UnRealWorld fans

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Re: UnRealWorld fans

Postby sMartins » Sun Oct 09, 2016 3:13 am

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Re: UnRealWorld fans

Postby Adder1234 » Sun Oct 09, 2016 3:48 am

If it's free, I'll have a look at it. I've always quite enjoyed realistic survival games.
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Re: UnRealWorld fans

Postby killette2 » Sun Oct 09, 2016 5:54 am

Let me start off by saying this is a great game and I have followed both this and haven for years.

Unfortunately, my craputers without graphics cards cannot run haven but this game is a gem.
It's 100% free on the site, but I'm not sure about the recent steam version. There are mods and the UI isn't difficult if you played other roguelikes or something like dwarf fortress and understand it.

For existing fans out there, or new people wanting tips. What are your favorite tribes and ways to play?

I like the Kuamos (first tribe) because they weigh the most on average, although they get ok stats. I often reroll until I get a character over 115kg (I'm a bit of a powergamer) and the more you weight, the more you can carry so I love it. I often trade for masterwork tools, and even kill people in the wilderness if they refuse to join me. I often find my gameplay to be making javelins and killing whatever until I can buy a hunting dog, then I dry meat and hunt more. I try not to rely on villages because I like to make my own shack. The house making part of the game, even with a companion chopping trees and you having masterwork tools, feels unbearably slow. I try to make my house a 2x3 room because anything much bigger just takes so much more time to build, which is a shame. I also haven't dabbled into farming, because I've never lasted a year in unreal world. It's not winter or hunting that kills me, it's boredom after such a long play, which often leads me to do crazy things like massacre every member of the hostile tribe to the east.

It's also very surprising how smart the AI is in this game. When you didn't need to starve to be a cannibal, I often recruited people from villages and killed them for their meat. When I go to recruit another villager, I was surprised for the villager to say "Not until the other guy returns", which I never expected from a game, and for obvious reasons I could not make him return, least in a living state. I looked online and apparently if you don't visit a village for about 6 in game months, they slowly start to forget about you to the point where you can do it again. The AI remembers when you are a dick and has a lot of complex mechanisms, which can be cheesed if you try hard enough but over all it is very good.

I have not looked much into mods if someone wants to say anything about those.
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Re: UnRealWorld fans

Postby Patchouli_Knowledge » Sun Oct 09, 2016 8:24 am

Kaumolainen is pretty good for hunters. I usually make character Kaumolainen or Owl-Tribes due to my playstyle of hunting as the primary mean of living. I've actually gotten pretty good at hunting in general that I can create a character and have them down a decent size prey.

My hunting style preference is persistent hunting which is essentially relentless pursuing the prey at a steady pace until they are worn out and exhausted making them easy target. Unlike most hunters, when I encounter prey, I actually aim for the legs as it greatly hampers my prey's mobility and make it easier to run them down. The main factors that will cause me to fail the hunt is if the prey wanders into an area where it almost never leaves tracks and possibly if the prey is constantly circling (which causes a mess of interacting tracks but I've gotten around that mostly); otherwise my hunt is usually a success.

One character in a Hurt, Helpless and Afraid scenario in the winter was able to survive the initial winter, able to down a squirrel to sustain her a bit, then went up to killing an elk a day later. 3 days later, apparently she was blessed by the spirits as she ended up (with luck) killing a bear. Needless to say, the difficulty of the scenario just faded away.

My end game involves getting armored and well armed as well as carrying a hand-axe, shovel, and knife for general usage before setting out to attack a Njerpez village, solo. My initial planning phase involves a good amount of preparation, with the first needing to scout the vicinity at early night before lining my direction of attack with pits where I can retreat to. It is worth noting that I only carry out my attacks at early night and only during winter.
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Re: UnRealWorld fans

Postby sMartins » Sun Oct 09, 2016 2:37 pm

About mods, there are 2 of them worth a try:

Graphic Mod: http://z3.invisionfree.com/UrW_forum/in ... topic=6017
Extra recipes: http://z3.invisionfree.com/UrW_forum/in ... topic=5232
Make friends with the other crabs or try to escape the bucket.
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Re: UnRealWorld fans

Postby killette2 » Sun Oct 09, 2016 8:05 pm

I also like to break an animals legs. I also agree that fatigue hunting, with or without a dog, is very effective. You often find yourself running across multiple maps, but eventually you do catch up to an animal or catch it when it's sleeping at least. When I break an animals legs, I try to use blunt arrows I craft if I can't hit it with something like a bastard sword on blunt mode. I use blunt when trying to break bones as opposed to bleeding, because I like to preserve the hide because hide selling is far my main source of income over meat. It's a shame that leather use is better for repairing armor, because more often I find selling the dried furs to be more useful and profitable than selling useless leather. Are there any new methods of hunting? I never got into trapping because attacking with blunt weapons always did the trick, and I never played long enough to want to set up a good hunting line, nor have I needed one.

