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UnReal World laajenee

Sampo on aloittanut keskustelun. Viimeisimmän viestin on kirjoittanut Sampo 18.10.2008 0:27.

Mitäs on uutta, UnReal World v3.11

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Version: 3.11
Released: 17-Oct-2008

* Saved characters from the previous versions (major version 3.10) are
* compatible with this version, but do pay attention to "PREVIOUS VERSION
* COMPATIBILITY" information concerning some new features.
         
 - added game-info on following topics:

        Turnip, Broad beans, Trap-fence, Passive hunting, Log,
        Buildings, Sauna, Slash-and-burn cultivation.

 - updated game-info on following topics:

        Plants, Traps, Fence, Hunting, Fishing

 - added: new key commands to pack/unpack animals

        Pack and unpack options have been removed from the "Extended
        commands" menu and integrated into good old "pick from a
        direction" and "move items" key commands, which now therefore
        have an additional use in packing and unpacking animals.

        What could be more logical than this:

        [;] - "pick items from a given direction" - also works for
              unpacking an animal, if you use it to the direction of
              your pack animal. You can use this command also to pick
              items from your companion, but currently they are only
              willing to hand over their food. 

        [m] - "move items" - also works for packing an animal if you
              use it to the direction of your pack animal.

 - added: overhunt restriction
        
        The number of certain animals at a certain region is now
        limited. So if there's a region with only few elks around
        and they all get killed you won't encounter them no more -
        at least for some time. Animals however can migrate to new
        areas even from great distances, but if you keep on hunting
        at a certain region for a long time you will see the results
        in lack of animals.
          There are some animals (squirrels, hares, birds etc.)
        which are practically too common and numerous to overhunt,
        but for a bearhunter who has managed to bring one down, it's
        a waste of time or a matter of great luck to find another
        within the same or closely neighbouring hunting grounds.
        So you must value your big game from now on.

 - chat overhaul

        All the chat-modes have been integrated into the new chat
        screen (which has been around for few version). The oldschool
        chat-screen with possibility to type in free lines is history.
        As a result of this, some chat-modes and options work temporarily
        on a 'lighter' engine, but will be upgraded and improved in the
        future.

        These are the things that had to go/change:

          - Healers work for free.
          - People tell you tales no more. 
          - Ask for food/drink has been removed.
          - You can't get a wife no more. If you have one already,
            she will wander free. Engagement rites will be added soon
            in a more authentic way.

        So those were the setbacks. How about the good news then:
             
        The bonuses of the chat overhaul are:

          * Instead of pre-generated tales we have seen in the
            past versions, people now tell you news and incidents
            they have seen by themselves or heard about. And these
            are real, working game world events which you can go
            and see for yourself.
            This system replaces the random regional events which
            were used in the past versions. The wolves and the
            Njerpez can cause trouble just like before, but the
            only way to find out about the big news at a certain
            region is to witness them by yourself or to talk to the
            people. When you do greet people, they might tell you
            some news. Some people know a little, some people know
            more and some people know who you should to talk to
            find out more. The news you get can stay at a rumour
            level or then you might get exact directions to the place
            where the bear has been seen or the Njerpez have built
            their war camp. When you hear the news about some topic 
            for the first time, a chat option to talk about it
            will appear in your greeting options the next time you
            talk to someone. This allows you to question people
            and even pick news from a one village and go to the next
            one to see if they know better there. 
            Currently people consider the following events at
            their territory as a news they sometimes want to share:

            - any Njerpez activity/sightings/encounters
            - the bear
            - sightings of wolves or gluttons
            - the lynx
            - foreign traders

          * People give you a bit more verbal description of the
            settlement, lake and cave locations you ask about.
            They also mention the name of the region they are
            talking about. When asking about settlements around,
            you can also ask if they know more distant settlements
            if you think the directions point to the neighbouring
            village you already know.

          * Deliver items chat option is now much more convenient.
            You are allowed to select and deliver items in a row,
            for example when hiring a company, until the person
            is satisfied.

          * There are new "Command" chat-options which allow you
            to command your companion to make a fire, fell down
            trees or to roast the meat/fish he/she has.
            So it's easier to hunt together as you can command your
            companion to roast the meat you gave him while you are
            doing something else. Your companion will also watch
            the food that is cooking and pick up the roasted food
            when it's ready. Also if you hire a company to help you
            build a house, you can command him/her to fall down trees
            while you are making logs and so on. More interactive NPC
            behaviour will be added soon, as the system is now created.

 - when making items etc. the tool selection is now completely automatic

        The best tool for the job - whatever it might be - will be
        automatically selected from your inventory.

