Name | UnReal World | ||
Developer | Sami Maaranen (creator) | ||
Publisher | Enormous Elk | ||
Tags | |||
Release | 2016-02-26 | ||
Steam | 7,69€ 5,59£ 7,69$ / 30 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  10  | ||
Steam Rating | Very Positive | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  20,000 .. 50,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 0 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 0 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | UnReal World Linux 64-bit [33.99 M] | ||
DLC | UnReal World - Video greetings |
A small patch has been released to fix the following issues, which probably occurred only for a subset of adventurers. |
Version 3.84 (stable) is now released and live for all the supported operating systems. |
A new version is at hand and for starters the Windows build goes live - now. |
Springtime is busy time - both out in the nature and inside the development chambers. See, we're preparing for a new version release still this month, so let's have a sneak peek at upcoming features. |
A quick hotfix update to remedy occasional lag on zoomed-in maps has been released. |
Version 3.83 is now released and live! |
The work with new version, 3.83, is soon finished and we hereby ease the anticipation with an early beta release for Windows. Thus, version 3.83 beta for Windows is now available as a beta branch you need to opt-into at your Steam Library. This will be explained below.
Should you encounter showstopping problems with this beta version just go back to BETAS selection and choose None from Select the beta you would like to opt-into drop-down menu. This returns your game back to the previous stable version 3.82. [h2]Changelog[/h2] Version 3.83 (beta) changelog ** Saved characters from version 3.80-> are compatible with this version. ** BETA NOTICE: This is a beta release. There are likely bugs, things are still somewhat under construction, and some of the listed improvements will be tweaked and polished further in patches to follow. - added: hafting spears, axes and shovels - and their separate heads and hafts Axe and spear items now consist of two parts; the heads and hafts. Shovel item now also consists of two parts; the iron blade and haft. Wooden shovel is an exception as it's made out of single piece of wood. Haft refers to the wooden handle or shaft, which can break over time or upon damage. When the haft breaks the separate head remains, and can be hafted again. Hafting is a process of attaching axe or spear head, or shovel blade to a new haft, making it a complete working weapon or tool. For hafting, there are now new craftable "axe haft", "spear haft" and "shovel haft" items. In reality the haft shape and proportions do vary depending on the axe or spear type, but in order not to make things overly complex the two generic spear and axes hafts work for all the different types of spears and axes. The different axe and spear heads now also exist as separate items. For the axes there are handaxe head, carving axe head, broad axe head, woodsman's axe head and so on. And for the spears there are kaumolais spear head, northern spear head, and so on. Blacksmiths still sell these weapons readily hafted so the heads aren't commonly found on their own. When the haft breaks the head and broken haft do drop on the ground, along with pause prompted game message. You can then carve a new haft and haft the head to assemble a working weapon or shovel again. The broken hafts are of no use and are best utilized as firewood. Crafting hafts and the process of hafting can be found from [M]ake menu under a new [H]afting category. The following self-explanatory options are available there: * Axe haft * Spear haft * Shovel haft * Haft a weapon or tool * Remove the haft The first three options are used to craft a new haft, followed by the actual hafting option to assemble a working weapon or shovel. You may also remove the haft at will for example to replace worn out haft early on. However, removing the haft may damage it a little bit so it's not recommended to do unless necessary. Both crafting the haft and hafting task itself require CARPENTRY skills. The haft quality and success in hafting has significant impact on the finished weapon or tool usability. Poor hafting may result in lowering the item quality even below the head quality itself. Thus the finished axe, spear or shovel quality now refers to overall usability with the used haft, and the success in hafting. On the other hand, you may also manage to raise the finished weapon quality higher than the head quality itself with a perfect and perfectly fitted haft. There are new game encyclopedia (F1) entries for the relevant topics: AXE HEAD, AHE HAFT, SPEAR HEAD, SPEAR HAFT, SHOVEL BLADE and SHOVEL HAFT - added: hafts wearing out in use Hafts of the axes, spears and shovels now wear out in use, and will eventually break. Axe hafts wear out in all the regular woodworking and timbercraft tasks where they are used. Shovel hafts and wooden shovels wear out in digging pits and preparing the soil. Spear hafts mostly wear out in combat. In all the cases the wear is relative to the task the weapon or tool is used for. Thrusting a spear into a large moving animal such as elk or bear may put the haft under serious strain. Likewise, felling big timber is more strenuous for the axe haft than doing casual carving. The haft wear out level can be noticed in character's inventory with the progressing wear bar. Hafts are in the risk of breaking apart when they've worn to about 80% of the original condition. Accumulating haft damage can also lead to decrease in the axe or spear overall quality. - modding add: new crafting requirement entries {Hammering tool} This defines requirement for a tool that is used to hammer things in place. It's used in hafting an axe. The butt of an axe is commonly used as a hammering tool, but clubs, pieces of firewood or stones can be also used as a substitute. {Axe or carving knife} This defines requirement for a tool used in rough woodworking and carving. It's used in crafting hafts to carve out their rough shape from a slender tree trunk. Axe is the preferred tool here and always the best option, but usage of knives is allowed as a substitute - even though they make the task significantly slower. The common woodworking axes such as handaxe, carving axe, and woodman's axe are the most suitable ones. If a knife is used the sturdy ones such as skramasaksi, northern knife, kaumolais knife or hunting knife work the best. Both of these entries can be utilized in diy_*.txt and biy_*.txt modding at will. - modding add: [nowear] and [wearpct:num] tags to specify haft wear out accumulation rate Axe, spear and shovel hafts wear out also when they are used as tools in crafting or building tasks. There are these two new tags to customize the wear accumulation rate as the intensity of tool usage varies depending on the task. [nowear] tag means that the used tool doesn't wear out at all. [wearpct:num] specifies custom wear out percentage rate (1-100) in relation to the highest rate (100) where tool is used intensely during the whole task. Examples: {Axe} Here an axe is needed, preferably a carving axe, and it doesn't wear out at all in the said crafting/building task. {Cutting_weapon} Here a cutting weapon, preferably an axe, is needed. It wears out in 25% rate compared to the continuous intense axe work. Maybe the axe is needed only 25% of the time in this crafting/building task. - removed: hard staff and throwing axe These two weapons have been removed for being somewhat anachronistic and not that important. - added: pausable tanning Tanning is now pausable task allowing you to have breaks and continue at will later on. To continue paused tanning simply use the tanning option again standing beside the partially finished item. This applies only to the last and most laborous stage of the tanning process which is softening the hide with a beater. The preceeding, faster processes of cleaning the skin need to be done in one go. Partially tanned hides will remain on the ground and can be picked up only after they are finished. They are rendered with a different tint and described as "partially crafted", "half-crafted", "largely crafted" etc. when looking at them. - added: pausable arrowmaking and arrow shaft crafting Making arrows and arrow shafts is now pausable task allowing you to have breaks and continue at will later on. To continue paused arrowmaking simply use the same option to make arrows or arrow shafts again standing beside the said partially finished items. For blunt arrows this means using [M]ake -> "Arrows" -> "Blunt arrow" option. For all the other kind of tipped arrows use [M]ake -> "Arrows" -> "Arrow" option. And for the arrow shafts you would naturally use [M]ake -> "Arrows" -> "Arrow shaft". Like the other partially crafted items these will remain on the ground and can be picked up only after they are finished. They are rendered with a different tint and described as "partially crafted", "half-crafted", "largely crafted" etc. when looking at them. - changed: maximum number of arrows or arrow shafts to craft in one batch The maximum arrow or arrow shaft batch production quantity is increased up to 10 at one go. - changed: arrow shaft crafting time Now that the making of arrow shafts is pausable the time required to craft one is increased to more reasonable level of 90 minutes. - changed: blunt arrow crafting requirements Now that the blunt arrow making is pausable the time required to craft one is increased to more reasonable level of 2 hours. Number of slender tree trunks required is also modified so that you can craft three blunt arrows out of one slender tree trunk. Blunt arrows are now also prone to outcome quality modifiers, so your tools and expertise determines if the finished blunt arrows will be curved or superior or something in between. - modding add: [yield:num] tag [yield:num] tag is used to specify for how many produced items the single raw material entry is enough for. Ie. how many finished items it can yield. The tag is used in diy_glossary.txt for making blunt arrows as follows: {Slender trunk} [yield:3] This means one slender tree trunk can yield three produced items ie. blunt arrows. So, for example to craft six blunt arrows you would need 2 trunks. Crafting 7-9 blunt arrows you would need 3 trunks, and so on. - enhanced: rendering of the terrain type images Terrain type images on zoomed-in map are now rendered directly to the screen using the available resolution. This makes the images appear more crisp and clear. - fixed: being able to fish facing away from the water - fixed: companions performing some tasks too fast Due to miscalculations in companion time counters they managed to complete some tasks, eg. felling trees, all too fast. The issue was mostly noticed in woodworking tasks, but you may find some other companion performed tasks also to appear in slower more reasonable pace now. - fixed: villagers not reacting if you attacked a hired companion of their own group in their own village - fixed: villagers accepting too many items if they were offered in one go during the first trade - fixed: terrain type image not updating when climbing across terrain boundary This happened only when using the climbing skill. - fixed: the fish splashing and spawning despite of the ice Occasionally you might find fish splashing in the water even at locations with ice cover. This happened if the water froze again after the spawning had already started in the open water. - fixed: Bewitched Wolf quest not generating correctly This quest might have been missing for few versions, so enjoy if it now comes your way. - fixed: triggered item traps remaining in set status This might rarely happen with loop snares and paw-boards. The graphics also show the traps being set and ready, despite of the fact that they were actually triggered already. - fixed: placing any items to a pine tree with bear skull produced the bear skull placement message Cheers! urw_sage |
[h3]The best of 2024 to all of you who roam the unreal world![/h3] |
Steam Autumn sale has begun and we welcome new adventurers into the far north with a generous discount until 28th of November. |
Greetings to those who roam, or are about to roam the unreal world! |
Here we go with a brief development news about what's bubbling under at the moment. |
Version 3.81 is now built, released and live for all the supported operating systems. |
In the midst of summer schedule challenges we're hereby releasing version 3.81 first for Windows and follow with Linux and OS X builds in early august.
