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The Codex of Roguelikes

dextermorgan

Arcane
Joined
Aug 24, 2009
Messages
4,177
Location
Ελλάδα
^Beat me to it. I have a long bus ride tomorrow, will try to explore it a bit and post impressions.
 

dextermorgan

Arcane
Joined
Aug 24, 2009
Messages
4,177
Location
Ελλάδα
Found this while googling something Cataclysm related. It's not roguelike-specific but there's tones of them there.

ttygames.wordpress.com/
 

Emily

Arcane
Joined
Mar 21, 2012
Messages
3,068
Anyone knows some game similar to Elona? (semi roguelike I guess. But also has life simulator, guilds, arena, rank progression, story etc )
 

TripJack

Hedonist
Joined
Aug 9, 2008
Messages
5,132
i have seen several people say that Elona is comparable to or was influenced by ADOM??
never played elona (animu is gross) so i have no idea how accurate that is +M
 

Emily

Arcane
Joined
Mar 21, 2012
Messages
3,068
i have seen several people say that Elona is comparable to or was influenced by ADOM??
never played elona (animu is gross) so i have no idea how accurate that is +M
it is not animu at all, other then portraits but those can be made custom anyway. Yes it was influenced by ADOM but it is very different, it has some systems from it tough, and the way spells work
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,024
If anything I'd say something like Unreal World or Cataclysm DDA are the most similar. It's the open world aspect that really sets Elona apart imo. Nothing I know of is really similar though; Elona broke a lot of moulds, wrapping together random and set dungeons/towns, trading and various non combat skills, a material based random equipment system, and a ton of very random shit.
 

Emily

Arcane
Joined
Mar 21, 2012
Messages
3,068
I played unreal world already, It was good but it lacked challenge/goals. After the initial hardship of obtaining food there is nothing left.
Havent played Cataclysm though so I might try it.
It is too bad I have never seen anything similar to Elona as well, it boggles my mind that such a game even exists. I hear that the original author is not making it anymore which is a damn shame.. 10/10 game if I ever saw one Elona would qualify for it.
I played Elona+ a bit, but vanilla is much better, at least in my opinion, much more focused. While Elona+ adds so much shit it turns game much easier and makes you OP
 

Grimwulf

Arcane
Patron
Vatnik
Joined
Oct 1, 2014
Messages
4,045
Location
Kodex Kommunistic Kastle
Yarr! Unreal World 3.20 is coming. Beta is already availiable for lifetime supporters. Since others don't even get to see changelog, I'll share it with Codex. Coz URW is fucking great.

Version: 3.20 (beta)

** Saved characters from version 3.18-> are compatible with this version. **


- SLD 2 migration accomplished - freely resizable game window, compatibility and future
possibilities

UrW now uses SDL 2, SDL_image 2 and SDL_mixer 2 libraries. Migration to SDL 2 is
necessary to allow bigger graphics overhaul to take place in the future and to remove
several bottlenecks and compatibility problems in handling the keyboard and graphics.

From developer's point of view SDL 2 migration stands as an investment for the future.

From player's point of view the three most notable changes from moving to SDL 2 are:

* Game window is now freely resizable. (But otherwise there are no changes in
graphics or screen layout.)
* Variety of graphic initialization and full screen problems are history.
* Keyboard layout related problems (eg. DVORAK) are history.

- added: configuration option to set preferred resizing mode

LOGICAL_RESIZE option in urw_ini.txt defines if the logical size and aspect ratio
should be maintained upon resizing the window or not.
Possible values are YES and NO. It's set to YES by default.

- setup menu removed - everything is now configured via urw_ini.txt

All the configuration options are now set by editing urw_ini.txt in the installation
folder. The actual setup menu has been removed from the main game-screen, but setup
selection remains only to display info to go edit urw_ini.txt.

