 12, 2018, 07:33:36 PM |
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Re: Adding marriage - poll about how you find its priority
Like most I'd like for marriage, but npc AI is more important. That was the issue last time, it didn't feel really alive. I think development is pushing for animals right now, which I'm so hyped for. I think that being able to have baby animals, wild and domestic and having animal breeding would dip our toes into developing families and children aging, well in animals atleast. Also fingers crossed for gay marriage ! May 19, 2018, 05:37:22 PM |
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Cheat a "permanent" companion?
I want to cheat the amount of time a companion hangs out with you. Basically I want a permanent/semi-permanent (more than 1 month) companion. I plan on simulating them eating food by tossing a set amount of meat into the ocean Does anyone have experience doing this, or any ideas on how to achieve this? Something tells me that if companions already have different amounts of days they're willing to be with you, it should be some value you can crank up. I used a hex editor to change character stats before, but couldn't for the life of me figure out how to use Cheat Engine. But I'm willing to do ANYTHING to get myself some friends to share salted seal fat and turnips with! December 26, 2023, 04:17:32 AM |
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Re: Cheat a "permanent" companion?
I ACTUALLY DID IT!!! With the power of an energy drink and too much free time, I figured out how to make companions stay longer. It is relatively simple: look up the name of the NPC using the value type "String", browse to the memory region of said NPC (you will know it's the right one if it has SWORD, KNIFE, BOW skills and their portrait filename), open another scan tab and use value type "Byte", change the "Memory Scan Options" to start and stop roughly around the NPC's memory regions and use "Changed value" scan type. Pass a day or two, scan again and VOILA! You'll see some values go down. I found it useful having the NPC tell me they'll be traveling "a few more days" with me in-game (3-4 days), and then seeing if it corresponds with any decreased values. Then just change the value of the address, it's maxed out at 64 bytes, which seems to be 100 days or so. I know my explanation wasn't that good, but I have literally never used Cheat Engine before this, LOL. Hopefully if anyone ever wants to do this, they have this clunky guide I'm off to hunt reindeer and eat turnips with my buddy Pietu December 29, 2023, 06:54:50 AM |
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Re: Cheat a "permanent" companion?
You've got good intuition. Nice find
December 29, 2023, 06:47:35 PM |
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Re: Cheat a "permanent" companion?
I wonder how much you have to pay them at the end of 64 days? I will report back when the time runs out! Shouldn't be a problem for me, since I have so many furs. Also NPC companions eat now, Pietu told me "It's your responsibility to provide food" December 30, 2023, 12:42:08 AM |
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Re: Cheat a "permanent" companion?
Update! Pietu stayed with me for a total of 66 days. He helped me hunt at least 7-10 elk/reindeer, 5 bears, 2 lynxes, and 1 wolf. He assisted me in finishing up my giant cabin, skinning, and roasting meat. Even though mechanically he didn't, I like to pretend he also helped me harvest my 700kg of turnips At the end of our adventures, when time came to reward him, I tested how many goods he wanted. I gave him a northern spear at some point and couldn't get it back because he was wielding it, so I'm not sure if that item counts towards the final value. He seemed totally satisfied with 120 pieces of dried elk meat. But for roleplay purposes I ended up giving him a fine bear fur, 50 dried elk meat, the aforementioned northern spear, and a bear tooth necklace. I like to think of us as good friends and I'll will be visiting him every once in a while, since he lives in a nearby village. Next goal is to find another NPC companion and keep them around for a whole year! January 01, 2024, 02:07:50 AM |
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Spring things, pausable things, future things
Springtime is busy time - both out in the nature and inside the development chambers. We're preparing for a new version release still this month. Pausable crafting additions is proceeding strongly. Quite a batch of craftable items will be using the pausable crafting mechanics in the upcoming version. At this point the pausable crafting mechanics will cover all the weapons, lumber items, hafts and item traps such as paw-board fox trap and loop snare - and some more are likely to be added. So, with the upcoming version more than half of the craftable items will become pausable tasks. And in the version after that we'll likely manage to have all the crafts pausable, allowing it also in all the diy_*.txt modding. A new skill, bowyer, will be also added. It's quite self-explanatory that this is the ability and knowledge to make bows and the craftable bows now call for bowyer skills in their crafting. And longbow will be made available as a new craftable bow type for the player character. So, for the next few versions we'll be working mostly on item related additions, and hope to have these released in decent pace. After that, when all the crafting is pausable, we'll move into adding new quests. Some of these will be small and casual, but some will be most exciting for the players who'd enjoy the presence of marriage or permanent companions. Let that be a sneak peek in advance further into this year's plans. April 08, 2024, 08:43:26 PM |