Should you encounter showstopping problems with version 3.81 just go back to BETAS selection and choose None from Select the beta you would like to opt-into drop-down menu. This returns your game back to the previous version 3.80. [h2]Changelog[/h2] Version 3.81 changelog Version: 3.81 ** Saved characters from version 3.70-> are compatible with this version. ** - added: craftable fishing net It is now possible to make a fishing net by the player character. The option can be found at "Fishing" category in the [M]ake menu. Weaving a net is laborious task and the mere amount of yarn alone may be demanding to obtain. The other material requirements include thicker cordage for the supporting lines, rocks for weights and birch or pine bark for floats. Traditionally the rock weights were sometimes wrapped inside birch-bark pockets for more durable attachment. This is optionally doable in the game as well. Making a net is process of several days, and that is why nets were usually woven indoors during the wintertime. In the game making a net is newly featured pausable task allowing you to finish it in parts as you please. - added: NETMAKING skill Netmaking is a skill for weaving and constructing fishing nets. Success in netmaking determines the quality of the nets crafted. For migrated characters this skill is created upon the first load in this version. - added: pausable crafting In this version we are introducing pausable crafting for a few selected items. This will be the start of featuring a possibility to have breaks in long crafting tasks and continue at will later on. After the mechanics have been developed further this will be expanded to cover wider range of crafting. Crafts that can be currently paused are: * Net * Chop felled tree into blocks * Split firewood from a block * Split a trunk into boards With the pausable timbercraft options you can now also use unhandy and inferior tools eg. stone-axe in board making as there's no upper limit of how much time can be used to get the work done. Pausable crafting works similarly to pausable building. You can cancel the process at will, and then continue at will. The crafting will be continued when you try to make the said item again standing beside the partially finished item. For example, if you try to [M]ake a fishing net beside a partially crafted net the crafting continues. Partially crafted items will remain on the ground and can be picked up only after they are finished. They are rendered with a different tint and described as "partially crafted", "half-crafted", "largely crafted" etc. when looking at them. - added: different tile graphics for a set net Tile graphics for a set fishing net is now different resembling its float line on top of the water. - updated: "Net" game encylopedia (F1) entry - changed: the weight and price of the net item Both have been increased. The weight because of the rock weights taken into account, and the price because of the true workload. - added: netting needle, a new item Netting needle is a wooden tool used to weave fishing nets. It can be crafted by the player character from [M]ake menu "Fishing" category. Netting needle allows weaving the net conveniently with proper knots and tight mesh of uniform size. - added: repair worn-out nets The option to "Repair worn-out net" can be found at "Fishing" category in the [M]ake menu. Repairing a net is also pausable task and can be cancelled and continued at will. To continue paused net repair works the same as continuing paused net crafting; if you use the repair option again beside the partially repaired net the crafting will continue. - added: harvesting pine bark Pine bark can be harvested from big pine trees all-year round. Pine bark chunks are used used in making of net floats. - added: "Bark" game encylopedia (F1) entry - added: ball of birch-bark strip as village resource Villagers now gather and stock balls of birch-bark strip. These can be then traded for by the player characters if need be. Birch-bark availability in villages is based on the culture, and it naturally gets restocked only when the birch-bark harvesting season is on. - updated: "Birch-bark" game encylopedia (F1) entry - added: timbercraft product quantities affected by the used tool, ie. an axe When making boards, blocks of wood or firewood you'll get fewer products when using an unhandy axe for the said tasks. The effect is most notable when the axe is far from preferred one, eg. making boards with a stone-axe. - adjusted: blacksmiths titled as masters always produce masterwork goods There was a small skill range where blacksmiths titled as masters produced fine, but not masterwork goods. This has been adjusted so that now masters always produce masterwork goods. - fixed: using STEALTH from skills menu prompted nothing Now it says the skill is automatically used when necessary. That is, when your character gets [h]iding. - fixed: firemaking failing at fertilized locations Fire data couldn't be properly set to locations with fertilization data. - fixed: some diy/biy descriptions corrupting the material requirement text output Adding descriptive texts eg. '+(needed for this and that)' to some diy/biy entries caused text output corruption in the displayed list of required materials. This was noticed with some cordage at least. - fixed: math failures when using withes (on the ground) in constructions There was a rare occasion where using withes on the ground might cause math failures to the number of materials used or required. This was noticed with building a fence gate, but might have occurred elsewhere too. - fixed: animals leaving droppings far too often after 255 game days Yep, it was char<>int kind of mistake in the dropping interval calculations. - fixed: some encumbrance penalty calculations Excess penalty didn't always capped at 100%, and the weight of worn clothes you could carry without penalty wasn't always calculated correctly. - fixed: making stone arrowheads not allowing using stones on the ground for grinding - fixed: wading mode text alignment not centered - fixed: repeat the last action display for arrow and bowstring was blank Cheers! urw_sage |
Steam Summer Sale 2023 is on ... |
The current version 3.80 is now few weeks fresh and working smoothly. |
You know, there is Enormous Elk - an indie production team founded by Sami Maaranen (UnReal World creator) and Erkka Lehmus (UnReal World co-designer). |
Version 3.80 has reached stable stage and is now released and live for every adventurer out there. |
We're happy and excited to announce a beta release of UnReal World version 3.80.
Your old characters are compatible with this version, but it's recommended to first start a new character to play a bit to see if everything is working okay at your end and showstopping problems aren't encountered. You may also backup your old character folders before loading them into this beta. Should you encounter showstopping problems with this beta just go back to BETAS selection and choose None from Select the beta you would like to opt-into drop-down menu. This returns your game back to the current stable version. However, characters who have entered into version 3.80 may experience oddities if reverted back to the previous versions because of new NPC types. [h2]Changelog[/h2] Version 3.80 (beta) changelog This is a beta release. There are likely bugs, things are still somewhat under construction, and some of the listed improvements will be tweaked and polished further in patches to follow. - added: blacksmith NPCs and ordering metalworks from them Blacksmith is a new NPC type who you can meet in the villages. Blacksmiths can produce different kind of metalworks on demand. This is a fundamental addition which will make a big difference to obtaining iron tools and weapons. Blacksmith products are culturally dependent and can range from fishhooks to swords. There's also variety among the levels of blacksmith expertise. All the blacksmiths can produce the basic tools needed for the every day life of their local culture, but only the few talented ones can forge more demanding items, like a sword. * All the cultures do have blacksmiths, but their areal availability varies. Not every village has a blacksmith, but in general there are several within each cultural area. * You can ask villagers if there's a blacksmith around. The option for this is found from "Ask for help/company" chat mode. If their blacksmith is a highly skilled one villagers are proud to let you know that right away. * Ordering something from a blacksmith is initiated by talking to them. Ordering options become available upon greeting a blacksmith, or can be found from "Ask for help/company" chat mode. * Blacksmiths vary in their expertise, but all of them can produce at least decent quality items. The more talented blacksmiths can produce fine or even masterwork items. They will let you know the level of their expertise and outcome of their goods loud and clear. * Not all the blacksmiths will produce the same items, and the cultural variety makes the most difference there. Also, only the few most talented blacksmiths will be able to forge the most demanding items, such as swords, helmets or specialized knives such as Kaumolais knife or Skramasaksi. * It should be clear already that metal armours are not really known or used by the local cultures, so blacksmiths do not produce those - except for helmets. So the availability of NPC blacksmiths doesn't change the fact that metal armours do remain as rare imported goods, as they should be. * Of the swords, a few talented blacksmiths may produce broadswords and shortswords but the other types of swords found in the game are of foreign origin and remain to be rarely found as imported goods. The northern peoples aren't familiar with swords at all, so to find a sword forging blacksmith one has to seek among the wealthy western cultures, or at Kaumo and Reemi. * You can order one item at a time, which will be payed for after it's ready. Upon confirming your order you can ask what the blacksmith would like as a payment from your current inventory, but you don't have to have enough goods for the payment yet upon placing an order. When the order is then being bartered for, even if you wouldn't have enough goods at first you can cancel the trade and come back to try again with more wealth. * Meanwhile your order is being made you can ask the blacksmith how is it coming along. They will give you an estimation about the remaining production time. Depending on the item the production times vary from few days to a month. * If you don't come claim your order within half a year it will be given away. This may naturally lower your reputation among the blacksmith, and the village. - added: BLACKSMITH game encyclopedia (F1) entry Village blacksmiths and ordering their goods described in short. - updated: culture and weapon related game encyclopedia (F1) entries All the culture descriptions have been updated with relevant blacksmithing information and assorted corrections. Certain sword and axe descriptions have been updated to emphasize that those are foreign weapons not known by the local cultures. - added: villagers can tell about sages and blacksmiths in the neighbouring villages Upon asking villagers if there's a sage or blacksmith around, and if there is not, they will now let you if there's one in the vicinity or neighbouring villages. You will then be given directions how to reach the village in question. - added: animal droppings Certain animals now leave visible droppings, i.e. feces, that can be found in the terrain on zoomed-in map level. The droppings aren't featured for all the animals, but for those whose droppings are commonly noticeable and relevant. For example the following wild animals can leave droppings: hare, fox, badger, lynx, wolf, reindeer, elk and bear. The domestic animals such as sheep, cows and pigs also leave droppings. The droppings of different species look a bit different, and upon looking at the droppings with game commands you will be told which animal's droppings it is. For example: "You see here an elk droppings." If the droppings are somewhat recent, less than a day old or so, you will be also be told that it's fresh droppings in question. Even if you wouldn't be able to specify their age the droppings work as an indicator of the animal presence at the area. The droppings may remain visible for weeks, but will eventually disappear. - added: using animal droppings as fertilizer Using animal droppings as fertilizer isn't necessary, but it's possible - if you feel like it. You can either spread droppings on the ground before preparing the soil and planting your crops, or spread them around after the planting. In the former method the droppings are then mixed in the soil upon preparing it, which is better. The fertilizing effect is simplified and any amount of droppings will help a little. You don't have to fertilize every tile of the field, but just quite casually spread the droppings here and there. This extra fertilizing helps plants to sprout and grow more succesfully, so somewhat higher yields can be expected from the fields fertilized with droppings. The effect isn't too dramatic though, since the slash-and-burn agriculture in use already includes fertilization with the ash from the burned woods. When collecting droppings they appear under a new "Miscellanous" item category in character's inventory. - added: SMOKING and FIREPLACE game encyclopedia (F1) entries These will explain the smoking and fireplace heating up processes. In the cookery menu SMOKING encyclopedia entry dialog is shown at Smoking option. - fixed: getting "carry too much" pick up restriction even if the character's inventory wasn't really full - fixed: possibility of de-hairing bird skins, or already de-haired skins It was redundant, and confusing. Now the game notifies you about this being needless. - fixed: animals and NPCs drowning in shallow waters or small puddles The issue made NPCs occasionally drown in village wells or puddles, or the animals drown in shallow shoreline waters if they were moving about there a lot eg. when tied in place. - fixed: quest journal sometimes showing excess NPC portraits on the latter pages - fixed: meadsweet flowers tile missing - text corrections: a good bunch typos and grammar corrected, some messages rephrased. Cheers! urw_sage |
As announced earlier, we're working on a fundamental new addition of featuring blacksmith NPCs and possibility of ordering various iron goods from them.