Self-explanatory setup menu options now appear urw_ini.txt as follows:

AUDIO, BACKGROUND_MUSIC, AMBIENT_SOUNDS, MOVEMENT_SOUNDS, IDLE_ANIMATION

- added: scandinavian letters allowed in character names

In character folder names scandinavian letters are encoded to hex values.

- changed: character loading menu shows true names of the characters

Previously it showed (the first 8 letters of) character folder names.

- added: an incomplete list of credits to main menu

- added: true crop cycle for villages - harvesting, stocking and sowing

All the villages now properly harvest their fields, stock the products and sow the
fields again in the spring. Villages start harvesting the crops as soon as majority of
plants have ripened, and continue until everything has been harvested.
Start of the harvest season is first noticed by bundles of turnips appearing in the villages,
followed by peas, and then beans and grains.

Pod type plants are stored in bags, root vegetables are just stocked somewhere on their
own and seeds are stored in boxes and baskets. Notice that not all the containers are necessarily
completely full. Availability of farm products and seeds in villages is naturally most abundant
in autumn, reserves will be consumed during the winter, and there's usually only little left in
the spring. And yes, you can now also get seeds from the villages.

Crop cycle is maintained year after year if there's sufficient population in the village.

- added: two new containers - birch-bark box and birch-bark basket

* birch-bark box

Light and small container which villagers use for storing small seeds. It can hold 1 lbs.
There's a separate graphic tile for this item:
truegfx/sp_sbox.png
(tile drawn by Brian Shapiro)

* birch-bark basket

Rather large container which villagers use for storing big seeds. It can hold 15 lbs.
There's a separate graphic tile for this item:
truegfx/sp_sbasket.png
(tile drawn by Brian Shapiro)

- adjusted: container capacities

Wooden tub can now hold 10 lbs. (was 8 lbs)
Bag can now hold 20 lbs. (was 10 lbs)
Wooden bowl can now hold 6 lbs. (was 4 lbs)
Wooden cup can now hold 3 lbs. (was 2 lbs)

MIGRATION NOTICE:
These factors only apply to newly created items. Containers that were created in earlier versions
have the old capacities.

- added: proper empty container weights and load calculations

Containers didn't really have their own effective empty weights and attempts to calculate true
loads of filled or emptied containers were confusing and failed. Now containers have proper empty
weights and load calculations are working properly.

MIGRATION NOTICE:
These factors only apply to newly created items. Containers that were created in earlier versions
probably now have zero empty weight.

- balanced and checked: farm product values

No changes in grain price.
Root vegetables prices have been doubled.
Pod type plant (beans and peas) prices are increased by 50%.
Flour value has been halved, and it's now about 50% more valuable than the grains itself.
Small seeds, such as turnip seeds, aren't considered very valuable and have a low nominal price.
All the foodstuff prices are foremostly based on their true nutritional value, but these few
adjustments give better balance to relative prices of these farm products.

- adjusted: seed weights

Turnip seeds, and other small seeds, are now lot more lighter than previously.
There are some balancing in pea and grain weighs too, but those aren't dramatic.

- added: "Stop your tasks" companion command

This makes your companion to stop all the tasks he/she was doing.

- added: group commands for pets and companions

You can now give group commands to your pets and companions eg. to make them
all attack the same target at once.

* group commands for pets

Group command mode can be activated after you've chosen to talk or shout to one
of your dogs. If there are multiple dogs within sight or hearing range "Group
command" selection appears in animal commands menu. After you've activated it
the command you then choose will be given to all the dogs in range.
'Eat' and 'Attack' are possible group commands for dogs. Eat command still requires
first talking to a dog in your sight.

* group commands for companions

Group command mode can be activated after you've chosen to talk to one of your
companions. If there are multiple companions within a close range "Group
command" selection appears in companions commands menu. After you've activated it
the command you then choose will be given to all the companions in range.
'Attack', 'Fell trees', 'Make a fire' and 'Stop your tasks' are possible group
commands for companions.

