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UnReal World RPG homepage

 

 - Added: Species Specific Fatigue Rates For Animal, ...and a little something about archery
Sami Maaranen
Posted: Oct 24 2011, 07:25 PM


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- added: species specific fatigue rates for animals

Fatigue accumulation affects animals the same way as humans; decreasing mobility
and degrading physical performance. With species specific fatigue rates in effect
certain animals will now tire up faster than the others. This allows a remote
possibility to actually run down very fatigued, escaping animal. However, such a
hunt calls for an easy terrain and not allowing your prey to rest during the chase.

....but as I'm really working on archery re-write, let's hear some news on that field:

Erkka was visiting me few days ago and started working on a snippet of archery code which simulates a trajectory of an arrow/projectile with a possibility to accidentally (=realistically) hit something else than the original target -- all based on initial accuracy/variables and the final trajectory. Implementing this snippet in the game calls for more re-writing, but the results will be splendid. Well, you can accidentally shoot at your own dog...BUT on the other hand, casting arrows at flock of reindeers (or tight bunch of Njerpez) will most likely hit some of them even if you weren't that much of an archer.
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brian.shapiro
Posted: Oct 24 2011, 08:50 PM





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Sami,

Is the fatigue rate affected by whether you go up or down elevated terrain? It seems like it should be harder to run up mountains, than to run down them.

If I'm not wrong, some animals would also have an easier time climbing elevated terrains as well.
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Flap
Posted: Oct 25 2011, 07:41 AM





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QUOTE (Sami Maaranen @ Oct 24 2011, 07:25 PM)
Erkka was visiting me few days ago and started working on a snippet of archery code which simulates a trajectory of an arrow/projectile with a possibility to accidentally (=realistically) hit something else than the original target -- all based on initial accuracy/variables and the final trajectory. Implementing this snippet in the game calls for more re-writing, but the results will be splendid. Well, you can accidentally shoot at your own dog...BUT on the other hand, casting arrows at flock of reindeers (or tight bunch of Njerpez) will most likely hit some of them even if you weren't that much of an archer.

That arrow rewrite sounds pretty fun...
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Rain
Posted: Oct 25 2011, 09:00 AM


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awesome!
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chimp
Posted: Oct 26 2011, 01:38 PM





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I hate to be "that guy", but is there any chance of a vague estimation for when this latest update might be out?

I have a severe craving for some bear wrestling/nerp hunting, but all of the new features sound too good to go without.
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Sami Maaranen
Posted: Oct 28 2011, 06:22 PM


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QUOTE (brian.shapiro)
Is the fatigue rate affected by whether you go up or down elevated terrain? It seems like it should be harder to run up mountains, than to run down them.

Currently no, but there's no extra penalty for player character either. However it would be nice addition to make animals choose the "less fatiguing" route, be it escaping or peaceful walking. There are several (7) levels of fatigue accumulation but currently fighting and running for your life both cause maximum fatigue accumulation.

QUOTE ("chimp")
I hate to be "that guy", but is there any chance of a vague estimation for when this latest update might be out?

I'm just on the very edge of beta release. There are couple of personal issues (like moving to another house) stealing time away from development, but I'll eat my keyboard (the older one) if the next version isn't released next month. So, a vague estimation would be within 34 days.
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chimp
Posted: Oct 28 2011, 10:22 PM





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QUOTE (Sami Maaranen @ Oct 28 2011, 06:22 PM)
QUOTE (brian.shapiro)
Is the fatigue rate affected by whether you go up or down elevated terrain? It seems like it should be harder to run up mountains, than to run down them.

Currently no, but there's no extra penalty for player character either. However it would be nice addition to make animals choose the "less fatiguing" route, be it escaping or peaceful walking. There are several (7) levels of fatigue accumulation but currently fighting and running for your life both cause maximum fatigue accumulation.

QUOTE ("chimp")
I hate to be "that guy", but is there any chance of a vague estimation for when this latest update might be out?

I'm just on the very edge of beta release. There are couple of personal issues (like moving to another house) stealing time away from development, but I'll eat my keyboard (the older one) if the next version isn't released next month. So, a vague estimation would be within 34 days.

34 days! My body is ready.

Will it be a save breaker, or can we carry over our current characters? Ive been playing a sartonian swordsman just in case, so when the new version is out I can get stuck in straight away with no fussing about.
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Sami Maaranen
Posted: Oct 29 2011, 11:40 AM


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QUOTE (chimp @ Oct 28 2011, 10:22 PM)
Will it be a save breaker, or can we carry over our current characters?

Not a save breaker - old characters can be migrated.
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Matti
Posted: Dec 8 2011, 01:29 AM





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Will the new fatique system decrease animals' speed from the load they are carrying? Or will a 6lb hare with 5lb spear stuck in it still happily sprint away if the spear only caused light wounds (which is actually possible as it is).

This reduces usefullness of thrown weapons as hunting gear as it is, especially for small game which is hard to track down after the initial spotting. All the times I have lost a good thrown axe into escaping fox or hare...

Ofc, this might also be classed as a problem with the whole stucking system. Perhaps a relatively severe wound should be required before a missile gets stuck. And thrown rocks* should probably not get stuck at all.

*Yes, it's possible to jam a rock into a bunny. ohmy.gif
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Sami Maaranen
Posted: Dec 9 2011, 10:51 AM


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QUOTE (Matti @ Dec 8 2011, 01:29 AM)
Will the new fatique system decrease animals' speed from the load they are carrying? Or will a 6lb hare with 5lb spear stuck in it still happily sprint away if the spear only caused light wounds (which is actually possible as it is).

Yes. All the carried load will lower the mobility, but only by means of encumbrance penalty the same way as for player character. There still is no mechanism to determine how much pain etc. stuck weapon will cause for the victim and how much it will hinder victim's movements in that sense.
Based on this;
http://z3.invisionfree.com/UrW_forum/index...?showtopic=2153
...an arrow stuck sideways deep inside a thorax of an elk doesn't make much of a difference.

But slowing animals down shouldn't be a matter of putting it under a great load with mediocre hits, but to it to right spots. The new effects of limb injuries will come into play here.

QUOTE
This reduces usefullness of thrown weapons as hunting gear as it is, especially for small game which is hard to track down after the initial spotting. All the times I have lost a good thrown axe into escaping fox or hare...
Ofc, this might also be classed as a problem with the whole stucking system. Perhaps a relatively severe wound should be required before a missile gets stuck. And thrown rocks* should probably not get stuck at all.


True. "Stucking rules" have been improved a bit in the next release; a good hit and "point" impact is required for the weapon to stuck. Also, if the weapon is heavier than the victim itself the injuries can be massive but the weapon won't stuck. No more hares running around with axes sticking out from their backs.
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