In a nutshell the process of ordering goods from a blacksmith goes like; You talk with the blacksmith about the possible goods to order, and then confirm your choice. Blacksmiths will give you an approximation of how long the item production will take, and you can ask about the remaining production time later on too. When the item is ready you go to talk the blacksmith again and the trading for the item starts. So you pay for the ordered goods when they are ready, not beforehand. This way you don't have to carry your wealth around all the time, but can go fetch it when the time to trade for the ordered goods is at hand. It's the usual trading system in use so you can try to offer offer whatever goods you want. You can also ask beforehand what the blacksmith would like as a payment from your current inventory. Time for another screenshot where some of these factors are seen in action; Then, what still remains to be done is to;
Phew.... forging the forging code is a serious business, but we're getting there and it will be a blast. Stay tuned. urw_sage |
Dear adventurers, |
Composed and performed by the devs themselves, |
The second bugfix patch for stable version 3.72 has been released to address the following issues: |
Onto a musical journey into the Far north we shall take you ... |
Some OS X systems had troubles with map screen rendering, caused by SDL2 and Metal combination. |
Hotfix patch for Linux and OS X has been released. You can find the changelog below. |
Hotfix patch for Windows has been released to address the following issues: |
Greetings! |
[h3]Version 3.72 is now released and live.[/h3] |
In January this year Sami (UnReal World creator) announced taking a year-off from the development chambers to celebrate the 30th Jubileum of UnReal World. It was winter then. |
Version 3.72 beta is now available for all the supported platforms - Windows, Linux and OS X.
Should you encounter showstopping problems with this beta just go back to BETAS selection and choose None from Select the beta you would like to opt-into drop-down menu. This returns your game back to the current stable version. That's all, dear adventurers. Cheers and enjoy! urw_sage And stay tuned for more ... |
We're happy to announce that 3.72 beta has been now finished and built also for Linux.
Should you encounter showstopping problems with this beta just go back to BETAS selection and choose None from Select the beta you would like to opt-into drop-down menu. This returns your game back to the current stable version. That's all, dear adventurers. Cheers and enjoy the surprise! urw_sage |
The spooky times are at hand, and once again we are taking part in the ongoing festivities with a sale and haunting imagery. So let the new adventurers be respected with the discount, and the ancestral spirits with our special Kekri costumes and customs... |
Surprise, surprise!
Should you encounter showstopping problems with this beta just go back to BETAS selection and choose None from Select the beta you would like to opt-into drop-down menu. This returns your game back to the current stable version. That's all, dear adventurers. Cheers and enjoy the surprise! urw_sage |
You see a canoe here. |
Steam Survival Fest is on and we welcome you to join to this sale of the fittest. |
Steam Summer Sale is on! |
Greetings everyone! |
Going Rogue: A Festival of Persistence has started here on Steam and oh yes, that's a sort of celebration that suits us so very well! |
On Thursday 24 February, president Putin launched a devastating attack on a sovereign country of Ukraine and ever since the Russian forces are continuing to pound Ukrainian cities, including residential areas, with missile strikes and artillery fire. There is no excuse for this war. The civilians, including children, are suffering to the extent where Europe's largest refugee crisis since World War II has emerged. |
This year, in 2022, we are celebrating the 30th Jubileum of UnReal World. |
The midwinter and holiday season is at hand, and Steam Winter sale is also about to start soon. |
Nominations for Steam Awards 2021 has started together with Autumn Sale, so get involved now. |
A small bugfix patch has been released to address the following issues: |
Once again we are taking part in the ongoing |
UnReal World version 3.70 has reached the stable stage and is now released and live. |
First a little reminder, then a little peek into the future features -- and into nearby woods as well where the creator can be spotted crafting UnReal World gear for real. |
.70 beta-3 for Windows, Linux and OS X has been released to fix a few bugs. |
.70 beta-2 hotfix for Windows has been released to fix a few bugs. |
Version 3.70 beta has been launched.
Should you encounter crazy problems with the beta, you can always switch back to current stable version by choosing "NONE" from the beta dropdown box. And here comes the changelog... Version 3.70 beta changelog ** Saved characters from version 3.50-> are compatible with this version. ** BETA NOTICE: This is a beta release. There are likely bugs, things are still somewhat under construction, and some of the listed improvements will be tweaked and polished further in patches to follow. - added: snow crust Snow crust is a springtime phenomena where surface of the snowpack becomes so hard that it can completely support a walking or skiing person - and some animals as well. The crust results from partial melting of the snow surface by warm spring day sunlight followed by re-freezing when the temperature drops again, usually after the sunset. The crust normally only lasts for part of the day, but being able to travel on snow without sinking in there at all is a great asset for a hunter. Elks were traditionally hunted on skis during crust as it can't support the heavy animals and hunter gliding on skis eventually became faster than their fatiguing prey. This hunting method and many other wintertime scenarios now become possible with the additon of snow crust mechanics. * If the snow crust can support somebody or not depends on how hard and thick the crust is, and how heavy the load of the person or animal is. Similarly to ice mechanics the snow crust also supports skiing person better than a walking person. The crust mechanics work similarly for player character, NPCs and animals. * Information about the crust type, if there is any, is told when you look at snowy ground tiles. The crust information is added to the snow depth information so you get messages like "waist deep snow with hard crust", "knee deep snow with faint crust", and so on. * Skiing on crust is faster and less fatiguing. There's also a new ski message notifying you about skiing on the crust. Similarly walking on crust is naturally faster than trudging in the deep snow. It's practically as easy as walking on any solid surface. * There are new movement samples for walking or skiing on crust, so the sound of character's movement also works as an indicator of the phenomena. - improved: mobility and fatigue penalties for moving in the snow Previously there was one overall reduction to character's mobility when moving in the snow without skis, but now the actual snow depth affects to how much the mobility is actually reduced. The same goes for fatigue as it now accumulates slower or faster depending on the snow depth. Shortly, the deeper the snow the harder and slower it is to trudge through it without skis. - added: snow penalties for animals and NPCs NPCs and animals now suffer from the snow penalties similarly to player character. All the snow penalty mechanics now work the same for player character, other human beings and animals. The actual snow depth that starts to hinder the animals is naturally relative to their size. A human knee deep snow is a little extra strain for an adult elk, but for example a wild boar or dog would suffer from it more significantly. The new snow depth mechanics bring in many new factors to animal movement and hunting scenarios. It should be noted that there also several animals that are adapted to moving in the snow without much difficulties at all. There are for example hare, lynx, glutton, weasel, ermine, squirrel and so on. For animals like these the snow penalties appear far lesser, and they have their species specific snow movement adjustments in action. - added: more prone to stumble when wearing skis Whenever stumbling is checked a character wearing skis is always less agile and more likely to stumble than without skis. - added: village areas always have reduced snow depth The village area is considered so stomped that the snow depth is always low. Otherwise NPCs and player characters might needlessly fatigue themselves merely by walking around the village. - added: foreign traders can share the excess trading load Previously a single foreign trader wouldn't accept more traded furs than he could carry. This made trading of heavy pelts often all too awkward. Now foreign traders can share the excess load so that if the NPC you are trading with can't carry it all the excess items are distributed to his fellows who can. - changed: observing surroundings from a tree - no more see-though trees You can't see through trees anymore when observing surroundings after climbing up a tree. The overall visibility is still better but foremostly because being higher allows you to see beyond elevations that would normally block your field of vision. But visual obstacles such as trees now do remain visual obstacles. - added: the moon, and the moonlight The weather engine now models the moon in detail, with its' changing phases and moonlight affecting to the nighttime visibility and brightness. There are eight different moon phases now graphically presented in the horizon window, and the map gets blue moonlight tint according to the amount of moonlight provided. Especially during the darkest seasons moonlight can be of a great help significally extending the available hours for working, hunting or travelling. The moonlit nights are now a really different experience, and remember that it doesn't even have to be a full-moon for the moonlight effects to be noticed. - added: smoothly changing visibility based on time of day The change in visibility, ie. how far the character can see, now happens on minute basis. This means the visibility decreases and increases with the sunsets and sunrises much more smoothly than previously, when it was calculated on hourly basis. The visibility is also now more realistically calculated from the angle of the sun relative to the horizon. During the darkest seasons you will now experience the darkness falling faster, but also more smoothly, together with the quickly setting sun. The summer night expreriences don't change all that much compared to the previous version, but whenever the visibility changes even a little it now happens in smaller and smoother steps. - changed: plant harvest time information messages There are few changes in messages when looking at plants that aren't yet ready for harvesting. The used expression now speaks of "fully ripe" instead of "can be harvested", because its sometimes useful and possible to harvest plants even before they are matured. In case of herbs that are gathered for their flowers the harvest time expression now refers to when the plant will be flowering, instead of when it's fully matured for harvesting. - added: plant fibre processing with a new TEXTILECRAFT skill You can now extract fibres from nettle, hemp and flax and process them into yarn. For this, a new TEXTILECRAFT skill has been added. Plant fibre processing involves several stages of work, which are explained in detail below. There's also game encyclopedia (F1) entry about TEXTILECRAFT containing the essential information. MIGRATION NOTICE: For characters created in previous versions textilecraft-skill will be generated with their first load in this version. All the textilecraft options can be found in the general [M]ake menu, or by using the textilecraft skill. And this is how the plant fibre processing is done: * RETTING First, the fibres must be separated from the stalks of harvested plants. This process is called retting, and it is done by soaking the plants in the water for several days. Sufficient soaking time depends on the water temperature, varying from 5 to even 25 days. The warmer the water, the faster the retting process is. The retting doesn't occur at all in very cold water so it can't be done for example in the winter. Nettle fibres are a speciality as they can be extracted directly from the fresh plants without retting and drying processes. Pros and cons of this are explained in EXTRACT FIBRE chapter. * DRYING When retting is complete, the plant stalks are dried outdoors in loose bundles. The stalks need to dry out fully so that they can be crushed in the following work phase of extracting the fibre. Drying takes about a week, and once dried they can be also stored for future and processed when theres need and time for that. * EXTRACT FIBRE Lastly, the fibres can be now extracted from the stalks. This is done by breaking the retted stalks so that the woody core shatters and falls away leaving the loose fibres free. Traditionally this was done with a special device called loukku, but in the game we use more primitive method of beating the stalks for example with a club on a solid working surface. Extracting fibres this way is hard physical work and commonly carried out with several people working together. If you have companions around they will help you with the task. After the breaking