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Re: Adding marriage - poll about how you find its priority I just put a long post is a separate subject that probably should have gone here:
I have a few comments on the marriage poll and incorporating marriage into URW.  Others can comment on the role-playing nature of an NPC spouse or the ability to have children and have a multi-generational URW experience.  But I am reducing the arguments to two options for incorporating a NPC spouse: 1) the Resource Drain NPC Spouse, or 2) the Resource Generator NPC Spouse.  These options might be considered over simplifications (they are mechanistically not mutually exclusive). 

Option 1: The Resource Drain
For this option, a NPC spouse becomes a drain on player resources.  First, the spouse must be wooed and courted with furs, tools, weapons, valuables, etc.  In this option, a significant expenditure of player time is given to attract and then obtain a spouse.  The "cost" of a spouse would then be proportional to the perceived "value" of that spouse.  In this scenario, the spouse becomes a status symbol for the player through their ability to attract the "best".  It could be even that the spouse gives the player increasingly difficult quests as they become more involved along the wooing path.  Maybe there are differences between an in-culture marriage versus an out-of-culture marriage?

Second, after a marriage ceremony, the spouse must be provided for.  In this option, the NPC spouse is a bystander that consumes the player's food, clothes, tools, and weapons (maybe also armor, cords, bandages, bowls, etc.).  The player must spend time ensuring the spouse is sufficiently provided for so they stay committed to the marriage and alive.  In this option, a NPC spouse likely functions like current NPC villagers.  They wander around a specific location or follow the player around, but have limited utility.

The entire purpose of a resource drain NPC spouse is to add a monumental achievement to the URW experience.  That is, the player can not only provide for them-self, but they can attract and maintain the NPC spouse as a status symbol.  The resource drain NPC spouse then would "unlock" PALU's generational feature...
It can also be noted that there are probably very few people who play their characters for 17+ years so that they could have had "adult" offspring. This means you could potentially start a family, but any children would be unlikely to be adult when your character expires, so if a generational feature would be introduced it would probably have to be able to skip a number of years, which would require some kind of logic to advance the world (which should include repopulating village animal stocks, at the least, and probably replace some of all those villagers who died fighting robbers with your ex character as well).

Option 2: The Resource Generator

For this option, a NPC spouse would need to function differently than other villager or companion NPCs.  The NPC spouse in this scenario would need to be a productive member to contribute to living in URW.  For example, the resource generator NPC spouse would need to actually engage in meaningful labor around a settlement or while on a hunt.  This means they would need to accept and execute commands that take advantage of skills.  A resource generator NPC spouse is likely more accurate (they help contribute to life), but much more difficult to develop.  This option could also lead to players gaming the system or to unexpected results (or danger to the NPC spouse) due to poorly issues commands and limitations of the AI. 

A wooing process would need to take place.  However, while a resource drain NPC spouse would be a status symbol, a resource generator NPC spouse would be valued to complement the player.  For example, if a player is unskilled in something, woo a resource generator NPC spouse to compensate so they can perform those skills for you.

Once the courtship is completed, the resource generator NPC spouse would need to be functionally helpful to a player.  For example, if a player provides the necessary items (tools, weapons, seeds, pots, cords, etc.) and key instructions (location of a field to prepare/tend, trap fence to monitor, materials to process, etc.), the resource generator NPC spouse could process through a que of instructions.  For example, a resource generating NPC spouse could contribute to agriculture, hideworking, fishing, food preparation (smoking, salting, drying meat or making flatbread, stews, grinding flour, etc.), hunting, building, monitoring a trap fence, checking traps, making clothes, tools, or weapons, etc..  A resource generator NPC spouse would need to have skills that would affect their ability to perform all of these actions/functions. 

The entire purpose of a resource generator NPC spouse would be to expand a players skills set, provide a companion in shared activities, and/or help reduce the tedium that can occur when surviving in URW (i.e. division of labor).   I can imagine scenarios where the resource generator NPC spouse...
  • prepares the soil, plants seeds, harvests crops, threshes for grain/seeds, grinds flour
  • skins a carcass, cleans the skin, tans furs and leather
  • butchers and smoke the meat or cooks any of the other food recipes
  • prepares logs, blocks of wood, boards, etc.
  • builds a wooden building or kota if the player outlines the walls and doors
  • follows a circuit of traps, or a trap fence, to collect the trapped animals, reset the traps
  • being sent out into a delineated geography and asked to harvest all the berries or herbs of a given type
  • wanders a geographical area to actively hunt
  • joins the player and sets traps in a designated place
  • joins the player on an active hunt
  • follows the player to a village to trade and carry items
  • etc.