- added: an option to ask NPCs what they want in a trade

There's now "What of my items you'd prefer in this trade?" chat option available
during trading. Upon using it NPCs will let you know the items they prefer, or
how they feel about the trade in general. Regardless of what they say you can still
offer any items you want, but usually their thoughts and wishlists are good and
fair advises.

- balanced: robber demands and speaking them out

* You can now ask robbers what items they want exactly. This helps to decide whether
you really want to hand over your goods or not.

* Robbers demands have been reasoned and can vary

In general robbers now prefer value and quality over quantity. Even if you a had
lots of gear with you robbers are usually satisfied with a dozen of most precious
ones. Most importantly they don't want to rob all of your clothes and armours
anymore, but only the most valuable ones. There's also variation in robber's
demands and some can be happy with only a few very valuable items.

- added: seals!

There are two types of seals: the ringed seal and the grey seal.
Both live in the sea and can be found on all the coastal regions of the UnReal World.
The grey seal is more common than the ringed seal.
(In reality certain subspecies of ringed seals should exists in big lakes of Kiesse too,
but adding them stays for later.)

Seals spend most of their days in the water but do regularly come ashore to rest
and pass time in certain locations. During open water season they rest on rocky surfaces
of the utmost skerries and islets of the sea. In the winter they do live near the edge
of the ice, spending the lazy hours on the ice.

For more information about the seals see game encyclopedia entries [F1] for RINGED SEAL
and GREY SEAL.

* Meat yield from seals is very low compared to their weight, but their fat yield is
high.

* Seal-tribe village restocking has been adjusted to feature a proper level of seal
furs and meat.

To allow compatibility with modded tilesets there's a separate sprite files for seals:
truegfx/av_gseal.png, truegfx/av_rseal.png

- added: aquatic animals can dive under the water

They do it especially when escaping. As diving animals disappear from your sight they
are pretty much impossible to be hunted while diving.

- added: feathers

Skinning a bird now also gives you its' feathers. Number of feathers obtained depends
on the bird size and ranges roughly from 12 to 100. It's assumed that you want to keep
only the good wing and tail feathers.

* You can also find naturally dropped feathers.

* Feathers are categorized as tools.

* Crafting an arrow now requires three feathers per arrow. Crafting a blunt arrow now
also requires tying equipment as the feathers need to be attached to the shaft.

To allow compatibility with modded tilesets there's a separate sprite file for feathers:
truegfx/sp_feather.png

- added: new birds

Raven, goshawk, hazel grouse, kuikka, goldeneye, willow grouse and eagle owl.

Find briefing of the new birds below and see their game encyclopedia [F1] entries
for more info.

* Raven

Ravens prefer extensive areas of forest and exist throughout UnReal World in rather
scarce number. They are mainly scavengers feeding on carcasses of dead animals, but
their diet may also vary widely and ravens can be considered quite omnivorous.

* Goshawk

Goshawks are strongly built hawks. They nest in older forests throughout UnReal World
and hunt other birds and small mammals, sometimes as large as hares. Goshawks are
migratory birds, leaving in late autumn and returning in spring.

* Eagle owl

The eagle owl is a very large owl. They have large heads with striking ear tufts and
fiercely glowing orange-coloured eyes. Eagle owls breed in scarce number in forests
almost throughout UnReal World, except for the unforested mountainous areas of the
extreme north. Eagle owls are birds of prey and hunt hares, small mammals and birds.
They are active at night and very efficient hunters.

* Willow grouse

Medium-sized and least numerous of all the forest game birds, but nevertheless found
all around UnReal World and commonly hunted for meat. Willow grouse can thrive in
very diverse terrain, but primarily occupies sparse pine forests, mires and slopes
of cliffs and fjells. They are accustomed to cold, harsh and rugged environment, but
favour having birch and alder trees around their territory.

* Hazel grouse

The smallest and the second most common forest game birds found in Unreal World.
Adults mate in early spring and nest on the ground.
They prefer thick forests with both conifers and leaf trees.
In thick forests hazel grouses can survive better from goshawks.