 - added: possibility to make batches of items

	This option is restricted only to items that are usually required
        in larger quantities and to maximimum amount of ten batches/pieces
        of a certain item at a time. But yes, now you can make several
        arrows or bunches of wooden stakes with a single make command.

 - game-info browser intergration improved

        Whenever there's game-info browser chapter available about a
        certain matter the first line of the description will be shown
        within "There's more info" pop-up box. This gives you a quick
        sneak preview of the subject. This is useful for example when
        browsing your character's inventory and can lure you to see more
        information about things you thought you already know enough.

        Moreover, game-info about items you can make by yourself, traps
        and so on, is easily accessible from the item/construction
        sub-menus - also with a short teaser description. Similar
        information interface is also added to the culture selection
        menu when creating a character.

 - traps overhaul

        * Game-info on each trap can be accessed directly from
          the trap-menu.

        * Added set and not-set symbols for each different trap.

        * Small and big lever-traps are history.

          These single item traps are replaced by brand new trap
          constructions.

          PREVIOUS VERSION COMPATIBILITY: If you have small or big
          lever-traps with you or set somewhere in the wilderness,
          it's recommended to get rid of them. They either don't work
          anymore, or work in a very odd fashion.

        * Added four new traps: light lever trap plus small, big and
          heavy deadfall trap.

	  So there's something new to learn as for which animals and
          how these traps work, and what is required to construct them
          by yourself. These traps are constructions, not single items.
          So they are built at the location and will stay there until
          disassembled.

	* Added new trap-menu option: "Disassemble"

          In case of a trap construction you can disassemble the
          construction down to its' original parts and raw materials.
          In case of a single item trap (fox trap or loop snare)
          disassembling will trigger the trap allowing you to pick
          it up.

	* "Cover" trap-menu option removed.
	  
          Traps which need to be covered to be effective are now
          automatically covered when they are set, thus covering
          isn't something you need to do manually anymore.

	* Pits and holes aren't traps by default anymore. 
 
          Only the act of making a trap-pit (from the trap-menu) will
          turn a pit or a hole in the ground into a trap-pit. In this
          process the pit gets covered and optionally improved with
          sharp stakes. You can also freely walk into plain pits or
          triggered trap pits without risk of getting hurt. 

          PREVIOUS VERSION COMPATIBILITY: All the trap-pits you have made
          in the previous version will appear as a plain pits in this
          version. You must use the current version trap options to make
          them trap-pits again.

       	* Added new trap-menu option: "Reset triggered trap construction"

          Resetting a triggered trap works only for trap constructions,
          not trap items (like fox trap or loop snare). Resetting means
          fixing the triggered trap and setting it again to be ready for
          another prey. In case of a trap pit this means covering the pit
          again. In other cases this means fixing and resetting the
          triggering mechanism etc. Usually this doesn't require any extra
          equipment or materials; just simply using the same spruce twigs
          and branches again to cover the trap pit or to pulling the same
          deadfall up again and setting the triggering stick etc.

        * Traps do attract the animals they are designed for more
          efficiently.

          The trap type and design has now more effect in what kind of
          animals will get caught in it. Generally the animals won't be
          attracted of the trap at all if it's designed for significantly
          different species.

 - added: natural holes in the ground as a zoom map terrain feature

        You can occasionally find naturally formed holes in the ground
        on the zoomed in maps. The holes can be utilized in building
        a trap-pit at the location if one finds it reasonable.

 - added: notification when a settlement not known to you earlier appears
   in your view

 - effect of the cold weather balanced

        In general you don't get frostbites that easily anymore and
        you will be notified about your bodyparts getting cold earlier
        than before. You can get such notifications even on a
        cold autumn night if you are dressed lightly. But the frostbites
        are something don't need to be worried about until winter.

 - tile-graphics overhaul + other fresh graphics

        * Most of the tiles have been re-drawn, especially the ones
          representing the terrain. And this is because we have
          overlapping tiles now! The game looks a lot different compared
          to previous version, but you'll surely get used to it.
          This is a kind of improvement that is better to see than
          to read about, so this is all I write about it :)

        * Added different kind of door and shutter tiles depending on
          the wall they are at.

        * A bunch of fresh pictures:
          - background picture for the ritual screen
          - walking, running, fallen and hiding character pictures
          - village
          - your settlement
          - fence (in game-info)

 - Statistics screen has been slightly re-arranged and stylized

        In addition to hunger and thirst meters, you can also see your
        characters' warmth and level of exhaustion as a verbal
        descriptions.  Notice that the warmth of your character isn't
        updated immediately after wearing or removing clothes, or warming
        up by the fire. Also when you leave your cosy campfire or house
        you will only gradually start to cool down - which is a good
        thing thinking about the cold winter.
                