phase, obtained bundles of fibre are scraped free from remaining coarse parts and extraneous material. This is done in steps, first removing the biggest extraneous parts and gradually proceeding towards the finer ones. Traditionally special tools, combs and brushes were used to clean the bundles of fibre as effectively as possible. In more primitive fashion it can be also done by whisking, rubbing and whacking the bundles against a hard surface, or with tools at hand. In the game this is the method used, and the equipment available for breaking is applied here as well. If need be, nettle fibres can be also extracted directly from the stalk by hand without the preceeding steps. To do it simply use "extract fibre" option directly to freshly harvested nettles. This method takes more time and dexterity, but can be a useful option when only a small amount of fibre is needed. The nettle stem is crushed by hand, and the fibres carefully stripped off. Character's expertise in textilecraft affects to required working time and amount of usable fibre extracted. So as your mastery in textilecraft increases you can expect to get higher fibre yield in shorter time. Extracted fibres are obtained in small bundles, eg. "bundle of hemp fibre". These items are categorized as PLANT type in character's inventory. * SPIN YARN Spinning fibres into yarn can be done either by hand, or with a spindle. Spinning by hand is naturally slower than using a spindle. Spindles are recognized also as ground items so you don't have to carry it with you. If you have companions around one of them can assist in spinning by holding the bundle of fibres for you. Obtained yarn can be then used in crafting of many different items. - added: flax - a new cultivated plant Flax is an old cultivated textile plant, but not as commonly grown as hemp. It doesn't survive in the very north and is grown only by certain cultures south of Kaumo. Kiesseliset and Reemiliset in the east, and Driikiliset, Sartolaiset and Koivulaiset in the west do grow flax. Flax flowering is featured in the game, although the flowers can't be picked. The seeds develop after the flowering, but flax can be also harvested earlier for fibre alone. - game encyclopedia [F1]: updated entries about LINEN, FLAX, HEMP and NETTLE - added: spindle - a new craftable item Spindle is a wooden tool used for spinning fibres into yarn. - added: yarn as village product Villagers can now produce and stock yarn made of either nettle or hemp. The type and availability of yarn depends on the culture and village population. - changed: some craftable items now require yarn as the tying equipment type Yarn is now required for example when making arrows, loop snare and fishing rod. There can be minor changes in the required lengths as well. - added: leather cord, a new craftable item Leather cord is made simply by cutting long, thin strands of leather. It's craftable from Tying equipment category in Make menu. - added: "strong cordage" tying equipment requirement type Strong cordage covers all the ropes and spruce withes. That's what you need to use when strong cordage is required in crafting and building. - modding add: {Strong cordage} material tag This tag defines strong cordage is needed as tying equipment. - changed: some craftable items now require strong cordage as the tying equipment type Strong cordage is now required for example when making raft, big deadfall trap and bear trap. - added: "thin cordage" tying equipment requirement type Thin cordage covers cords and yarns. That's what you need to use when thin cordage is required in crafting and building. - modding add: {Thin cordage} material tag This tag defines thin cordage is needed as tying equipment. - added: making clothes requires thin cordage Crafting of leather and fur clothes now require varying lengths of thin cordage for sewing the parts together. Yarns and cords can be used for that. This requirements covers most of the clothes but few pieces such as caps and cloaks can be crafted without any cordage. - added: more use for cured animal skins All the cured skins now work as kota covers, and cured furs work similarly to tanned furs as ground covers and blankets for more comfortable sleeping. - added: straw - a new item part of certain plants Straw refers to mere stalk of certain plants. Straws are byproduct of threshing plants such as nettles and hemp. Straws don't have specific use of their own but do serve as material for fibre processing. Straw items were added for the sake of being able to thresh valuable plants for seeds and leaves first, and still have the straw remaining for fibre. - modding add: a new flora header tag: [straw] There is a new tag that can be added to plant header in flora_*.txt files. [straw] tag indicates that the plant leaves a straw after it is threshed. The tag is currently in use for hemp and nettle, for their fibre processing possibilities. Other plants can be modded to leave straws at will, even though the game mechanics don't currently have specific use for straw. - modding add: a new flora property [FIBRE_YIELD:1,2,3] There is a new property for plants in flora_*.txt files. [FIBRE_YIELD:value] property can have value of 1,2 or 3 and it defines how much fibre the plant yields when processed with textilecraft options. - modified: nettle plant properties and habitats They sprout about a month earlier than previously, in seedtime month, and have new habitats; wetland, pond and cliff. - added: textile plants can be harvested for fibre while they're still growing It is possible to harvest nettle, hemp and flax before they are fully ripe. This is for the sake of being able to obtain fibres also from the growing plants. Harvesting growing textile plants can be done at the age of 30-35% of their full growth time. This needs to be done with "Harvest" agriculture option, as using pick up command just collects the young leaves or so. Young harvested plants provide less fibre than fully grown ones, but being able to utilize them also during their growing season is a necessary asset at times. - added: post spruce, a simple wilderness condition shelter Post spruce ("asentokuusi" in Finnish) is a temporary shelter made by felling a spruce tree to lean against another. Some low branches are cut to make space in the midst of the trees, and the cut twigs are laid on the ground as insulation. This simple shelter gives you protection from the elements and is commonly used for spending a night in the wilderness. The option to set up a post spruce is found under "Building options", and requires the same tools as felling young trees in general. The twigs for the ground insulation are cut and laid automatically. There's also game encyclopedia [F1] entry about POST SPRUCE available. - added: sleeping on spruce twigs Sleeping on spruce twigs now gives a little extra warmth and protection from the cold. It's simple and much used option in wilderness conditions especially during the wintertime. Sleeping on furs is still the most comfortable way to spend a cold night, but spruce twigs come as a good alternative. About half a dozen spruce twigs will provide enough insulation from the cold ground. - added: automated cutting of tying equipment to required lengths in crafting Tying equipment is now automatically cut to required lengths in crafting. However, with this new condition in effect the selected equipment must meet the minimum required lengths - with a few exceptions which are dealt later. For example: If "5 feet cord" is required you can use any cord 5 feet or longer, but not shorter pieces. If the selected cord is longer than required it will be automatically cut to length and you'll find the remaining portion in your inventory. When multiple pieces of certain length tying equipment is needed the requirement is now described for example as "5 feet cord * 2", meaning that you need two pieces of 5 feet cords. This is a change compared to previous versions where such requirement would have been descriped as the total calculated length eg. "10 feet of cord". That is the default way of handling tying equipment requirements now, but there are few exceptions to the rules described above. The exceptions are: - using birch-bark strips in crafting - tying equipment requirements in smoking and drying processess - making a raft In these cases the tying equipment requirement is descriped as total calculated length and can be composed of several shorter pieces - just like it used to be. There's also new crafting tag [nominlen] which can be used to ignore minimum length requirement where necessary. - modding add: [nominlen] tag for length-based materials This tag, which stands for "no minimum length", can be used to indicate that length-based material requirement can be composed of several shorter pieces. For example: {Cord} =5= [nominlen] [remove] This means that 5 feet of cord is required but you can come up with the total length using several shorter pieces. If [nominlen] tag wasn't used here the selected cord would need to be at least 5 feet long. - added: little girls as new NPC type There's now a new NPC type descriped as "girl". Such NPCs are little girls, inhabitating villages with their family. MIGRATION NOTICE: Villages generated in the previous versions contain only NPC types of that particular version so you can't expect to find little girls from migrated villages. - changed: "kid" and "child" NPC descpriptions changed to generic "boy" description - adjusted: children NPC attributes and skills Previously children NPCs didn't differ all that much from the adults, but now their physical and mental attributes have been checked and adjusted. In general children are now weaker and more vulnerable to physical harm. But even if they lack the strength and endurance of the adults the level of some attributes eg. dexterity and agility can surprise sometimes. Children may sometimes choose to participate in fights if their village is threatened, but in general children are now more eager to flee upon serious danger. Boys are often slightly more eager to fight than girls who wisely rather run to alarm adults, and even the neighbouring villages if need be. Combat skills of the children have been also checked and adjusted to quite inferior level. The lack of strength is now seen especially with their unarmed combat skills. If they land a kick or punch there's not much power in it. Armed with a knife or so they may cause some proper wounds, but in general children rarely pose a real threat anymore. - added: withes are auto-selected when making fences Withes are now preferred tying equipment when making fences, and they are automatically selected if available either on the ground or in character's inventory. - added: roasting (turnips) in embers Roasting in embers is featured currently only for cooking turnips in traditional fashion, but more use for the method will likely follow in the future. Find the new recipe "ember-roasted turnips" under "Vegetable recipes" in cookery menu. Roasting in embers requires good amount of embers so it can't be expected to work in the remains of just any little fire. The fire should be burning for several hours before enough hot embers will remain for the method to work. For this reason roasting in embers is usually proceeded after substantial fire was lighted anyway out of necessity. It takes about an hour for turnips to cook in embers. For the convenience of timing you can start roasting in embers already when the fire is clearly dying and about to burn out soon, given that enough embers has been produced already. The game will notify about the lack of enough embers so the necessary conditions can be figured out quite easily. - added: ember-roasted turnips as cultural dish to be found in villages Eastern and western cultures are familiar with the ember-roasted turnips and this ordinary dish can be now occasionally found in the village storehouses, or carried by NPCs. - modding add: new cookery method tag [ember-roast] Using this tag the associated food item is prepared by the ember-roast method. Glowing embers automatically becomes a requirement when using the tag. - added: two orientations for prone character avatar Just like with standing avatar there are two orientations for prone character avatar. These are now in effect and changing according to the facing direction. - added: chat option to ask location of the village water supply "Ask for directions" chat section now has an option to ask location of the village water supply. The option is available within the village area when talking to any village member. - added: configurable display of units in imperial or metric system with more precision There's now configuration option to choose which system of measurement, imperial or metric, you wish to use for displaying units in the game. The default is to use imperial system, and it can be changed from in-game setup options menu. The configuration option name in urw_ini.txt is [UNITS: with possible values METRIC and IMPERIAL. You can also change the system of measurement by editing urw_ini.txt setup file in your installation folder. If the option is missing add the following line there to use metric system: [UNITS:METRIC] You can also configure precision of the units displayed eg. how many decimal fractions to use. To do that edit or add [UNITS_PRECISION: option in your urw_ini.txt. Possible values are 0,1 or 2. The default is 1. [UNITS_PRECISION:1] The chosen system of measurement is only an interface level change and doesn't affect to syntax of crafting, building