Also a good strategy is to hunt in marshes or near lakes or rivers. Fatigued animals may fatigue themselves even further due to treading in water, while you cut them off while they're still tired.
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Re: UnRealWorld fans

Postby sMartins » Sun Oct 09, 2016 9:02 pm

Make friends with the other crabs or try to escape the bucket.
I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
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Re: UnRealWorld fans

Postby linkfanpc » Tue Oct 11, 2016 2:20 pm

My brother tried to steal from a village. Then he got beaten to death by some kid.

I made a guy named Nehemecha, he was going to be a old, wise-dude. Then he spawned on a tiny island with no escape, and after trying to swim away, drowned to death.
Total misplay.
jorb wrote:Hitting a "Ghejejiiwlonk" with your "Umappawoozle" for eightyfifteen points of "Sharmakookel", simply makes no sense.

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Re: UnRealWorld fans

Postby sMartins » Wed Nov 02, 2016 8:02 pm

31-Oct-2016 | Version 3.40 beta 1 released

--------------------------------------------------------------------------------------------

Version: 3.40 beta 1
Released: Oct-31-2016

BETA NOTICE:

This is a beta release. There are likely to be bugs and some of the listed improvements
will be tweaked and polished further in patches to follow.

** Saved characters from version 3.30-> are compatible with this version. **


- added: Quests

There are quests - and that's big. We start with around 15 quests in this version, and more will follow in
the future. It's quite impossible to pinpoint it all, but here's a few lines about the most important ideas,
features and mechanics regarding the implementation of quests.

The quest system as a whole is an enormous (and laborous) addition. We haven't taken the easiest path,
but use verbose dialogue, procedural generation and randomization to maintain replayability and immersion.
Quests don't come in your way in linear or fixed fashion. Not in the the same order, not from the same NPCs,
not in the same locations, and so on. Some of the quests may appear several times, some only once.
The plots vary from everyday chores and problems to folklore and mythology based stories and incidents.
We've paid attention to making quests also to fill in the game world and the worldview of the player (character)
to good and interesting extent. There are both mundane and otherworldly things to discover, solve and learn.

Quests bring a lot to the game, but open-ended and non-linear roaming, adventuring and surviving remains the
essence. You are likely to get involved in quests relatively rarely. Perhaps only once or twice a month or so.
And in the end it's completely up to player characters as to what extent, if at all, they want to unfold the
quests and stories there now exist.

* quest generation

Quests are generated on the fly during the gameplay depending on various factors, world events and pre-conditions.
Things like cultural area, season, nearby landscape, character's familiarity, reputation, carried equipment or
skills may all affect to whether a certain quest will appear or not.
For example, a certain quest might get generated only if the character is somewhat known, has flawless reputation,
it's autumn and there's a big lake nearby. Another quest may require character to be a stranger but of the same
culture as the quest giver.
However, if the world events and conditions are suitable the quest generation also keeps on trucking in the
background regardless of player character's whereabouts, actions or status. So, there are quests and new kind of
events in the world - and then there's the ordinary open-ended life of the character.
These two just may occasionally meet.

* obtaining quests

Quests can be obtained by talking to people. This applies both to villagers and lone wandering NPCs, although
villager given quests are more commonly met. Quests can be accepted or ignored at will, so you are free to decide
in what to get involved. All the quests are told within the chat dialogue which is often versatile and not too
straightforward. The dialogue proceeds based on the chat options, questions and answers, you choose. You don't
always necessarily get to know all the details or tidbits. And sometimes you may learn seemingly trivial things
about the UnReal World in general within the quest dialogue.

There are basically three ways to find out about a quest:

1. You talk to NPC and find out about a quest.
2. NPC comes talk to you and tells about a quest.
3. You talk to NPC, asking "How is it going?", and they tell you about a person/situation which can be investigated
further and may then lead to getting involved in a quest.

So the general "How is it going?" chat option now serves as a way to ask if somebody in the village has a known quest
or problem of which the other NPCs are also aware of. If there is, NPCs will hint you about it and mention who you
should talk to. This kind of hints about quests are often quite vague and call for asking the NPC in question for more
information. Within this sort of quest hint dialogue you can pretty much always ask where to find the NPC in question.

Notice that NPCs may also rarely have personal problems or quests of which the other villagers are not aware of.

* quest journal [F2]

A new information page, quest journal, has been added. Quest journal is viewed with [F2] key command and it contains
the list and details of quests the character is currently involved in, or has completed in the past.
Quest journal main page shows the list of quests along with their titles, quest giver information, assignment and
expiration dates. You can then select a quest from the list to view it in detail.
Detailed quest information is provided by showing all the relevant talk lines you have heard from NPCs. We don't
use ordinary "your goal is to..." quest summaries, but instead you'll see the exact information you've been told.
Should you discover new information from NPCs along the way the quest journal details will update accordingly.
From the quest details page you can also view the quest related map markers. See below.

