Keskustelut
Suomipelit.comin keskusteluarkisto. Arkistosta on poistettu ylläpitoalueilla käydyt keskustelut.
UnReal World laajeneeSampo 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.
----------------------------------------------------------------------– Sampo 18.10.2008 0:27