or cooking recipes where imperial units remain in use. As the imperial units are the internal base units the conversion to metric measurements doesn't always produce nicely readable whole numbers, but where possible some rough rounding will be used. For example, wilderness map scales of 100 meters is rounded to 100 yards in imperial system. Also, length unit foot is 1/3 meters in the game so that cordage lenghts remain readable when using metric units. Some smallers units, ounces and grams, which were absent from the interface before are now also used when necessary. This way we'll be seeing more easily readable values with less rounding needed. MIGRATION NOTICE: NPCs who have their quests generated in the previous version may still speak about quest related distances in kilometers even if the imperial units are in use. - added: craftable fishhooks and fishing rod You can now craft a fishing rod, and wooden and bone fishhooks. Fishing rod item description now also tells the type of the hook attached eg. "Fishing rod with wooden hook". MIGRATION NOTICE: Fishing rods generated in the previous versions now all appear with iron hooks, regardless of what their original hook properties might have been. - added: fishhook material matters to its effectiveness Iron hooks are the best kind, then come bone hooks, and wooden hooks are the least effective. The differences aren't dramatic though, but there's slight penalty for using bone and wooden hooks. - added: usage of baits in rod fishing When starting rod fishing you will be now asked what to use as a bait. Using baits is not necessary, but naturally highly recommended. Catching a fish every now and then without a bait is still possible, but for reliable rod fishing and decent catches baits are now quite essential. You can use pretty much every food item as a bait and portion of the selected item will be used during the fishing attempt. Pieces of raw meat and fish can be considered decent baits for predatory fish, but for example crumbs of bread may also work for some fish. You can also use a whole small fish, eg. roach or perch, in order to attract a bigger predatory fish. With this addition in effect the type of fish caught with rod fishing is now more dependant on the baits used. It's not likely that you'll catch a pike with an empty hook, but having a small roach as a bait might work. And that little roach might have been caught with quite moderate bait such as bread crumb, or even with some tasty vegetation. - added: FISHING category to [M]ake menu The category contains fishing related handcraft options, which are as mentioned above, crafting of fishing rod and different types of hooks. - added: fishhooks snapping off from a worn out fishline Fishhooks may occasionally snap off as the line wears out in use especially around the hook. This wear is relative to the number and size of fish having nibbled the line over time. So, with big catches you can also expect a faster wear. If the hook snaps off a message is displayed and the fishing rod gets described as "fishing rod with no hook" - but it can be also repaired with a spare hook. - added: [a]pply fishhooks to repair a hookless fishing rod You can repair a hookless fishing rod with a spare fishook with [a]pply command. First apply the fishhook, and then select a fishing rod to repair. - added: map zoom level is saved with the character - adjusted: skin sizes of seals For the grey seal the skin yield has been doubled, and for the ringed seal increased about 20%. - changed: berry porridge recipe Ratio of the ingredients has been adjusted based on the real-life experiment. Less berries, more water and flour, and slightly shorter cooking time. - added: a dozen of new character and NPC portraits - adjusted: saplings are now lesser obstacle for projectiles You can still hit them occasionally, but it's far more easier to shoot/throw past them. - removed: possibility to kick down fences Old mechanism that wasn't needed nor working properly anymore since we've already got deconstruct option. - improved: file write safety in case of sudden power loss or shutdown Some extra measures has been added to overcome unexpected shutdown related data loss regarding character file, window position data, and culture data. - fixed: high CPU usage, especially on some Linux and OSX systems The game reached very high CPU usage on some systems, which is now hopefully fixed. It was related to reading incoming SDL events which are now waited rather than constantly polled. - fixed: in villages, building a fire to location with still warm embers was mistakenly considered a breach - fixed: animals freed from traps mistakenly considered trapped and perishing because of that - fixed: birds mistakenly flying still - fixed: character's mobility suffering from faulty snow penalty During the usual winter month characters movement was reduced due to snow penalty even if there wasn't any snow on the ground. Moreover, this faulty snow penalty was in effect also indoors. - fixed: multiple creature selection listing irrelevant NPCs when picking from or packing a creature - fixed: birch saplings blocking the line of sight - fixed: cutting branches and peeling bark from saplings - fixed: when thrown object or projectile hits a saplings the resulting message didn't mention the tree being a sapling - fixed: birch withe material requirement eg. in the making of vasta also accepted spruce withes - fixed: shortening tying equipment not reducing their price value - fixed: resting for a turn [.] at settlement tile activated zooming in - fixed: small silver items not always degrading in sacrificing - fixed: looking at animals with no encyclopedia entry shows the previous animal's info entry -------------------------------------------------------------------------------------------- That's all folks! urw_sage Cheers, have fun, and let's keep our fingers crossed for the possible beta bugs being minor and scarce. But whatever their size and annoyance level may be, we've got our bows prepared for shooting them down. |
Steam Summer Sale is on! |
The Steam Open World Sale has begun and we wholeheartedly cherish this special event and celebration of infinite exploration. It's very much our genre, since early 90s, and acknowledged with (debatable) merits such as ... |
Code is pouring and bubbling in development chambers as we head towards yet another version update. And now it's a little sneak preview time with our textilecraft test character Kuitu Kaumolainen ... |
The last weekend some quite exciting weather engine achievements and accompanying real life adventures were made as Sami (creator) and Erkka (co-designer) spent some creative time together. |
[h3]What kinds of rituals were involved in eating during Iron-Age? |
We wish You all happy 2021! |
The midwinter and holiday season is at hand, and Steam Winter sale has begun. |
Once again we are taking part in the ongoing |
For a short period of time a pathway has opened to get into the realms of certain traditional roguelikes for discounted price. |
So, there's still summer left and there are no showstoppers discovered in the latest version -- that equals getting off to holidays now. |
Hey, we have a new release out now! |
Summer Sale has started allowing you to get UnReal World and enter the far North in discounted price. |
Having hard time learning UnReal World keyboard commands? |
It's time for the first release of 2020. Version 3.62 now released consists of some half a dozen additions and dozen of fixes as follows: |
Today, February 28th, Finland celebrates Kalevala Day and the Day of Finnish Culture in honor of The Kalevala - a 19th century work of epic poetry regarded as our national epic. That's something to celebrate, but we've got some more for you on this special day... |
It's evident that you have noticed it already... |
Last update of the year 2019 is live now. |
Autumn Sale |
Sale & Release |
Windows players have been able to explore version 3.60 beta branch for few weeks already, and now we have built and synced in also Linux and MacOS versions.
Should you encounter crazy problems with the beta, you can always switch back to current stable version by choosing "NONE" from the beta dropdown box. And here comes the changelog... Version 3.60 beta changelog ** Saved characters from version 3.40-> are compatible with this version. ** BETA NOTICE: This is a beta release. There are likely bugs, things are still somewhat under construction, and some of the listed improvements will be tweaked and polished further in patches to follow. - added: active hunting mechanics for wandering NPCs Wandering NPCs in the wilderness now actively hunt animals, and also utilize the kills the best they can. NPCs seek the game based on their cultural preferences, and within their hunting possibilities. The very act of NPCs hunting, or chasing the game, is rarely witnessed by the player character but bones and remains found in the woods can now tell a story of another human hunter at the area. This addition opens up possibilities for numerous exciting incidents to take place as the woods with hunters and their game now becomes far more alive and complex than before. Two imagined but possible examples: One day an arrow flies beside your head and is soon followed by a woodsman running past you. Half a day later you meet him again happily roasting the squirrel he eventually managed to shoot down. Or you may suddenly bump into wounded and therefore aggressive bear who rushes at you with no warning - only because it had been angered earlier that day by another hunter. And so on... - added: hunting NPCs utilize their kills and roast the raw meat Hunting NPCs can now skin and butcher carcasses and roast the meat. They also try to utilize otherwise obtained raw meat, so after trading raw meat to wandering woodsman you may notice them proceeding to cook it. Unlike player character, NPCs don't leave the meat by the fire and pick it up when it's done, but they stay put by the fire while roasting is being done. BETA NOTICE: NPCs are not able to cure or tan animal skins. That's pending to be added later on. - added: dog companions for wandering NPCs Wandering woodsmen and adventurers you may encounter in the wild can occasionally have dog companions with them. And just like dogs owned by player characters these will also protect their masters. - added: footwear wearing out in use Shoes and boots now wear out in use ie. when walking or otherwise moving around by foot. Footwear material determines their durability. If used extensively on a daily basis an average working lives of different footwear materials are: * birch-bark - two weeks * fur - a year * leather - a year and a half Walking barefooted, or using simple birch-bark shoes, is now more reasonable activity during the summertime as you may want to prolong the working life of your precious winter boots. Footwear will break apart completely when they are worn out down to 50% of their original condition. - tweaked: armour and cloth quality having greater impact on their durability As a rule of thumb high quality items are more durable, and low quality items wear out faster in use. This is already seen with wear out rate of eg. weapons and tools. Now the quality based durability is extended to cover all the armous and clothes. You can expect rough armours to wear out faster in combat, and fine shoes to last longer on your journeys, and so on. - added: armour and cloth quality having impact on their protective values High quality armours and clothes now provide more protection, and the low quality ones provide less. In most cases this covers more than one coverage aspect, but always at least the most important aspect for the item in question. For example, fine fur clothes are warmer and maybe have more protection against blunt strikes too but masterwork quality fur clothes may also be more resilient against edges and tears as well. - added: trying to use village goods for your own crafting is considered a breach Villagers now react to player character's attempts to use village raw materials, eg. boards and tree trunks, for player character's own crafts. This is considered a minor breach but ignoring villagers fair warnings it may lead to eventually getting banished from the village. - added: measure of length for tying equipment Tying equipment such as ropes and cords now have a length property. The unit of length we use is foot (ft), and should an item have a length property it is displayed both in inventory menu and when looking at items on the ground. This addition foremostly affects to crafting material requirements which can be length based from now on. MIGRATION NOTICE: All the items which are designated to have a length property should convert automatically. So, your old ropes and cords should appear with their new proper lengths in this version. - added: new crafting category under [M]ake menu: "Tying quipment" This category contains the usual ropes and cords, which were previously found in "Utility articles". - added: join and shorten options to manipulate tying equipment lengths Under "Tying equipment" category within [M]ake menu there are options for joining and shortening ropes and cords as sometimes specific length is desired. You may not want to spend full length rope on something that requires only a short piece, or you may need to join cords together to come up with long enough string for a specific craft. - changed: tying equipment requirements in crafting are now length based Instead of requiring certain number of