* Goldeneye

Common aquatic birds breeding around inland and marine waters.
Goldeneyes are migratory birds. They leave in autumn and are among the first migratory
birds to return in early spring.

* Kuikka

Kuikka is a rather large aquatic bird named after its' distinctive call.
Kuikka breeds throughout Unreal World by wilderness lakes with clear water.
It eats fish, typically perch and roach. Kuikkas are migratory birds, leaving quite
early in autumn and returning in spring.

To allow compatibility with modded tilesets there are separate sprite files birds:
truegfx/av_goshawk.png etc.

- added: audio samples for birds

Now we can actually hear ravens, goshawks, swans, kuikkas, hazel grouses and eagle
owls calling.

How talkative the birds are depends on the species and time of the year.
Hazel grouses are most talkative in the spring and late summer, eagle owls call almost
exclusively n the winter, kuikkas keep calling mostly during early summer season etc.

- added: birds lay eggs

All the ground nesting birds now lay eggs. Depending on the species eggs are laid in
Swidden month (April), Seedtime month (June) or Fallow month (July). Aquatic birds
lay eggs on islets and skerries, or nearby the shore among vegetation, and finding
their eggs is relatively doable if you have patience. Eggs of forest birds are much
harder to find.

Of the forest birds capercaillie, black grouse, willow grouse and hazel grouse all
nest on the ground.

(Traditionally mostly the eggs of ground nesting birds have had importance to eke
out diet. Eggs of tree nesting birds is a curiosity that was intentionally left out
this time.)

- overhauled: animal populations

Creation of animal populations has been thoroughly checked, adjusted and balanced.
These adjustments concern not only the commonness and relative number of animals, but
also their natural habitats. Frequency of big game remains quite the same as it was,
and most notable changes are seen in populations of small animals and birds.

In general you can now expect more varied and greater number of wildlife to exist in
the world, but natural habitat of animals has a much greater role than before. You
can't expect to find any forest animals in any type of forest.

Few examples:
Gluttons and ravens prefer large intact coniferous woodland areas.
And so do pine-martens - but they also like cliffs and caverns nearby their home
forests. Badgers mostly occupy mixed or leaf tree forests - preferably with some
wetlands nearby. Weasels aren't too picky about their habitat as long as there's enough
trees and vegetation to provide coverage - but they tend to avoid too open areas.
etc. etc. etc.

With balanced and overhauled animal populations in use you are bound to find more
animals and more different species within smaller area than before. It's possible
that an area of 5x5 wilderness tiles (500x500 meters) can have a dozen of different
forest birds, three hares, two squirrels, a fox and a badger around. It's possible -
but naturally not always the case. And despite of more wildlife existing it's not
evident that you'll get to spot it from a close (or hunting) distance.

To learn more about changes in habitat and population adjustments see updated
game encyclopedia [F1] pages for:

* ARTIC FOX

Even though artic foxes are most common in the north they can be now met also
elsewhere. Even back in 1800's arctic foxes have been said to be somewhat common
in southern Finland so we assume that some populations have wandered and existed
all around UnReal World. NPCs of other than northern cultures can now also stock
artic fox furs.

- changed: arrows are now slightly more valuable (because of feathers in the mix)


- added: all cutting weapons work for cutting carcassess - but knife is preferred

You get fewer cuts from the carcass when using other than a knife.

- added: hauling information messages if you try to haul items while wading

Hauling while wading isn't possible, but there was no message to clarify this.
Now the game tells you that it's not possible and suggest to push items to the shore
instead.

- added: sauna stove

There are no fireplaces in saunas anymore, but sauna stoves instead. Sauna stove
appearance and usage is similar to fireplace. Having this new sauna stove tile has
no specific usage yet but preceeds the future sauna related improvements.

- improved: lighting effect of fires

Lighted area is now roundish and its' radius depends on size of the fire. As the fire gradually
goes down you also see decrease in lit area. This affects to both campfires and lit fireplaces.