I've said too much...

Option 1 would be easier and provide for "end game" objectives.
Option 2 would require the player to spend a great deal of time managing the NPC spouse.

December 18, 2017, 11:03:31 PM
1
Cathlyn, Leader Of The Kaumo Uprising -transfered transfered from old forum :)
Shortstory of my -then- recent character.
Wanted to play one that gets mad over time.


Her name was Cathlyn of the Kaumo people.
She was only 16, when her father died.

It was a beautiful summer day, when she found him, killed by a bear.
They were out hunting, trying to gather some furs-
the foreign traders only accepted the most valuable ones for their
rare iron items, and winter is cold.. without fur, you are done for.

Her fathers torn carcass was still loosing blood, when she,
with tears in her eyes. grabbed that little gear he carried.

She saw the tracks of the beast, but without proper weapons,
it would have been suicide to follow it.

So she left...



Twenty kilometers away, there was a village, and she entered, hoping to find help.
But there was no sign of life, only 7 dead villagers, obviously they were
fighting to protect the children.. which bodies also were here.
And then, while she was still wondering..

Has the bear been here?

Has the beast slaughtered this village too, just like her father?

She heard a sound..behind her..

Swirling around, a lynx was in front of her, and all she had as defense was
a handaxe.
The lynx attacked, and Cathlyn desperatly tried to kill the maneater.

Just when the lynx pushed her to the ground, and tore open her arm, she risked
everything, and tried to hit its head.

And she hit. The lynx immediatly went to the ground, unconcious.

Nearly mad because of the pain in her arm, she hacked, and hacked on the animals skull, and finally it died.
She was out of breath, hungry, and out of options, so she cut it up, and made a fire in the village's former sauna. The smell of the roasting lynx was demonic...



For three days, she stayed first, burning the houses with theyr owners, in order to give them a fire burial- for some reason, she didnt dare to move the bodies...

After that, she looked around the village..and realised it was surrounded by fields-
all where sown!
If she would survive till harvest time, she would be out of problems for winter!
The only problem was having food NOW. The roasted lynx pieces wouldnt last forever.

So she started cutting her clothes into pieces, smiling when she thought how she would look like afterwards- half naked, and full of blood.. like a mad amazon.
She made some loop snares out of her clothes, and set up some small traps-
as the village area was open, it would be very likely that animals would cross.



She rebuild the village sauna, the only building she didnt burn to the ground-
as it had saved her life, probably. And called it her temporary "home".

On the 8th day, she encountered a Njerpez. Quite surprisingly.
She just had made a grainflail,to ensure herself that she would survive till harvest time..a symbol of hope, a crude one.
The Njerpez shouted at her, and drew a sword, grinning,
telling her that he would eat her heart.
Little Cathlyn shivered in fear, and tried to run; but the Njerpez followed her.. and when she reached the point where running would not help her anymore, she decided to stand against this threat too.
And she wondered...
WHY did the Njerpez always have the best foreign equipment?
IRON, everywhere, but for the tribes..

Little Cathlyn was lucky, one of her hits broke the Njerpez arm, and the raider turned and ran..
She followed him..maybe he had some hidden staff somewhere.. or why would the warrior be alone in the woods?
Some berry bushes entered her view..and she realised she had lost the Njerpez tracks because of them.
She sighed..well, at least she was still alive. Again. So she turned around, in order to get back to "home", when the Njerpez entered her view. He had a knive, and he was VERY upset.
"You pay. You die. I will do bad things to you corpse. And then i will search family, and kill too."

And that was the point where something broke in Cathlyn, for the second time.

5 minutes later, the Njerpez was crawling away from her. With her grainflail, she had broken both his arms and legs. He was in great pain, but Cathlyn waited, she just followed him for a while, taking her time, watching him..and when she had enough, she smashed his skull.
The Njerpez carried some food, and a mug, which would allow her to carry water around. She spit on the corpse, and went home.