cords and ropes all the tying equipment requirements are now length based. - reasoned: required tying equipment types in some crafting recipes For example: When making arrows, previously you could use any "tying equipment" in the process - including ropes. Now arrow making requires "cord", a little finer and more specific tying equipment. - added: tying equipment used in cookery do not disappear in the process anymore You can pick your ropes and cords back after the smoking and drying processes are done. - added: harvesting and utilizing birch-bark Birch-bark can be now harvested with the common 'Peel bark from a tree' TIMBERCRAFT option. Birch-bark is peeled and removed from a tree in long strips which are then wound to a ball for storage. (As a trivia, this kind of balls are called 'Sommelo' in Finnish.) Peling birch-bark strip is slower process compared to harvesting other types of bark which are removed from the tree as sheets. Birch-bark can be also used as tanning material. - changed: time of the year matters in harvesting bark You can't no longer harvest bark all year around. The best season for peeling bark is early summer. The process gets more difficult and the yield decreases accordingly outside the proper bark harvesting period, and eventually it becomes completely impossible. - changed: bark item properties * Alder and rowan bark items are now called a "sheet of [tree type] bark". * Bark sheet weight has been decreased down to 0.5 lbs, but you may now obtain several sheets from a single tree. * Yield of harvested bark is not constant but depends on character's success in bark peeling, determined by their TIMBERCRAFT skill, and the season when bark is collected. - added: birch-bark rope A new rope item made of birch-bark strips. - added: craftable birch-bark items It is now possible to craft the following birch-bark items. Character's CARPENTRY skill determines success of all these birch-bark crafts. * birch-bark box * birch-bark basket These can be found are under "Utility articles" within [M]ake menu. * birch-bark rope This can be found are under "Tying equipment" within [M]ake menu. * birch-bark shoes * birch-bark cap These can be found are under "Clothes" within [M]ake menu. - added: craftable clothes added to diy_glossary.txt Sub-section "clothes" has been added to main crafting definition file diy_glossary.txt and all the craftable clothes can be now found there. - adjusted: cloth crafting times and material requirements All the material requirements have been increased to slightly exceed the finished cloth weights. Crafting times of some small clothes have been reasoned by increasing or decreasing the required time. - modding add: =length= raw material requirement tag Required length of raw material for crafting can be indicated with a numerical value between equals signs (=). The length unit is foot and value has to be whole number. The tag can be naturally applied only to items that have a length property. For example: {Birch-bark strip} =5= [remove] This means that 5 feet of birch-bark strips are required, which are then removed in the process. - modding add: [LENGTH:] item property tag This tag is used to specify item length. It's usage is intended for specifying length for modded ropes and cords so be sure to use it within proper item type context. Results for other than tool type items can be unpredictable. [LENGTH:] - length in feet For example: [LENGTH:4] - the item is 4 feet long - added: companions can help you with laborous tasks thus shortening the working time Unoccupied companions now spontaneously help you with many different tasks. Their labor input helps to finish the physical work in shorter time, but doesn't otherwise affect to result or quality of the task outcome. The help companions provide is imagined to be something they can do without specific tools, but the kind which makes it easier and faster to finish the work together. For example: When building a log wall it helps to have extra hands around for moving and setting the logs in place even if the player character would be the one who does the necessary carving. When softening the skin with a beater as a final stage of tanning process it helps to have somebody around to check, adjust or tighten the skin if necessary. When setting and retrieving nets it helps to have somebody to row the watercraft. The tasks where companions can currently help you are as follows: * all the building tasks * building trap constructions * setting and retrieving nets * harvestring bark * tanning stages of cleaning, applying tanning material and final softening * crafting rafts * crafting leather ropes * crafting birch-bark containers and ropes The tasks are 10-20% faster to perform with a companion and in many cases having multiple helping pairs of hands shortens the time 5-10% more per companion. However, the benefits of helpers is gapped at three (3) companions, so having more than three helpers doesn't shorten the working time any further. It depends on the task how many helpers is the optimal number, and this varies from one to three companions. Companions do help you with these tasks completely spontaneously, without any commands, if they are free from other chores and can reach the player character. You will be notified about companions helping you with specific messages displayed right after starting the task. These messages also tell if you are being assisted with the optimal maximum number of companions for the task in question. If you receive help from some companion(s), but the task would be even easier with more helping hands the message is, for example, as follows: "You get some help with this task from Ahti." And if you have the optimal maximum number of helpers the message is, for example, as follows: "Tapio, Korjus and Visa help you with this task." - modding add: header tag to specify companion help possibility for do-it-yourself crafts and building There is a new tag to be used in biy_* and diy_* headers: [assist:value] This defines maximum number of companions whose labor input can help to shorten the working time as described above. The value can be 1, 2 or 3. - added: several new companion commands Companion usefulness is seriously boosted with the following new tasks they can now do on demand. Their skills affect to outcome of the tasks so companions' expertise can be sometimes used to obtain higher quality goods than what the player characters could produce by themselves. * butcher and skin a carcass Companions can be commanded to butcher and skin carcasses. They go for the closest carcass and first skin it if possible, and then cut it for meat and fat. These products will end up in companion's inventory, or are left by the carcass if they are too much to carry. Companion's hideworking skill affects to obtained skin quality. * roast meat or fish Companions can be commanded to roast raw meat or fish they happen to be carrying. Unlike player character, companions don't leave the meat by the fire and pick it up when it's done, but they stay put by the fire while roasting is being done. Companions roast ten pieces of meat at a time, and if not given another order they try to keep on cooking until everything is roasted. * make logs Companions can be commanded to carve trunks into logs. A few trunks are processed in a row. * make boards Companions can be commanded to split boards from trunks. A few trunks are processed in a row. Companion's timbercraft skill affects to quality of finished boards. - added: asking NPCs about their general skills Within "Ask for help/company" chat mode there's now an option to ask people about their skills and expertise. The skills NPCs speak of when asked are hideworking and timbercraft as these have significance with the new companion commands added. - added: villagers refuse to sell all of their animals Previously you could empty a village of its animals with sequential purchases. Now villagers refuse to sell them all and always want to keep few of each species to themselves. - added: village dogs now roam freely The dogs you may find in villages are not penned anymore but roam freely at the village area. This not only adds atmosphere but allows dogs now to truly defend the village if need be. MIGRATION NOTICE: This applies only to new villages you enter. Villages created in earlier versions for migrated characters still have the dogs penned. - added: watchdog behaviour for village dogs Village dogs now alert of the approaching strangers by barking. Now the player characters may be greeted by approaching barking dogs when they first enter a village. This dog behaviour gets gradually toned down when the player character becomes more familiar with the village. - added: color variety for domestic animals All the domestic animals may have subtle varieties in their coat colors. This adds flavour to the game world, but also makes it easier to distinguish different colored pets from each others just by their looks. - adjusted: snakes There was a fistful legacy issues related to snakes which are now fixed and balanced as follows: * snakes now cause point type wounds Previously they caused tear wounds, which wasn't quite right. * snakes now hibernate during the winter as they should Previously they were active all year around, which wasn't quite right. * snakes are now slightly more common than previously * snakes are now venomous, as they should be The snakes in the game are vipers. They are venomous species but the bites are usually not highly dangerous. If the venom is discharged upon a bite it will take several days for the snake to refill its venom glands. However, the snakes can naturally bite without venom too. - adjusted: colorful outcome of eating certain mushrooms - changed & reasoned: birch-bark item weights Many birch-bark items weighed too much and have been adjusted as follows: [previous weight] -> [weight now] Birch-bark shoes 0.8lbs -> 0.13 lbs Birch-bark cap 0.9lbs -> 0.15 lbs Birch-bark necklace 0.1lbs -> 0.05lbs - changed & fixed: foreign traders won't accept more furs than they can carry Previously foreign traders dropped their excess load after completed trade and this opened an exploit where dropped furs could be picked up and used again in trading. Now foreign traders simply reject the offered items they can not carry. - balanced: villagers' interest to buy paw-board fox traps Trading paw-board fox traps could be used an exploit as villagers did buy them without any reasoning. Now there's a cap for villagers' interest in paw-board fox trap. - fixed: tufted duck populations were far too rare. Now they appear more commonly. - fixed: cancelled unpacking of pet/companion on a tile with plants caused harvesting to proceed without confirmation - fixed: being able to wear fur footwear with shoes or boots already worn Fur footwear, despite of their vague name, are essentially fur boots. And only one pair of shoes or boots can be worn at a time. - fixed: being considered defeated (against robbers) when knocked out even if you still had companions/animals active The fights which deal with special consequences for the player character's party upon defeat will now continue despite of the player character being unconscious until the true result is resolved for all the participants. This includes both fighting the robbers, as well as some village fights where villagers choose to deal with nuisances in non-fatal manner. - fixed: bears active and awake in the winter Now they hibernate during the winter as they should. - fixed: double tree trunk when felling the same tree as your companion - fixed: forced swimming in shallow water gets you stuck after 100% fatigue This is fixed by character automatically getting to wade mode if the water is shallow enough, and while when wading it is possible to rest by standing still. - fixed: wading on land Getting out of water whilst swimming made the character wade on the first land-tile reached. - fixed: [roast] cookery method decreasing also other than non-meat/fish weights The intention was to make roasting to reduce meat/fish cooked weight, but it mistakenly extended to cover other ingredients as well. - fixed: only one fistful of young leaves regardless the plant patch size Harvesting the young leaves you always got only one fistful of them even though there were more plants in the patch. This is now fixed (or re-reasoned) and bigger the patch the more young leaves you can expect to get. However, young plants still yield less leaves compared mature plants so the harvest is still usually smaller than the patch size would indicate. - fixed: lavaret (fish) missing price per weight value - fixed: same types of fish caught on different gaming sessions not stacking This was due to redundant randomized value existing in fish data. - fixed: no stags among forest reindeers - fixed: companions refused to fell any trees if there was a bear skull pine relatively close by - fixed [typo]: player owned pigs sometimes mistakenly descriped as "board" (instead of boar) -------------------------------------------------------------------------------------------- That's all folks! urw_sage Cheers, have fun, and let's keep our fingers crossed for the possible beta bugs being minor and scarce. But whatever their size and annoyance level may be, we've got our bows prepared for shooting them down. |
Firstly, this first beta is available only for Windows at this point. Other platforms will follow in-time. We're sorry for the prolonged waiting time, but couldn't help it, and really needed to start 3.60 betas rolling.