- added: precise time passing featured on bunch of new tasks

Added for general diy crafting, making and repairing clothes, timbercraft tasks (logs,
boards, firewood etc.), hideworking tasks (cleaning, curing, tanning), digging a pit,
preparing the soil, grinding flour.

- added: option to stand still until not fatigued

This option is available in movement and rest actions menu, or can it be activated
by [ALT] + [-] hotkey.

- added: unpaid category & standardized hotkeys to inventory filtering

* There's now "unpaid" category within inventory filter menu (TAB) showing all
your unpaid/taken items.

* Shortcut keys for item types have been standardized.
w - weapons, a - armours & clothing, c - containers, h - hides & skins etc.

- added: direction is told in sound based messages

Eg. "You hear a tree falling down in the east.", "You hear rustle of wings from
the north." etc.

- changed: e[X]changing weapons now costs a turn

- changed: raw meat and raw fish now floats

To avoid accidentally losing meat or fish when operating with a kill or catch by
the shore.

- modding fix: incorrect weight of modded [patchwise] cookery items

For example:
If you made batch of 5 cookery items which required 2.5 lbs of raw materials
all together you got 5 cookery items each weighing 2.5 lbs - even though you
should have gotten 5 cookery items each weighing 0.5 lbs. (2.5 / 5 = 0.5)

- changed: only the items that don't float can be buried in bogs

- removed: wheat bread

Old item which didn't fit in the word. There's no wheat.

- fixed: cave crashes (specifically with .rpm package on Fedora)

- fixed: location with traps spawning copies of earlier creatures at the area

It was very rare occasion, but when triggered you could have same type of NPCs
spawning at the area day after day.

- fixed: container price wasn't taken into account in item price calculations

- fixed: villagers knowing your breaches without seeing you in action

Sight check was broken which caused villagers to magically be aware of your minor breaches
such as harvesting their crops or building a fire. Minor breaches are now properly based on
NPC sight so if they don't see you in action they don't know you did it. You still shouldn't
try to push your luck by building fires or felling trees near the village center, because
the guilty one is sometimes also easily guessed.

- fixed: light from fires shined through obstacles

Fires use line-of-sight mechanics now, and the light from fires reaches only where it
actually can.

- fixed: hiding mode not cancelled when hauling items

- fixed: "source of livelihood" game course task was weight based

Now true nutritional value of the food you are carrying is taken into account.

- fixed: fighting leashed pets not following the player character

- fixed: wooden tub price decreased (to one third)

- fixed: multiple entries for "human shaped figure in distance" displayed (so that you
can't guess if a world map wanderer is actually party of robbers)

- fixed: being asked if you want to swim when entering zoom maps with deep water

Character was properly located on dry land, but the question appeared nevertheless.

- fixed: "impact doesn't penetrate your armor" displayed for unarmoured characters

There's now "The impact doesn't hurt you." alternative.

- fixed: repairing a piece of clothing with itself

- fixed: bug potential with old animals getting removed from zoomed-in maps

There was a vulnerability which might have caused old animals to rarely disappear from
zoomed-in maps. It's secured now and animals should never just disappear suddenly.

- fixed: rowing mode got cancelled when moving without a paddle or sesta in launched watercraft

This resulted in watercraft not being properly transported with you between world and
zoom maps.

- fixed: it was possible to start hiding while rowing, swimming, or hauling items

- fixed: spots of lichen or other ground cover appearing in the water - old topography bug.

- fixed: nettles (and other grass plants) worked as {hemp} in diy requirements

- fixed: tied pets sometimes followed you onto world map and got stuck there

This fix isn't verified, so report back if this issue still persists.

- fixed: pets staying on burning fires

- fixed: birds couldn't fly over high cliffs

- fixed: being able to set nets on ice if there was a hole in the ice nearby

- fixed: saving between midning and morning caused various morning related checks to be
skipped the next morning - you couldn't milk your cow, wounds didn't heal,
skill flags weren't reset.