The next two weeks she was busy, making traps out of the njerpez clothes, collecting stones for a cellar, maybe she would catch something bigger than a black grouse, and the meat would otherwise spoil!


On the day following the finished cellar, she climbed a nearby mountain, and there they were.
Foreigners, carrying theyr distinct blue clothes. She hurried down into the former village, gathering the 4 furs and the fine snake leather she had.. if she was lucky, they would have a bow!
The 3 traders were roaming around nearby, chattering, laughing, and.. felling trees.. in order to stay fit, they told her, grinning.
One of the traders asked her about the sword she was carrying:
"Hey young girl.. thats a fine blade you have. I sold that just recently; stole it?"
She realised..the foreign traders werent good angels that brought the great iron tools..
they just traded with everyone. And that included the menace of the Njerpez.
Also...
the furs she had werent good enough for them.. "We want good furs! Got them? No? Then get lost!"
And she left.. for home.

On the way, a plan rose in her head. Those traders were going to pay.



The only trap she hadnt done till now was her fathers speciality. A pit..with deadly spikes on the bottom. So she carved a shovel. It was ugly, but with sweat, she made 3 pits, just on the crossing of her small fence and her house.

Then, she grabbed her 2 knives, and left everything at home that wasnt utterly necessary. Including her clothes, that was everything except her knives.

Silently, she approached the traders. One was asleep, and the other two didnt notice her.
She weighed the blade in her hands..aimed..and threw it.

And missed. Damn.

The second blade, beeing her last hope, hit the sleeping trader, not doing any damage, but he jumped up, and saw her.
"YOU DAMN BROAD! COME HERE MATES! THE GIRL WANTS TO DIE!".

She ran, arrows hitting trees on her side..but she made it to the fence..and jumped into the house, closing the door, and quickly grabbed the sword-
altough she had barely an idea how to use it.
Would they be so stupid?


They were. Three sounds of crashing pits came to her ears, and she opened the door, sneaking outside. All three were in the traps!


Two were unconcious, but the third had a pierced leg, and tried to talk to her:
"Listen! Help me, please! I will not kill you!".
"Recognize that sword?", she asked, "just little time ago, someone tried to kill me with it. A Njerpez. You sold it to him, didnt you?".
"THATS CALLED BUSINESS, YOU WHORE!", the trader yelled.

"Yeah..i understand. And.. as it is your property..i will give it back to you", Cathlyn answered.



The day after, Cathlyn woke up happily, feeling as one with the world.
Equipped with several iron items, including a pretty neat hunting bow, and armor pieces, she aimed for the neighbouring cities of the driik. The trading tribe.. the tribe that owned more than three quarters of all iron of the inhemo.
She wanted to trade food, and get questions answered:
Why didnt the driik help the other tribes against the Njerpez?
Why didnt the driik throw the traders out?
And..did they also trade with the Njerpez?

For a whole week, she traveled in the driik territory. And as she saw all the riches, and asked questions, she realised that the driik were as bad as the Njerpez, and as bad as the foreigners. Opportunists...
Two cities even had walls; a fortified outpost- and the capital.. thirty people lived here, they had pigs, cows, and every piece of iron you could imagine. And prices..were HIGH.

Cathlyn was hungry. So she stole from a field, and ate the hemp leaves raw. The next day, no driik village would let her in- someone must have seen her stealing.
She tried to explain that it had been just some leaves out of hunger, but the driik guards just raised theyr bows, and told the "Barbarian scumgirl" to leave immediatly.
And so, Cathlyn went back- to her people, to the kaumo.




Half a year passed, and Cathlyn lived, and one day, she also was able to get revenge for her father- when she was with some partners out hunting, and met a bear; maybe not the one that had killed her father, but a big one at least.

She had made a plan, and when she had assembled a group of ten people, she led an attack on a nearby njerpez village.
Loosing only one partner, they gathered a lot of weapons, and food, and armor. As she was the hunting party leader, it was up to her to decide what to do with that...



Cathlyn assembled an army.
Cathlyn equipped an army.
Cathlyn fed an army.
An army, that grew every day
(sidenote. regular crashes, the first ones i ever experienced due to having 30+ party members..)
and that was clothed in IRON.