Should you encounter crazy problems with the beta, you can always switch back to current stable version by choosing "NONE" from the beta dropdown box. And here comes the changelog... Version 3.60 beta changelog ** Saved characters from version 3.40-> are compatible with this version. ** BETA NOTICE: This is a beta release. There are likely bugs, things are still somewhat under construction, and some of the listed improvements will be tweaked and polished further in patches to follow. - added: active hunting mechanics for wandering NPCs Wandering NPCs in the wilderness now actively hunt animals, and also utilize the kills the best they can. NPCs seek the game based on their cultural preferences, and within their hunting possibilities. The very act of NPCs hunting, or chasing the game, is rarely witnessed by the player character but bones and remains found in the woods can now tell a story of another human hunter at the area. This addition opens up possibilities for numerous exciting incidents to take place as the woods with hunters and their game now becomes far more alive and complex than before. Two imagined but possible examples: One day an arrow flies beside your head and is soon followed by a woodsman running past you. Half a day later you meet him again happily roasting the squirrel he eventually managed to shoot down. Or you may suddenly bump into wounded and therefore aggressive bear who rushes at you with no warning - only because it had been angered earlier that day by another hunter. And so on... - added: hunting NPCs utilize their kills and roast the raw meat Hunting NPCs can now skin and butcher carcasses and roast the meat. They also try to utilize otherwise obtained raw meat, so after trading raw meat to wandering woodsman you may notice them proceeding to cook it. Unlike player character, NPCs don't leave the meat by the fire and pick it up when it's done, but they stay put by the fire while roasting is being done. BETA NOTICE: NPCs are not able to cure or tan animal skins. That's pending to be added later on. - added: dog companions for wandering NPCs Wandering woodsmen and adventurers you may encounter in the wild can occasionally have dog companions with them. And just like dogs owned by player characters these will also protect their masters. - added: footwear wearing out in use Shoes and boots now wear out in use ie. when walking or otherwise moving around by foot. Footwear material determines their durability. If used extensively on a daily basis an average working lives of different footwear materials are: * birch-bark - two weeks * fur - a year * leather - a year and a half Walking barefooted, or using simple birch-bark shoes, is now more reasonable activity during the summertime as you may want to prolong the working life of your precious winter boots. Footwear will break apart completely when they are worn out down to 50% of their original condition. - tweaked: armour and cloth quality having greater impact on their durability As a rule of thumb high quality items are more durable, and low quality items wear out faster in use. This is already seen with wear out rate of eg. weapons and tools. Now the quality based durability is extended to cover all the armous and clothes. You can expect rough armours to wear out faster in combat, and fine shoes to last longer on your journeys, and so on. - added: armour and cloth quality having impact on their protective values High quality armours and clothes now provide more protection, and the low quality ones provide less. In most cases this covers more than one coverage aspect, but always at least the most important aspect for the item in question. For example, fine fur clothes are warmer and maybe have more protection against blunt strikes too but masterwork quality fur clothes may also be more resilient against edges and tears as well. - added: trying to use village goods for your own crafting is considered a breach Villagers now react to player character's attempts to use village raw materials, eg. boards and tree trunks, for player character's own crafts. This is considered a minor breach but ignoring villagers fair warnings it may lead to eventually getting banished from the village. - added: measure of length for tying equipment Tying equipment such as ropes and cords now have a length property. The unit of length we use is foot (ft), and should an item have a length property it is displayed both in inventory menu and when looking at items on the ground. This addition foremostly affects to crafting material requirements which can be length based from now on. MIGRATION NOTICE: All the items which are designated to have a length property should convert automatically. So, your old ropes and cords should appear with their new proper lengths in this version. - added: new crafting category under [M]ake menu: "Tying quipment" This category contains the usual ropes and cords, which were previously found in "Utility articles". - added: join and shorten options to manipulate tying equipment lengths Under "Tying equipment" category within [M]ake menu there are options for joining and shortening ropes and cords as sometimes specific length is desired. You may not want to spend full length rope on something that requires only a short piece, or you may need to join cords together to come up with long enough string for a specific craft. - changed: tying equipment requirements in crafting are now length based Instead of requiring certain number of cords and ropes all the tying equipment requirements are now length based. - reasoned: required tying equipment types in some crafting recipes For example: When making arrows, previously you could use any "tying equipment" in the process - including ropes. Now arrow making requires "cord", a little finer and more specific tying equipment. - added: tying equipment used in cookery do not disappear in the process anymore You can pick your ropes and cords back after the smoking and drying processes are done. - added: harvesting and utilizing birch-bark Birch-bark can be now harvested with the common 'Peel bark from a tree' TIMBERCRAFT option. Birch-bark is peeled and removed from a tree in long strips which are then wound to a ball for storage. (As a trivia, this kind of balls are called 'Sommelo' in Finnish.) Peling birch-bark strip is slower process compared to harvesting other types of bark which are removed from the tree as sheets. Birch-bark can be also used as tanning material. - changed: time of the year matters in harvesting bark You can't no longer harvest bark all year around. The best season for peeling bark is early summer. The process gets more difficult and the yield decreases accordingly outside the proper bark harvesting period, and eventually it becomes completely impossible. - changed: bark item properties * Alder and rowan bark items are now called a "sheet of [tree type] bark". * Bark sheet weight has been decreased down to 0.5 lbs, but you may now obtain several sheets from a single tree. * Yield of harvested bark is not constant but depends on character's success in bark peeling, determined by their TIMBERCRAFT skill, and the season when bark is collected. - added: birch-bark rope A new rope item made of birch-bark strips. - added: craftable birch-bark items It is now possible to craft the following birch-bark items. Character's CARPENTRY skill determines success of all these birch-bark crafts. * birch-bark box * birch-bark basket These can be found are under "Utility articles" within [M]ake menu. * birch-bark rope This can be found are under "Tying equipment" within [M]ake menu. * birch-bark shoes * birch-bark cap These can be found are under "Clothes" within [M]ake menu. - added: craftable clothes added to diy_glossary.txt Sub-section "clothes" has been added to main crafting definition file diy_glossary.txt and all the craftable clothes can be now found there. - adjusted: cloth crafting times and material requirements All the material requirements have been increased to slightly exceed the finished cloth weights. Crafting times of some small clothes have been reasoned by increasing or decreasing the required time. - modding add: =length= raw material requirement tag Required length of raw material for crafting can be indicated with a numerical value between equals signs (=). The length unit is foot and value has to be whole number. The tag can be naturally applied only to items that have a length property. For example: {Birch-bark strip} =5= [remove] This means that 5 feet of birch-bark strips are required, which are then removed in the process. - modding add: [LENGTH:] item property tag This tag is used to specify item length. It's usage is intended for specifying length for modded ropes and cords so be sure to use it within proper item type context. Results for other than tool type items can be unpredictable. [LENGTH:] - length in feet For example: [LENGTH:4] - the item is 4 feet long - added: companions can help you with laborous tasks thus shortening the working time Unoccupied companions now spontaneously help you with many different tasks. Their labor input helps to finish the physical work in shorter time, but doesn't otherwise affect to result or quality of the task outcome. The help companions provide is imagined to be something they can do without specific tools, but the kind which makes it easier and faster to finish the work together. For example: When building a log wall it helps to have extra hands around for moving and setting the logs in place even if the player character would be the one who does the necessary carving. When softening the skin with a beater as a final stage of tanning process it helps to have somebody around to check, adjust or tighten the skin if necessary. When setting and retrieving nets it helps to have somebody to row the watercraft. The tasks where companions can currently help you are as follows: * all the building tasks * building trap constructions * setting and retrieving nets * harvestring bark * tanning stages of cleaning, applying tanning material and final softening * crafting rafts * crafting leather ropes * crafting birch-bark containers and ropes The tasks are 10-20% faster to perform with a companion and in many cases having multiple helping pairs of hands shortens the time 5-10% more per companion. However, the benefits of helpers is gapped at three (3) companions, so having more than three helpers doesn't shorten the working time any further. It depends on the task how many helpers is the optimal number, and this varies from one to three companions. Companions do help you with these tasks completely spontaneously, without any commands, if they are free from other chores and can reach the player character. You will be notified about companions helping you with specific messages displayed right after starting the task. These messages also tell if you are being assisted with the optimal maximum number of companions for the task in question. If you receive help from some companion(s), but the task would be even easier with more helping hands the message is, for example, as follows: "You get some help with this task from Ahti." And if you have the optimal maximum number of helpers the message is, for example, as follows: "Tapio, Korjus and Visa help you with this task." - modding add: header tag to specify companion help possibility for do-it-yourself crafts and building There is a new tag to be used in biy_* and diy_* headers: [assist:value] This defines maximum number of companions whose labor input can help to shorten the working time as described above. The value can be 1, 2 or 3. - added: several new companion commands Companion usefulness is seriously boosted with the following new tasks they can now do on demand. Their skills affect to outcome of the tasks so companions' expertise can be sometimes used to obtain higher quality goods than what the player characters could produce by themselves. * butcher and skin a carcass Companions can be commanded to butcher and skin carcasses. They go for the closest carcass and first skin it if possible, and then cut it for meat and fat. These products will end up in companion's inventory, or are left by the carcass if they are too much to carry. Companion's hideworking skill affects to obtained skin quality. * roast meat or fish Companions can be commanded to roast raw meat or fish they happen to be carrying. Unlike player character, companions don't leave the meat by the fire and pick it up when it's done, but they stay put by the fire while roasting is being done. Companions roast ten pieces of meat at a time, and if not given another order they try to keep on cooking until everything is roasted. * make logs Companions can be commanded to carve trunks into logs. A few trunks are processed in a row. * make boards Companions can be commanded to split boards from trunks. A few trunks are processed in a row. Companion's timbercraft skill affects to quality of finished boards. - added: asking NPCs about their general skills Within "Ask for help/company" chat mode there's now an option to ask people about their skills and expertise. The skills NPCs speak of when asked are hideworking and timbercraft as these have significance with the new companion commands added. - added: villagers refuse to sell all of their animals Previously you could empty a village of its animals with sequential purchases. Now villagers refuse to sell them all and always want to keep few of each species to themselves. - added: village dogs now roam freely The dogs you may find in villages are not penned anymore but roam freely at the village area. This not only adds atmosphere but allows dogs now to truly defend the village if need be. MIGRATION NOTICE: This applies only to new villages you enter. Villages created in earlier versions for migrated characters still have the dogs penned. - added: watchdog behaviour for village dogs Village dogs now alert of the approaching strangers by barking. Now the player characters may be greeted by approaching barking dogs when they first enter a village. This dog behaviour gets gradually toned down when the player character becomes more familiar with the village. - added: color variety for domestic animals All the domestic animals may have subtle varieties in their coat colors. This adds flavour to the game world, but also makes it easier to distinguish different colored pets from each others just by their looks. - adjusted: snakes There was a fistful legacy issues related to snakes which are now fixed and balanced as follows: * snakes now cause point type wounds Previously they caused tear wounds, which wasn't quite right. * snakes now hibernate during the winter as they should Previously they were active all year around, which wasn't quite right. * snakes are now slightly more common than previously * snakes are now venomous, as they should be The snakes in the game are vipers. They are venomous species but the bites are usually not highly dangerous. If the venom is discharged upon a bite it will take several days for the snake to refill its venom glands. However, the snakes can naturally bite without venom too. - adjusted: colorful outcome of eating certain mushrooms - changed & reasoned: birch-bark item weights Many birch-bark items weighed too much and have been adjusted as follows: [previous weight] -> [weight now] Birch-bark shoes 0.8lbs -> 0.13 lbs Birch-bark cap 0.9lbs -> 0.15 lbs Birch-bark necklace 0.1lbs -> 0.05lbs - changed & fixed: foreign traders won't accept more furs than they can carry Previously foreign traders dropped their excess load after completed trade and this opened an exploit where dropped furs could be picked up and used again in trading. Now foreign traders simply reject the offered items they can not carry. - balanced: villagers' interest to buy paw-board fox traps Trading paw-board fox traps could be used an exploit as villagers did buy them without any reasoning. Now there's a cap for villagers' interest in paw-board fox trap. - fixed: tufted duck populations were far too rare. Now they appear more commonly. - fixed: cancelled unpacking of pet/companion on a tile with plants caused harvesting to proceed without confirmation - fixed: being able to wear fur footwear with shoes or boots already worn Fur footwear, despite of their vague name, are essentially fur boots. And only one pair of shoes or boots can be worn at a time. - fixed: being considered defeated (against robbers) when knocked out even if you still had companions/animals active The fights which deal with special consequences for the player character's party upon defeat will now continue despite of the player character being unconscious until the true result is resolved for all the participants. This includes both fighting the robbers, as well as some village fights where villagers choose to deal with nuisances in non-fatal manner. - fixed: bears active and awake in the winter Now they hibernate during the winter as they should. - fixed: double tree trunk when felling the same tree as your companion - fixed: forced swimming in shallow water gets you stuck after 100% fatigue This is fixed by character automatically getting to wade mode if the water is shallow enough, and while when wading it is possible to rest by standing still. - fixed: wading on land Getting out of water whilst swimming made the character wade on the first land-tile reached. - fixed: [roast] cookery method decreasing also other than non-meat/fish weights The intention was to make roasting to reduce meat/fish cooked weight, but it mistakenly extended to cover other ingredients as well. - fixed: only one fistful of young leaves regardless the plant patch size Harvesting the young leaves you always got only one fistful of them even though there were more plants in the patch. This is now fixed (or re-reasoned) and bigger the patch the more young leaves you can expect to get. However, young plants still yield less leaves compared mature plants so the harvest is still usually smaller than the patch size would indicate. - fixed: lavaret (fish) missing price per weight value - fixed: same types of fish caught on different gaming sessions not stacking This was due to redundant randomized value existing in fish data. - fixed: no stags among forest reindeers - fixed: companions refused to fell any trees if there was a bear skull pine relatively close by - fixed [typo]: player owned pigs sometimes mistakenly descriped as "board" (instead of boar) -------------------------------------------------------------------------------------------- That's all folks! urw_sage Cheers, have fun, and let's keep our fingers crossed for the possible beta bugs being minor and scarce. But whatever their size and annoyance level may be, we've got our bows prepared for shooting them down. |
It's september. It's release month. We're making final touches, tests and preparations to allow first beta of upcoming version 3.60 to go live in few weeks. |
Yes, yes. Yet another version is cooking up. That's not news. That's how it goes with UnReal World. |
I'm a bit late to announce this but it is live now: |
Things have been cooking and development has evolved up to an extent where a sneak peek of what to expect in the future is in place. We don't have a deadline for the upcoming release, it's a work in progress, but we do know what the core content will be about.