For migrated characters a bugged morning check skip may occur upon reload if you
had saved between midnight and morning, but after the next save it's all synchronised
and fixed.

- fixed: injury score from old injuries occasionally being added to new frostbites

- fixed: NPC crops growing in water (on fields next to a lake)

- fixed: robbers picking up items they couldn't carry made the items disappear

- fixed: wilderness location where angry villagers or robbers might throw you away not
properly randomized

Previously only the north-west location was chosen, now there's proper randomized
variety.

- fixed: free sauna items

Sauna scoops and tubs of water aren't free to take anymore.

- fixed & balanced: skiing and walking in the snow

* In addition to being fatiguing, walking in the snow is now also about 20% slower.

* Skiing skill matters and skiing is now also fatiguing, but always faster and easier
than than walking in the snow.

Now your skiing skill determines how fatiguing it is for you to ski. The more
skilled you are, the less of an effort it is to ski. Only highly skilled skiers get
close to zero fatigue accumulation anymore, but skiing skill still improves quite
fast so most characters can build up decent skiing skills during single winter.
In any case skiing is always faster and less fatiguing than walking in the snow.

* Skiing is cancelled and you are notified to remove your skis when the time of the
year doesn't suit skiing.

- fixed: food in NPC villages/camps never spoils - old exploit

- fixed: setting bait to a direction you can't see wasted the bait

- fixed: hauling not cancelled when pushing a hauled carcass

- fixed: skinning ignored carcass beneath another one

- fixed: being able to build ceiling and floor on the same tile where it was already built

- fixed: "and X more..." not calculating correctly the number of items being prepared

- fixed: hiding from robbers was impossible during the phase when they come to talk to you

- fixed: missed shots that hit a group member of the original target didn't cause
a morale check

- fixed: sleeping or unconscious creatures prevented hiding

Entering hiding mode wasn't possible if you were in "sight" of sleeping or unconscious
creatures.

- fixed: shield protection glitches

They protected too much in neutral position and too little when held on the left side.

- fixed: cancelling tasks skipped the possible morning maintenance and physical condition
checks

- fixed: creatures standing on cellar were invisible

- fixed: when milking into a container filled with water the contents weren't emptied first

- fixed: small animals (eg. squirrels and hares) being able to wade

- fixed: foreign traders messed up item tags in the villages and made the items
unpurchaseable

- fixed: location selection dialog closes when choosing a location you can't see

- fixed: villagers stocking stale food

- fixed: skin not obtained if skinning got cancelled during the last minute

If the skinning task got cancelled due to exhaustion (or whatever) at the very last
moment of the skinning process you didn't obtain the hide, but the animal was still
marked skinned.

- fixed: spoiled food items occasionally not stacking

This was related to markers of their original quality. The conflicting markers are now
cleared upon spoilage. Notice that the old non-stacking spoiled food items your
character may have will remain non-stacking.

- fixed: stale tag persisting upon cooking

You might get "Roasted stale perch" etc. Now stale tag disappears properly upon
cooking, and the results of cooking stale food items aren't delicious.

- fixed: waking up to strange noises when falling asleep from exhaustion while rowing
or running

- fixed: animals might freeze for moment upon escaping if their escape destination was
badly chosen

- fixed: drinking from containers taking too much time

- fixed: villagers joining the robbers when they enter the village area

- fixed: NPC/villager reactions to robbers was broken

Now both the wandering NPCs and villagers react properly to presence of robbers.
They rarely attack the robbers right away but keep them on eye. If the robbers cross
the line by coming too close, then the people don't hesitate to attack them.

- fixed: terrestial animals sleeping in shallow water

- fixed: repeated deathblows with [3] fail to keep the previous aiming zone if any menu
selections or certain actions (eg. sleeping) were made in between the deathblows

- fixed: leashed animals not properly freed upon getting defeated and thrown away from the
location by robbers or villagers

Now your animals are unleashed. You may, or may not find them again.