Every foreign trader they met, and every Njerpez, would not survive to warn others.
Cathlyn grew a habit, just like the Njerpez had threatened her to do, she ate one piece of every dead enemy.. to gain his strength..
They still lived in the former village, which was by now a fenced and heavily trapped area.


And on the first day of the second year,
when Cathlyn had assembled enough soldiers,
and everyone had at least a sword, they went west.
(It was a HELL of work to organize that.
Asking for names/telling to stay did help, altough^^)


One driik village after another fell, and they set up camp in the walled outpost.
The fires of the burning villages rose high in the sky, and Cathlyn knew that now, only one big target was left- the smaller villages would fall sooner or later; the land hadnt seen an army for decades.
And as they let no one escape, no one knew her army even existed.

The capitol.



They went in, hidden by the night. Cathlyn set up a fire in the towns entrance, blocking the way out.. and of course, a townsmen approached: "Hey! You are not allowed to make a fire on our property!".

"I know.", Cathlyn answered, and shot her arrow in the man's head.
Her army, afraid as always when she went..strange..refused to have anything to do with her actions.. but when the towns soldiers came, and tried to attack her, her army charged.


The battle took an hour; Cathlyn herself killed a men,
2 children, and theyr mothers.
(48 corpses...combat logs of 6 to 15 pages each turn...lag from hell...)

And when every one was dead, and Cathlyn sat on the ground,
not able to stand due to her injuries..she said..

"One final day, i hope they kill me. So i might find peace."
And roasted her first human cut of this town.

April 10, 2018, 08:48:36 AM
1
The War on Wolves So I started this story on steam, but figured this is a more appropriate place to continue. The story begins with a wolf attacking my reindeer on a mountain top while I was sleeping. I never really cared for that reindeer. I mean I only got it to carry my stuff. I had named it Last Resort, you know, just in case the meat it carried became more valuable than having a beast of burden.

That night, when I woke to Last Resort being savaged, I was mostly just pissed that the "big wolf" had the balls to try this. After missing an easy javelin throw, I chased it off and returned even more angry, cursing the damned wolf and my own javelin throwing ineptitude. To my surprise, the reindeer wasn't dead.

I thought, "Ok, great, at least I still have the deer, I'll just let him heal up."

When I decided to return home, I realized that Last Resort was crippled and couldn't walk. I'd move a few tiles and he just stayed in place, even though he was on a leash. I started waiting, hoping he'd regain some strength and get the heck up, but no luck. I kept seeing this brazen wolf appear at the edge of the screen, and would chase him off, throwing javelins ineffectively. I just couldn't get close enough. I stayed by the deer for about a day and a half, chasing off the wolf, and was starting to come dangerously close to dying from dehydration. There was no water close by and I couldn't wander away. So, Last Resort, the poor savaged reindeer lived up to his name. No point in leaving him for the wolf, I told him I was sorry before bashing his skull until unconscious, then driving the point of my spear into his neck. Blood gushed. A few minutes later all that remained were bones on the ground and meat in my pack.

I swore revenge as I trudged home.

I got my two dogs and headed back the next day. I used some of the meat to set some deadfall traps, even though my trapping skill was horrible. But in my experience just getting the animal's attention is the important part, even if it turns it's nose up at the trap, my dogs and I can do the rest. That night, sure enough, the apparent lone wolf showed up. As I expected, it wasn't dumb enough to climb in the trap for me. Oh well, I unleash the hounds and issue the attack command.

When I finally caught up one of my dogs was on the wolf, the other no where in sight. My dog was hurt, bad, but still fighting. I rushed to get in javelin range but before I could my dog was down, its neck was torn and there was blood everywhere. I could feel the rage pumping in my ears. The wolf ran. Unfortunately for the wolf, it had to climb a cliff wall, which gave me time to get in range. The javelin struck home in the wolf's abdomen. It fell unconscious, and I finished it off with my spear as my other useless dog showed up in time to bark at it.

Disgusted, I collected it's pelt but left the meat to rot. I burned my dogs body and left.

Once home, I realized that killing the wolf wasn't enough. Rage still burned, and I decided I needed to kill the rest of them. Every.. Last.. One.