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Fen of Seal-Tribe - my most successful character so far
I've gotten back into this game after years of being away, I was on the old forum under the name "Fen of Seal-Tribe" and it felt appropriate to name a character after that once I was back into the Unreal World. It turned out more successfully than I could have ever imagined. This is her story. Fen of Seal-Tribe was rejected by her community; bad luck, they said. Her uncle was the start of it, blaming her for poor fishing harvests. Isolated, alone, she felt like a stranger in her own home, an outcast who never brought anything good to the world. She wanted to be on the waters, and she wanted to be helpful, and she wanted to be accepted, but these things never came. Bad luck, the spirits didn't want her around. Some of the crueler folk even whispered about 'dead weight,' as though a real, living, person was a burden to bear. She was sixteen when she ran away. Stealing some nets, an old rod, she ran. Deep, deep, into the South of the Unreal World, until she couldn't run anymore, until she was almost out of supplies. It was almost spring and there was hope for her yet, but she was cold, and hungry, and scared. She found open water, some rapids, in a coniferous forest to the North of the Driik's lands. This would do, at least for now. She fished every day, and her 'bad luck' seemed to melt away. Salmon and roaches and pike seemed to jump into her rod, and when she lashed together a crude raft of birchbark rope and pine logs, her nets were soon full. The rumors still ate at her, though, and she was diligent, sacrificing the largest fish she caught each day, asking the spirits to forgive her transgressions - whatever they had been so long ago - and allow her to live. With a handaxe, she felled dozens of trees over the course of a few months, and she even managed to build a trap-fence between two narrow passages. A cabin began to form, and then a fenced off area, and she even got elk and reindeer in the fence from time to time, supplementing her diet of fish and foraged berries and leaves. Sometimes, she went down to the Driik lands, and hired people to help with her cabin. A hunter, wounded from an encounter with a bear, begged her to help him find his father's spear. An adventurer, lost in the woods, found safety with her and was brought to the nearby Driik to recover his strength before he went home. Whatever she could do to help, to earn favour, she did. By winter, she had enough food to feel at least...somewhat secure. Enough warm clothing that she wouldn't freeze to death. But winter was still hard. Frostbite ate at her hands, and food was scarce towards the end, but she made it out. Using her leftover furs, her smoked salmon, whatever valuable goods she had found or made, she bought seeds and set to work clearing land, until she had a few plots set up. Broad beans, barley, the basics. She bought a dog, even, a companion for her in this cold world. One day, while she was checking the traps, robbers approached her. She refused to back down. Tipa, her loyal companion, rushed the robbers and took an axe to the neck. Fen rushed, trying to save her animal, but the men overpowered her, stole everything from her, left her dumped alone and cold in the middle of the woods. She crawled, tending her wounds and washing them as best she could, and cried. Her dog was gone, her clothes were stolen off her back. Gathering her things, she went to the Driik village and traded for new linen to wear, but the injuries were intense and the pain made fishing, hunting, everything difficult. The world couldn't let her have too much luck, it seemed, and over a year of successes on her own were too good to be true. But maybe she could recover. A reindeer in the traps was good luck. Salmon in the nets were good food. She started to recover. It was still summer, she had time. She could survive. A few days later, at the end of Seedmonth, a bear and her crossed paths. A bear that was aggressive, and charged her. She had no chance, though she fought, slamming her handaxe into the bear as it descended upon her. But she had no chance. Her last thoughts weren't of home, or of the spirits, or of luck. Her last thoughts were terror, primal human fear of a predator far larger than her, far bigger than her, teeth and claw tearing her flesh like butter. She died alone, far from civilization. The Driik villagers she had befriended would wonder where she went, and maybe went to her cabin, finding only an abandoned place, the nets still in the water, the fields overgrown, projects never to be finished. Fen of Seal-Tribe lived 419 days alone, travelled nearly 4000 kilometers. All in all, she had a life that defied her home's cruelty. She did so much alone, did so much on her own merit, achieved so much. She was not unlucky, nor disdained by the spirits. She was simply a victim of circumstance, and more often than not, made things work for her. If she was truly a source of bad luck, she would have died months ago, alone and starving in the cold. But she didn't. She survived far longer than she should have, alone, with only her own knowledge and her best guesses to guide her. She rests now, and may the world be kinder to the next character brought into the Unreal World. April 23, 2024, 12:20:09 AM |
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