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Version 3.51 released on Steam and for Lifetime Members
Version 3.51 is now released on Steam and for Lifetime Members. Here comes a minor but significant new patch before I'll start settling for summer holidays. The additions in this version 3.51 mostly consist of balances, fixes and additions related to interacting with both the spirits and NPCs. Many small game hunters should be happy to know that for example the unreasonably harsh forest spirit mood changes are now toned down. Find the full changelog below, here's UnReal World Steam page, and the version is also available for lifetimer members at the designated forums section. I wish you all great adventures in both real and unreal worlds - and nice and cosy summertime, if that happens to be your local season. Cheers! ------------------------------------------------------------------------------------------------------- Version 3.51 (stable) changelog ** Saved characters from version 3.40-> are compatible with this version. ** - added: map of known areas (F6) remembering the toggleable settings to show or not to show cultural areas and map markers This was once featured, but got broken somewhere along the way. The settings are remembered after exiting F6 map view and persist until toggled otherwise. The display for both cultural areas and map markers is on by default when the game is first started. - added: ask NPCs to find quest related persons in villages You can now ask villagers if certain quest related persons are around. This is done by automatically appearing chat options within the common greet dialog. For example: "Is Sampsa around?" or "Where can I find Tornia?" All the quest related persons, including the original quest giver, are covered within these chat options if you are aware of them. There are some exceptions though; NPCs who are involved in quests themselves can't be asked for others whereabouts, but there are always enough common villagers around to assist you. When it comes to finding quest related persons in other villages the chat options become available only when you are in the right village where the person can be actually found. This can be considered slightly gamey in our standards, but it is more helpful that way. - adjusted: no more multiple villagers with same names Possiblity of two NPCs having the same name within a single village has been removed. In seriously crowded clustered villages it is theoretically possible that villagers might run out of unique names, but real chances for that to happen are practically non-existent. MIGRATION NOTICE: Within villages created in the previous version two persons with same names may still exists. - added: dozens of new northern names Due to aforementioned adjustment it was necessary to add lots and lots of new names for northern men and women. - improved: NPC name randomization routines NPC culture has more distinguishable influence to their given names. There's noticeable variation between the eastern and western names, but especially the current wider range of northern names now appear unique from rest of the world. - added: light a torch with another torch If you are already carrying a lit torch a new torch can be lit of it. This is done in normal fashion by [a]pplying the torch to be lit. - balanced: forest spirit's attitude in regards to hunted animals - size and significance matters When an animal is felled the forest spirit's mood change and need for compensation by sacrifices now depends on the size and significance of the animal. Previously almost all the killed animals were valued equally by the spirits which resulted in small game hunters often receiving unreasonable disgrace. Now it is far more tolerable to hunt smaller game and get along with only casual sacrifices every now and then. - fixed: only one sacrifice allowed per day If any kind of sacrifice to any spirit was performed even the different kind of sacrifices during the same day were considered excess. This was not intentional, and is now fixed back to normal: You can perform multiple sacrifices on daily basis as long as they are targeted at different spirits, ie. forest or water spirit, or if the act of sacrificing is a part of unique spell. - fixed: spoiled food items were seemingly accepted as sacrifices Now it is foolish to try that sort of sacrifices. - fixed: former companions never agreed to be hired again Despite of their "maybe in the future" responses former companions did never reach proper status to be hired again. This is fixed now and companions can be rehired after a varying NPC dependant timespan from few months to full year. MIGRATION NOTICE: Rehiring possibility timespan may appear glitchy as companionship date information was broken in the previous version. For most succesfull rehiring of former companions try it at villages that were visited long time ago. - fixed: skinning young animals mistakenly gave adult animal size skins Now skins obtained from young animals are more or less smaller depending on the cub/calf actual age and size. - fixed: village items getting easily corrupt upon crash Crash security improvements added in version 3.50 are hereby improved/fixed in regards to certain crash vulnerable village items. ------------------------------------------------------------------------------------------------------- June 17, 2018, 05:18:47 PM |
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Re: Rauko
Rauko decides to turn back north, hoping to find some territory that is familiar. Suddenly, traveling through a large forest mostly of spruces, a dirty-looking wildman sees them. By the time Rauko can drop his heavy gear and arm himself with shield, axe, and knife, Badgerbane has run to attack! Rauko runs to the fight and is halfway there when his dog is hit two times by the man's two-handed axe and has trouble staying on her feet. By the time Rauko closes with the man, she has been knocked down and isn't moving. Angered, Rauko stabs the red-clad man in the hip with a knife thrust, then moves over to protect his fallen companion. The whistling axe strikes Rauko in the side, but the wound is minor thanks to his mail. After trading blows a few times, the man stabs him deeply in the leg with a knife. Wounded, and with his shield seriously damaged by the axe, Rauko is worried. As the fight goes on, he struggles to overcome the intense pain of his wounds. The man strikes a blow to his shoulder, but loses his grip on the axe. Rauko's shield also slips from his grasp. Both retrieve their dropped weapons and the wildman is quicker and Rauko sustains another hit to his thigh. They trade blows a few more times and Rauko is knocked down, blacking out only for a moment. He rouses himself quickly and struggles to get up as he is hit again. Blood on his hand is slippery and he can't hold his handaxe. Rauko sees his father's face, calling to him... He goes to be with his father. June 21, 2018, 12:09:10 PM |
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Re: What your heaviest kill so far ?
696 bull elk (skinned)
July 11, 2018, 11:41:12 PM |
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