* quest related map markers

Quests also add markers on the map of known areas. Locations of the related NPCs you have met and talked to are always
marked on the map, but there can be also markers of important quest related areas - if you have found about them.

There's "[F6] Map locations" option at the bottom of each quest details page. It shows the map of known areas with
markers of the said quest. Like all the map markers also the quest related markers can be pointed and clicked, or
selected by keyboard, to view the associated information.

There are two types of quest related markers: 'Quest location' and 'Quest related area'.

'Quest location' marker shows locations of NPCs you have obtained quest related information from. These are the
locations where you originally heard NPCs talking about the quest. Clicking the marker shows the quest in question
and the related NPC description. You often need to return back to the quest giver after completing the quest
further away, and these markers help you to find your way at the important quest related people you have met.

'Quest related area' marker indicates a specific quest related area or location somebody has told you about.
Quest related locations are always described also verbally within the quest dialog, but in some cases the area
markers appear to indicate rough whereabouts of the place in question. Size of the quest related area markers
can vary, and they foremostly give you an initial idea of the area where to head for further investigation.
Clicking the marker shows the quest in question and what the marked area is about.

* quest rewards

You may get rewarded by NPCs for completing a quest. There are different types of reward, and here's briefing of
the most important ones. In addition, completing quests also quite often increase your reputation in the eyes of
the whole village, or the solitary NPC in question.

- items

NPCs can reward you with variety of items. Sometimes these are plain ordinary items, but there are also new items
you can obtain only by completing quests. These new special items are often somehow magical or enchanted in nature.
NPCs will describe you the properties and usage of the new special items within the quest dialog.

- get taught in skills

You can get rewarded with a lesson in certain skill which improves the said skill with 3-6 points the next time
you use it in true situation. The lower the skill level is the greater skill improvement results from a given lesson.
Having to actually use the skill after the lesson means that in case of a tracking lesson the improvent requires
tracking skill to be used where there actually are tracks to spot. And in case of a sword lesson, the improvement
requires a true sword combat maneuver to be executed. And so on.

- village goods of your choice for free

You can get village goods up to certain value for free. Upon getting this kind of reward NPCs usually tell you the
value of the reward in squirrel hides which gives a rough idea about what you can expect to get.
The village goods you can get for free can be anything that villagers would also normally trade, and you can
choose the goods from storehouses or individual NPCs. In practice this reward works like having a certain amount of
trading credit.
After picking up your selections the items appear as 'unpaid' and you claim them to yourself through trading options
the same way as you would normally trade for unpaid items. But now upon starting to trade, with the reward active,
villagers tell you how much of the selected items your reward covers. If your reward doesn't cover all of the trade
you need to pay for the remaining amount by normal means of trading. If the reward covers all of the trade you don't
naturally have to pay anything, and the remaining value of the reward can be claimed later on. You can change your
mind, decide whether to accept the deal or not and all that just like in normal trading.
It is the same with getting reward provided items from individual NPCs. Start trading, make your selections and they
will tell you how much, if at all, you need to pay. Moreover, individual NPCs are usually more willing to give their
goods as a reward as they would in normal trading situation.
You don't have to use the reward right away or at once, but can spend it at any time you desire. Everytime you claim
some free goods NPCs will remind you about how much of the reward still remains.

- spells

You may learn new spells both as a quest reward and during the quest dialogue in general. These new spells vary from
hunting and fishing spells to interacting with the spirit world. Sometimes the spells itself or following the magical
means NPCs describe are required to complete certain quests. See separate spells section below for more information.

- treasure tales

NPCs who know about treasures may reveal the information about what is hidden and where as a reward. You'll usually
obtain enough verbal information to go search for the treasure, but the rough whereabouts of the treasure also gets
marked as quest related area on the map of known areas.

- added: new spells, in a new way

There are around 20 new spells and magical means to learn and perform. The new spells differ a great deal from the common
rituals (F4) in their content and way of performance. We'll get into details below, but this all can be very well considered
the start of the spell system and spirit world overhaul. The new spells are based on the worldview and beliefs of the
ancient Finns - with a greatest ambition. All the new spells are based on the actual collected hunting and fishing spells.
We've pursued, in a lack of better words, for historical and mythological accuracy This comes down not only to spell
backgrounds or verbal description but also to how the spells were actually performed. The new spells are not simply selected
from the list for the magic to happen, but performed with the actual player character actions which vary for each spell.

