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Re: Quality of Life (for the Player) Improvements 1.  Changing this would IMHO be much too unrealistic.

2.  I like this suggestion.

3.  You can already do this by canceling the eating before finished. I call it "tasting" the food.

May 27, 2017, 06:34:13 AM
1
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
1
More ambient sounds Seeing that the game has such high potential for letting you immerse yourself in the (unreal) world it creates, i think it would be just that more awesome if there were more ambient sounds based on location, season, or time of day, etc. It doesn't have to be something terribly complex. Just a sound file for forest during the day and during the night, one for forest during winter, a village, maybe when near the seaside or a river. Stuff like that.

These days, when i play, i like to keep this running in the background, and i feel it ads a lot to the atmosphere: https://www.youtube.com/watch?v=OdIJ2x3nxzQ . And i found another one that will work very well during the winter: https://www.youtube.com/watch?v=k4P5oxIWOiU

But it would be tedious to change between a night sounds, day sounds, village, seaside etc on Youtube. So that's why i think the game's immersion would profit quite a lot from implementing these soundscapes

August 10, 2017, 12:12:01 AM
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More trees! So I pondered this recently. The city/village I live in (in Finland) is named after an oak tree. Then it hit me. There are no oak trees in URW (afaik).

More tree diversity anybody?  ;D

August 13, 2017, 09:27:31 PM
1
Mik Mik left home with few possessions after his mother and father caught a sickness and died.

They had been poor and barely survived the previous winter, during which a pack of wolves
had chased away and then eaten their only remaining reindeer. For you see, as many of the
tribe of the Owl, they had herded the deer. Unlike his friends' parents, Mik's father was not
very skilled and his mother was not an Owl tribe member, so they were never well accepted.

He buried them and mourned until hunger drove him away from their tiny kota.

He wandered until coming to another Owl settlement where he did not recognize anyone.
There he built a small shelter on the edge of the gathering and tried to make friends.


v3.40

August 19, 2017, 01:27:46 PM
1
Cheesemaking
NOTE: not tested yet! I'm putting it here to self-motivate to finish it soon, now that I've posted it :D

Taking inspiration from this website:

Quote
All the milk was made into cheese or sour milk Uusivirta writes that people in ancient times ate cheeses cooked from sour milk as their everyday food. For feast they cooked cheeses using eggs. To sour milk for to make cheese there are several ways; wild plants (for example nettle) and the stomach of certain animals (Uusivirta, Rautavaara, Israelsson). Traditional sour product is also quark, spaghanum. Butter was made by processing the milk by hand in Iron Age, since we did have no churns in Iron-Age Finland.

and to make better use of nettle (otherwise never preferred to Hemp in agriculture) and salt (never preferred to smoking/drying), I set off to make a simple setting-appropriate cheesemaking recipe.

The idea is the following: first you need "rennet" (only vegetable-based here), which will spoil after a few days. The rennet allows fast curdling of the milk, thus giving you "cheese".

Quote
.Nettle Rennet. *COOKERY* /30/ %10% |1| [effort:1] :148:
{*nettle leaves} #1# [remove] [boil]
{Water} #1# [remove] [boil]
{Salt} #0.1# [remove] [boil]
[SPOILAGE_DAYS:5]

.Sorrel Rennet. *COOKERY* /15/ %10% |1| [effort:2] :148:
{*sorrel leaves} #1# [remove] [boil]
{Water} #0.1# [remove] [boil]
{Knife}<Small knife>
{Wooden bowl} '+as support'
[SPOILAGE_DAYS:2]

.Fresh Cheese. *COOKERY* /15/ \1d\ %10% |0| [effort:1] :148:
{Milk}    #5#    [remove] [roast]
{*rennet} #0.3#  'Rennet for curdling'  [remove] [roast]
{Salt}    #0.1#  [remove] [roast]
{Bandage} '+to drain the whey' [remove]
{Pot} '+to boil the milk'
{Wooden bowl} '+to mould the cheese'
[TILEGFX:it-fcheese]
[SPOILAGE_DAYS:10]
[COOK_WEIGHT_DIV:1.5]

.Wrapped Cheese. *COOKERY* /15/ \30d\ %10% |-1| [effort:0] :148:
{Fresh Cheese} [remove] [roast]
{Nettle Leaves} #1# '+as wrapping' [remove] [roast]
[TILEGFX:it-wcheese]
[SPOILAGE_DAYS:300]
[COOK_WEIGHT_DIV:1.5]

TODO:

  • graphic tiles for rennet and cheeses
  • test if total quantity fits a pot
  • maybe separate the nettle/sorrel rennet production from the cheese, so that people can use any rennet they want. (and in the future, also make rennet from lamb stomach)
  • this is a soft, perishable cheese. It would be great to differentiate "soft" and "hard cheese" by making two different recipes starting from this "very soft cheese" and letting them mature for a few days (soft) or weeks (hard). The former might have a few months of shelf life, the latter being essentially non-perishable (or, say, two years spoilage time)

PS: here there's the full process with pictures! (only for nettle rennet)

August 30, 2017, 03:16:55 PM
1
Re: Cheesemaking I've shamelessly taken the "it-egg" and "it-bread" tiles to make "it-fcheese" and "it-wcheese" respectively. My art skills are non-existent so there is that.. but they should suffice.
August 30, 2017, 08:43:48 PM
1
Add "wetness" penalty to clothes You are in the coldest days of winter. The "cold bar" is empty. You should stay indoor like the many game guides say, treasuring your firewood, but you don't care: you are fully clothed in deer with woollen footrags, mittens and cowl. You could dip into a frozen river and come back up, and instead of freezing to death you'd warm back to optimal.

Why? Because the warm system of clothes (which is simple but works very well, usually!) fails to take "wetness" into account.

Proposal

  • Every wearable piece must have two additional fields: wetness and wet-warmth. When wetness is full, the effective warmth is equal to the wet-warmth. When wetness is empty, the effective warmth is the usual "warmth" field for this item. If willing to go the extra mile, effective warmth decreases linearly with wetness, with minimum being the "wet-warmth" and maximum the base warmth.
  • Dipping increases the wetness very rapidly for some materials, and less for others. Linen/nettle/wool should go instantaneously to maximum wetness. Fur would only be half-wet if you go out immediately. Leather and, special case, seal fur, go 25% wet at every turn: so getting in water and coming out immediately only makes you 25% wet. I would also make the wet-warmth closer to the effective warmth for seal fur and leather (as well as iron/mail/lamellar, for all the good it'd do).
  • Rain and snow make you wet little by little, proportionally to the rain/snow strength and the material of the cloth, like above.
  • Ambient temperatures reduces the wetness with time, proportionally. Changing clothes to dry your wet ones by the fire/in your smokehouse becomes a thing.

This would make seal fur great again (as well as leather), excluding the coldest months of winter, because of its reliability under wet conditions. Your nice reindeer suite is still great but you need to keep covered, as one supposed ancient Finns did.

Extra happiness if the first to get wet is the outer layer (the last worn) for each body part, so that having a seal overcoat over your bear/stag suite makes a lot of sense.

August 31, 2017, 03:33:08 PM
1
Re: Add "wetness" penalty to clothes Some other reads on this topic from the past;
Sweating and clothing http://z3.invisionfree.com/UrW_forum/ar/t6607.htm
Ice Cold Improvements (Dev thread) http://z3.invisionfree.com/UrW_forum/index.php?showtopic=6524

August 31, 2017, 07:45:35 PM
1
Re: Add "wetness" penalty to clothes A macintosh is a colloquial name for a waterproof raincoat.
September 01, 2017, 10:09:58 PM
1