- fixed: wading on land if you were too fatigued/penalized to move at all and tried to
start wading

- fixed: sauna scoops and wooden tubs disappearing from villages

- fixed: carcasses tagged as partially skinned even if the skinning wasn't allowed
(ie. while swimming)

- fixed: arrow-in-loading bug: NPCs could shoot you while the map was only loading

I know how I'll spend my weekend.
:love:
 

Grimwulf

Arcane
Patron
Vatnik
Joined
Oct 1, 2014
Messages
4,045
Location
Kodex Kommunistic Kastle
How will you play it? Again with fishing?

I usually prefer active hunting, combined with bigass trapwalls. Shooting elks in the face just feels right.
What? You coward! True men just smash elks in the face with their axes! (Preferably when they are helpless in pits!).

What kind of bloothirsty bastard hunts an ELK with an AXE? Don't you care about fur quality?

10/10 you say? hmmmm... i have seen many mentions of the game being heavy on grinding, is this not so?

Depends on how you play it. Pianist doesn't see any grinding at all, for instance. He just PAHTY all day long.
 

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,499
How will you play it? Again with fishing?

I usually prefer active hunting, combined with bigass trapwalls. Shooting elks in the face just feels right.
What? You coward! True men just smash elks in the face with their axes! (Preferably when they are helpless in pits!).

What kind of bloothirsty bastard hunts an ELK with an AXE? Don't you care about fur quality?

10/10 you say? hmmmm... i have seen many mentions of the game being heavy on grinding, is this not so?

Depends on how you play it. Pianist doesn't see any grinding at all, for instance. He just PAHTY all day long.
All I care is meat, lots and lots of delicious elk cuts!
 

dextermorgan

Arcane
Joined
Aug 24, 2009
Messages
4,177
Location
Ελλάδα
Havent played Cataclysm though so I might try it.
Not sure I'd recommend it in its current state. There's a serious bug active both in stable and develop causing massive performance hits if there are many items on the active map. Since DDA is a everything-and-a-kitchen-sink type of a game, if you have a tendency to hoard you may end up with your base becoming so slow it's unplayable.
 

Rpgsaurus Rex

Guest
2571492e271234d302821a3435e82127.png
 

Rpgsaurus Rex

Guest
That screenshot there's just to tease you, bro. This thing here is Russian language-only, a cute little roguelike that no one outside of the Siberian mountain range will ever get a chance to play.

http://rghost.net/50717030

medoviy_rogalik_4.jpg


medoviy_rogalik_3.jpg
 
Last edited by a moderator:

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,499
Arrrgh, was just about to post it, and was thinking "Surely, nobody on the Codex will beat me to it, URR is not that popular there!".

Let me just copy the release highlights and link some screenshots:

- Explore massive and varied feudal cities (each able to support a population of ~300,000+), each with its own range of districts, architectural styles, and buildings influenced by the political and religious choices of its civilization.

- Discover nomadic fortresses in the desert, enclosed by walls and with an emphasis on strong defence and open-air markets.

- Farms and towns now also generate within the countryside, which in the future will be important stops on your travels, and sources of occasional markets and information.

- Hunter-gatherer civilizations now have settlements, laid out in complex geometric patterns, built from a range of materials, and containing cryptic shrines…

- A huge range of new ‘l’ook graphics for almost everything new in the game, and for a range of items/features/terrains which did not possess graphics in the past.

- Improved world map generation – now includes rare marshland areas, and a significantly overhauled polar biome, now featuring ice as well as snow.

- Introduction of strategic-layer movement around cities, a note on the pricing of city districts, and the unique coinage of each civilization, which will be activated in version 0.9.

- Significant expansion of variety of religion and civilization generation.

- A range of bug-fixes and optimizations on roads, settlement generation, coats of arms, line of sight, generating certain aspects of rivers, and more.

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More here: http://www.ultimaratioregum.co.uk/game/2014/12/13/urr-0-6-released/
 

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