* The new spells can be learned from NPCs within quests. Verbal information to perform these spells can be then found within
quest dialog in the quest journal. (In the future versions we'll make the new spells appear in the ritual screen [F4] as well.)
As the spell descriptions are sometimes verbose and contain background information too they can also reveal you a little
something about the people's worldview and beliefs in general.

* The new spells are often "do like this and that will happen" kind of things. To perform a spell in question you then
need to follow the instructions by using the common game mechanics and actions.
For example, if the spell instructions would say "throw three rocks at a spruce tree before the sunrise and your loop snares
will be favourable" the spell would be performed by throwing three rocks at a spruce tree before the sunrise.
That's just an example and not an actual magical mean there is in the game, but you get the picture.
When the spell required actions have been executed there's no notification of any kind about a succesfully performed spell.
If you did the right actions you've performed the spell right, and some magic did happen. If the spell actually worked in the
game world or not, well, that is hopefully to be noticed at some point. That's how the spells work.

* Effects of the spells and magical means are vague and subtle as usual. Some spells are simple, some are more complex, but most
often they consists of seemingly ordinary things that have magical meaning behind them once you know it. There are rarely
evident results to be noticed, but nevertheless the magical, ritualistic and mythical actions you learn and perform have impact
on the game world.

- added & improved: valuables

Dozen of new valuable items have been added with deep thought, based on archeological findings and inspired by historical
references. The assortment of valuables now consist of brooches, combs, pendants, bracelets and rings made of bronze and silver.
All the valuables are now also culturally dependent. Valuables are still very rare and mostly carried by wealthy traders, or
found in treasure caches.

- added: valuables for foreign traders

Foreign traders may now carry some valuables for trading.

- added: treasure caches

People may have hidden their wealth and valuables for variety of reasons at varying locations, and you may sometimes stumble
upon these treasure caches. They can be found by mere accident, but far more likely after hearing treasure tales from
NPCs within certain quests. The most common locations for treasure caches are caves, cliffs and islands. Treasures can be also
buried in the ground and can't be easily found unless you have heard where to dig.
Different cultures have different opinions about what can be considered a treasure worth of hiding, so the items to be found
in treasure caches are culturally dependent. Hiding the rare valuables is common for all the cultures, but treasures of
UnReal World more often consist of everyday items such as tools, weapons, grains, clothes or furs.

- added: meeting and seeing the spirits for real

Many kind of spirits and otherworldly creatures have always existed in UnReal World, but they haven't appeared for player characters
in visible form - until now. Now it's remotely possible for some player characters to actually see certain spirits in the game world.

- added: holding SHIFT down selects the whole stack when selecting items in inventory with ENTER or mouse click

- added: telling a difference between running and walking tracks

Upon examining tracks you can now distinguish animal running tracks from the regular walking tracks, depending on your
tracking skill and strength of the tracks. When running tracks are spotted they are simply mentioned to be "running tracks"
instead of just "tracks". For example: "You notice here [track and animal information] running tracks."

- changed: [f]ire and [b]utcher commands removed from [r]epeatable tasks

As these commands have hotkeys of their own it was in vain to have them occupy [r]epeat list.

- changed: dog skin is now classified as fur

- adjusted: forest reindeers are now a bit more timid than previously

- fixed: bug potential of domestic animals getting transported from their pen at overworld map

- fixed: rafting characters occasionally located on dry land when zooming in near certain terrain types

- fixed: occasional decent quality crafts from worse quality raw materials

- fixed: boil recipe requirements order

A cooking pot was asked before the water, which isn't preferred order. Now it's water first, then a cooking pot.

- fixed: wrong flatbread graphic tile

- fixed: containers disappearing when utilizing a stack of containers filled with required ingredients/raw materials

- optimized: hungry dog food searching routines

Having multiple leashed hungry dogs following you could cause slowdown on certain zoomed-in areas due to their
food searching routines. This has been optimized now for way faster performance now.

- fixed: [unpaid] tag persisting if unpaid items were offered back to NPCs during the trade

This occasionally resulted in items becoming impossible to trade for after NPCs had stocked them back to storehouses.

- fixed: all the village dogs wanting to follow you if you bought one of them

This resulted in irrelevant confirmation messages when zooming out nearby villages.

- fixed: village fields the player character had visited for the first time in early spring not always getting resown properly

- fixed [rare condition]: crashing on zoomed-in maps with lots of holes in the ice and creatures falling through the ice

- corrected: woollen dress weight,

It was 5 lbs, which was too low. Now woollen dress weighs 6.5 lbs.

--------------------------------------------------------------------------------------------
Make friends with the other crabs or try to escape the bucket.
I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
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Re: UnRealWorld fans

Postby Bowshot125 » Wed Nov 02, 2016 11:01 pm

I'm waiting on the family update, marrying, having a kid and having him grow up. It would really give me a reason to play and care for my virtual family.
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