Realizing that my skill with a spear alone wasn't enough to catch the slippery bastards, I began to train my trapping skill. I found some mild success, trapping a couple here and there, but it didn't quench my thirst for revenge. I began wandering around at night, looking for them. I knew it was a suicide mission but I didn't care. I knew I should get more dogs but decided they didn't deserve to die with me. I stopped leashing my remaining dog and giving him attack commands, giving him the option to flee but shame from the last encounter, I think, kept him close. Or maybe it was just the food.

One night I found what I was looking for. A pack of them scouring the pine mire near my home, probably checking to see if I had any more reindeer to eat. I didn't. I chased after them, and they ran at first. Right up until I wounded one of them with a long, lucky javelin throw. It turned to attack. My next throw missed, and I heard my dog yelping somewhere behind me. I got out my spear, ready for a fight to the death. I dodged it's attack, and struck. The wolf went down, but so did I. At least one of them must've gotten in behind me, probably after killing the dog.

The last thing I felt as the world faded to blackness were my bones crunching and my stomach being ripped open as the wolves gathered around what would soon be my corpse...

April 10, 2018, 06:36:39 PM
1
He was in my cabin! The following is a story of Ossi.

It was my first winter alone since I escaped from my Njerpez captors.  You see, I had cleared their camp earlier in the spring and used it as my homestead, remaking two of their buildings into my own cabin.  My homestead was then a central camp with my cabin and sauna with a pine mire to the north and east, all surrounded by spruce mire.  I had ringed my homestead and border of the spruce mire with a contiguous trap fence and staked trap pits.  In the months between then and mid-winter, I had explored and become friendly with local villagers: trading for many goods I needed, helping them with chores, traveling between regions, and even finding a bird thief. 

In those travels, I had encountered numerous Njerpez warriors wandering the forests, especially near my homestead.  More so even than I had ever heard of.  I had had numerous encounters, and almost perished a few times.  Because of this, I often wore my best armor and was armed as I traveled around the forests near my homestead.

One morning near mid-winter, I checked my trap fence and found a lone small wolf caught in a pit.  I killed, skinned, and butchered the animal, offering up a gift to the spirits for this bounty.  I set the meat to dry and tanned the fur.  I came back and picked up the rinsed winter wolf fur and took it into my cabin to finish at my table.  I had a decent fur at the end, was weary and moderately fatigued, and it was evening.  So I decided to add the fur to my sleeping pallet and rest.  I decided not to re-kindle the fire that night and was about to lay down on my furs against a cold winter night ...when I heard my door open

Confused, I was about to look to my door when I was hit from behind and felt something break in my thoraxI turned and I was being attacked by a Njerpez Warrior holding a mace! He was in my cabin!  He had apparently scaled my fence, snuck across my homestead, rushed into my cabin, and attacked me, all in the darkness of the night as I was finishing a fur.  I wasn't wearing armor and had no weapons, so I grabbed a handaxe nearby and fought the intruder.

I had little hope of succeeding against this enemy with my fatigue and wound, but I struck back against his blow to my shoulder and luckily hit him in the abdomen, which wound began to bleed.  I think he was shocked that his first strike didn't knock me unconscious and I was fighting back.  After that, I chopped my axe against his skull and he dropped dead.  I was stunned at my survival! 

I gathered my weapons quickly, searched my homestead in the darkness, and found this intruder was alone.  I was left with a major fracture in my thorax, a dead Njerpez next to my sleeping pallet, and bloody gore marring my peaceful cabin.  I felt as if my home was violated.  If there was only some way to secure my cabin or bar the door.  I don't feel as safe as I did before this invasion.  It is a blessing I was awake.  One more moment, and I would have lied down and the Njerpez warrior would have found me asleep.  I am truly lucky.


Note: In all my years of playing URW, I've never encountered so many solo Njerpez warriors in such a small geographical region.  They've given me a fairly steady stream of goods for trade.  But I've also never had a Njerpez invade my cabin directly.  I've found them in tiles adjacent to various characters' cabins, but this is the first time I've ever had this type of experience.  It scared me to death.  I was literally shaking by being surprised by a Njerpez in my own cabin.  I was sure my time invested into this character was about to be flushed down the tube, but was genuinely happy to survive.  I also wonder if it would be possible to bar a door in a building.  This would require the invader to break down the door with an axe to get in, but would give some defense against home invaders.