 - fixed: rare bug where walking on the zoomed in map sometimes ended up
          in a generation of a blank terrain

 - fixed: time not passing when using "rest a turn" key command: [.]

 - fixed: a human encounter on the wilderness map producing wrong
          cultural description 

 - fixed: "learning by doing" task not completing

 - fixed: time-counter of items being prepared not passing correctly
          while sleeping

          This was mostly a matter of food not cooking while sleeping.

 - map marker structures re-organized to fix badly aligned shelter and
   settlement markers nearby the coast-line 

        PREVIOUS VERSION COMPATIBILITY: You will temporarily lose map
        markers of your old traps, nets and shelters. When you locate
        them again and visit the zoomed in area they are at, the markers
        will be activated again. You can also expect to be not zoomed
        in your old settlements automatically at first.

        The good news are: Shelters and settlements built nearby the
        coast-line don't have their markers located on the water
        anymore.

 - NPC artificial intelligence improved

        * All the NPCs and animals as well can now go around obstacles
          in a more intelligent fashion. People can also easily enter
          and leave houses now, for example as an attack or an escape
          maneuver.
        * When the night falls the people will go sleep inside.
        * The villagers keep up fires, fell down trees and do
          other little activities instead of just randomly walking
          around.

 - fixed: people occasionally wandering away from clustered or closely
          neighbouring villages leaving them empty

 - added: more specific nutritional values for different kind of food

        For starters this applies only to the amount of energy you get
        from a certain food. Fatty meat and rye bread satisfies your
        hunger way more efficiently than berries and mushrooms.
        Notice that this applies only to the new food you find in
        the game, if you are playing with your old character. The
        food generated in the previous versions will have the same
        average nutritional value as before.
        Now that the system has been implemented a more detailed
        nutritional values can be easily added later on.

 - added new cookery recipe: meat soup

 - throw command re-written

        First of all it fixes the bug where you couldn't throw
        an item from your inventory if wielding something already.

        Improved/fixed throw features go like this:

        * If you are wielding bow and arrow a bow shot
          will be executed upon "Throw" command.
        * If you are wielding a bow and select an arrow to be
          thrown, the bow will be loaded and a bow shot will
          be executed.
        * If you are wielding something else than a bow and
          arrow you can choose the item to be thrown from
          the inventory. If your both hands are already in use
          you can only throw one of your weapons.
        * If you throw something into a solid obstacle the item
          thrown will bounce and land nearby the obstacle,
          except the arrows which will hit and get stuck - or break.
        * If you throw something into the water it will sink
          and vanish with a splash, except the items that float.
          Currently only timber and few rare smaller items
          will float, so be careful when throwing your goods into
          the water.
        * There's a limit how far you can throw heavy items.
          Missile weapons designed for throwing and arrows
          will naturally fly beautifully over the great distances,
          but for example heavy axes and swords can't be used as
          a long distance throwing weapons anymore. And the
          heavy kaumolais spear also now claims its' place as a
          close combat weapon. You can throw it if you like,
          but as a missile weapon it is heavy, clumsy and
          inaccurate.

 - fixed: possibility to build something at the location with
          items being prepared (food cooking, hides getting tanned etc.)

 - fixed: move command still relocating items even if the task
          was cancelled

 - added limit for picking up heavy loads

        Every character can pick up a load of approximately 1.5 times
        their weight. Depending on the characters' total encumbrance and
        endurance it may still be impossible to move with such a burden
        even if it was possible to lift it up.

 - animal behaviour improved

        * Birds

        Birds will fly around their territory, occasionally
        landing on the ground to search for food, eat or to
        spend a night. Birds can also land on top of the
        trees and stay there resting or looking around.
        They also don't tend to be too scared of other
        beings when flying or sitting in a tree, but will
        escape with a rustle if surprised on the ground.
        A good hit to a flying or sitting bird will drop
        it down and somewhat injured bird can't get on its'
        wings anymore.

        Bird also do have a separate "on the ground" and "flying"
        graphical symbols now.

        * Squirrels

        Squirrels behave pretty much the same as previously,
        running between trees, climbing and jumping from
        tree to tree. Squirrels also feel more safe when
        up in a tree, thus providing a more static target for a
        squirrel hunter. A good hit to a squirrel will drop it
        down, usually injuring it up to a degree where it becomes
        impossible for the animal to climb up again.

        Any animal flying through a tree or sitting or climbing
        up there will have its' graphical symbol shown halved/blurred
        representing the animal being covered by the leaves and
        branches.

        * All the other animals do move around with a little more
          logic in their heads. They can escape in a more clever way,
          or circle around you and attack from behind.
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– Sampo 18.10.2008 0:27