April 16, 2018, 10:45:35 AM
1
Re: Old mods @zer0lis
I've posted the mod you requested, along with a version sync.
https://www.unrealworld.fi/forums/index.php?topic=1222.0

Have fun

May 15, 2018, 01:39:17 AM
2
Re: Short Questions/Quick Answers When you roast the meat it will be sorted into qualities based on your cooking skill.  I think decent quality (no description) is the same or very nearly the same value as uncooked meat.  Lowest quality cooked meat is worthless in trade, bland meat is worth about half vs decent (plain good) quality.  If your cooking skill suffices, and you can make tasty or delicious roasted cuts, those are certainly worth more in trades than raw meat, I think 125% and 150% respectively.

Bear in mind that when you roast the meat you also get some value in that it will take longer before it turns stale, which is important in warm weather.  Also you can possibly increase your cooking skill, which will help future rates of return.

May 16, 2018, 06:04:23 AM
1
Tuning the spirits among interviews and heatwaves Heatwave has struck Finland, and has basically lasted for almost the whole may. While the light and warm summer days has effectively turned my focus to outdoors activities, it's been a bit exhausting as well. Only the nighttime has been somewhat tolerable for coding and of my nightly works the most worthy of mentioning are tweakings of how the spirits get angered or pleased depending on character's actions. There's room for tweaking there, and I've followed the related fair discussions on suggestions section. Most important thing probably is to reason how much different kind of animal kills affect to spirits mood change, but as the system is quite complicated I've also made some groundwork for spirits to actually tell the player why they might be so mad sometimes.

Then, an interesting opportunity to give a deep interview for Chinese gaming media came upon me. The article is now published and you can read it here:
http://www.chuapp.com/article/285323.html

It's in Chinese, so some of you gotta rely on computer translation, but images in the article alone are worth of checking out. Coming up with this took a good slice of my time this month, but I'm happy with it. The approach was fresh, and the questions were interesting and unique.

I wish I could have kept up more frequent update post pace this month, but apparently I failed. One things you should know though is that my plans are to wrap things up as soon as possible for a new release - to offer some essentials additions, and some bugfixes for your summer days.

It's pleasantly cold now so it's time to head to sauna. What else :

May 30, 2018, 09:40:28 PM
1
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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Version 3.60 beta [for Windows] released on Steam, and for Lifetime members Version 3.60 beta [for Windows] is now available on Steam as beta-branch you can opt-into at will.
Lifetime members can find the beta version at the designated forum section.

This first beta is available only for Windows at this point. Other platforms will follow in-time. We're sorry for the prolonged waiting time, but couldn't help it, and really needed to start 3.60 betas rolling.

And they get rolling from now on. Things are fairly stable already, but our to-do list is still not completed. So bear in mind that many of the features now available will be polished even further in patches to follow as we stride towards the stable tag.


Key features of version 3.60

The key features of version 3.60 version deal with NPCs, companions, domestic animals, village properties, and crafting additions. The list of additions and fixes is long and you can find the changelog here.

One of the most awaited additions is wandering NPCs now actively hunting animals on detailed map level. 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.


Screenshot from version 3.60beta. The player character has followed an elk, freezing and starving. He bumps into a scene never witnessed before.
There's a pile of elk bones, raw elk meat and few arrows. And an adventurer, who has apparently downed that elk, now carrying it's winter fur and some cuts he had already roasted.
This is just one example of scenes which could have been witnessed by player character, turn by turn, from the start of the hunt to very act of utilizing the carcass.



Who can have it?

You can have it, but you gotta get it from Steam. Standalone versions of 3.60 will follow after significantly longer time than what we have gotten used to in the past. This is because during past years donations have dried out disallowing solely donation-based development to thrive. Donations are still an option, people do it for a reason or another, but your generosity isn't any longer linked to the great perk of most up-to-date version being freely available for everyone. I'll be happy to answer possibly puzzled questions of relatively recent of near-future intending donors, so don't hesitate to eg. e-mail me if you feel like it.

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Cheers, have fun, and let's keep our fingers crossed for the possible beta bugs being minor and scarce. But whatever their size and annoyance level may be, we've got our bows prepared for shooting them down.

September 15, 2019, 06:46:48 PM
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