Free roaming dogs and domestic animal color variety. Actively hunting wandering NPCs NPCs who roam the woods can now actively hunt animals. They seek the game based on their cultural preferences, and within their hunting possibilities. The very act of NPCs hunting, or running after a game, is probably rarely witnessed by the player character but bones and remains found in the woods can now tell a story of another human hunter at the area. As we know, the hunts can end in unimaginable ways, so many different scenarios may arise from the NPCs now taking their chances with the wildlife - and occasionally maybe even the very same wildlife that you were after. Witnessing an NPC hunting scene. Seal-tribe woodsman has been met in the wild, and he's busy trying to shoot down a squirrel. New companions commands Companion usefulness gets boosted with some new tasks they will be able to do on demand. Currently it's been added:
...and the list is likely to grow with a few more crucial tasks. There's a great level of complexity to make companions proceed these tasks with similar detail than the player character so tasks to be added are prioritized with the quality over quantity. The list of companion commands - so far: As companion skills naturally affect to outcome of the tasks their expertise can be sometimes used to obtain higher quality goods than what the player characters could produce by themselves. We also need to add an chat option to ask NPCs about their general skills and expertise so you know what kind of craftsman you've hired. The companion was commanded to butcher and skin one of the reindeers we managed to hunt down. We got meat now, and a fine reindeer skin, which is way better hideworking result than what Jurks could have done in his current condition. Exciting times ahead. The work continues, more is to follow. Stay tuned. These are future additions - not yet function in current version 3.52 |
Once again it is time for new video greetings to thank you, dear UnReal World Steam players. |
For the sake of inspiration and related interest how would you like a little picture story from the real world adventures of unreal world developer? |
The time has come for me to start reaching back into the development chambers after the sick leave. My fractured shoulder is still far from fully healed, but computer work seems doable, so here we come development year 2019. Slowly but steadily that is, as the priority remains in exercising the injured arm a lot to increase mobility - rather than to get it stiff from the office work. |
There went the winter solstice here in the Northern Hemisphere, and we're heading towards the increasing daylight. I've also got my fractured shoulder off the sling by now, but the recovery continues. All the movements are painful, and I'm increasing the range of motion bit by bit. The official sick leave has been extended until January 2019, and my absence from the forums continues. |
You know what... During the past two decades it hasn't been too many times that I have been on a sick leave, or unable to work on the game due to medical condition, wounds or injuries. But now a week ago I fractured my shoulder when falling of the horse during horseback archery training. Doctors orders are to wear arm sling for the next two weeks. After that a new xray will reveal how the recovery goes. Luckily no operation was needed. I just have to rest and wait, and so do you. So, I'll enter on a sick leave now and report back after two weeks. |
Time for a small but essential patch update. Additions in the now released version 3.52 are foremostly bugfixes for smoother survival, but some balancing of exploitish issues is also featured. |
The second world record received acknowledges UnReal World as a forefather of the genre. "The second millennial decade has witnessed an explosion of open-world survival games, particularly on the Steam platform with the success of PC tiles such as DayZ, Ark: Survival Evolved and the battle-royale shooter PlayerUnknown's Battlegrouds. (Yeah, it's out-of-date info with latest updates as the books live in press-time info. And in case somebody wonders about the near future updates a new bugfix and balancing patch is actually to be released this month.) Cheers and thanks to all of you for making history and taking part in creation of a videogame genre with us. Erkka (co-designer) at the left, Sami (creator) and Alli (the cat) at the right. And if you take a look at our previous GWR post it seems like have started a tradition with these world record promo pictures as well ;) |
The summer is passing, the holidays are mostly over, and the time has come for me to return to the development chambers and slowly start getting back on track with the coding chores. When leaving on holidays somebody said to expect to see at least one fishing holiday picture. Well, unfortunately I managed to be so very absent from the forums that I basically didn't post a thing, but as a substitute for the past silence here's half a dozen random summer pictures for you. |
Midsummer and the nightless nights... that's priceless. |
Here comes a minor but significant new patch before I'll start settling for summer holidays. |
For more than half a decade already we've had a habit of creating characteristic video greetings with varying themes to thank and delight UnReal World buyers and supporters. About a year ago we started bringing the video works on Steam as a free DLC for UnReal World Steam players. |
It is happening again... |
The Year of The Dog has begun, and UnReal World is participating in the ongoing Steam Lunar New Year Sale. So feel free to help yourself or your fellow adventurer with the reduced price purchase.
And here's 3.50 beta changelog. It's the Year of the Dog and ever so suitably we've got dog related additions in this version as well. Greetings from on the road I bring these sale news and greetings to you from the North but this time just from a neighbouring country. As we speak, I'm travelling and visiting people and places in Norway. So it's greetings to You - old and new adventurers - from on the road. Welcome aboard, and let there be happy adventures in real and UnReal World. Dev on the move, on a train from Stockholm to Oslo. |
Winter Sale is going on, so once again it's good time to grab UnReal World for yourself, or gift a friend into the Far North.
And here's 3.50 beta changelog. Season's Greetings The time has come to say seasons greetings to all of you, from Finland - in case you didn't know. It was the winter solstice yesterday, and now we're slowly heading towards the increasing daylight. And I'll be heading towards the holiday season and wish you all great times whatever you may, or may not be celebrating. Here's the huge big seasons greetings to each and everyone of you, from the tiny dev and the winter tree. Merry whatever, fellow adventurers! And even more (season's) greetings For those who are new to what the game and the devs are about, let's take a moment to introduce in more personal way. In addition to future game development to follow in 2018, also a trad.archery channel will follow. Both the bows and the code have become equally familiar during the past two decades. As play you'll find about the latter, and here's how the former is handled by Sami, Creator of UnReal World, as establishing Ugri Archer channel: https://www.youtube.com/watch?v=jNnxu6bbBJI For more diverse set of videos by the two-man dev. team Enormous Elk, Sami and Erkka (co-designer), you can take a peek at Happy adventures everyone! |
.50 beta 2 hotfix for Windows was released a few days ago, and now also OSX and Linux beta builds are up to date with the fixes. Those who are playing beta will get auto-updated. |
.50 beta hotfix for Windows was just put live, and those who are playing beta will get auto-updated. Other operating systems will have to wait a little longer. The following were fixed (in Windows version) -- and naturally still persist in OS X and Linux 3.50 betas. |
The special sale and celebration continues now gets supplemented with the release of the first beta of UnReal World version 3.50. It's available as beta-branch you can opt into manually at will. There's possibility of minor bugs, and the work with new goodies and features continues, but things are mostly nicely stable and good to go already.
Should you encounter some crazy problems with the beta, you can always switch back to current stable version by choosing "NONE" from the beta dropdown box. Here comes the changelog. Let the adventures in the Far North continue. Cheers! Version: 3.50 beta 1 changelog 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. Your current Steam version characters are compatible with this version. - added: wounded or starving dogs may refuse to attack on command If your dog is seriously wounded or starving it may refuse to attack on command. Even the suffering dogs still defend their masters and themselves from charging predators and enemies, but are just reluctant to act as war dogs who always run after a given target completely despite of their own condition. This addition may encourage you to keep your dogs more safe and better fed from now on. - added: redrawn 8 directional tiles for watercrafts Both punt and raft now appear bigger and prettier in completely redrawn fashion. The watercraft tile direction does change based on the last actually rowed direction. Credits for these tiles goes to Paulo Spinola. - added: specific animal purchases Upon purchasing animals you may now get to choose small or big animals from the list. NPCs still decide which animals they wish to sell so the size you would prefer may not always be on the list, but the animal description now always matches what you'll get. For example, if you go for purchasing a sheep with no size mentioned you are guaranteed to get that average size sheep - not a big or small one. - added: young animals Cubs and calves have been added for relevant wild animal species eg. elks, bears, reindeer and hares. In case of large species ie. elks and bears, the young ones usually remain with their mothers in the wild for a year or two before becoming independent. So now you may occasionally encounter an elk mother wandering together with her calf, or a bear mother followed by her cub. Mother animals may act more unexpectedly or aggressively than usual when they're still taking care of their young ones -- and that's especially true in case of bears. - added: different gender dogs In addition to plain dogs, which are male, there are now also female dogs. MIGRATION NOTICE: for dogs generated in the previous version their gender is randomized upon first load. - added: different gender bears Male and female bears are now distinguished, females being descriped as "female bear". Male bears are larger and stronger than the females, and may also appear slightly more aggressive if necessary. - changed: some animal descriptions There are some animal terminology and description changes as follows: * male elk description changed from "stag" to "bull elk" * bears are now descriped as plain "bear" if they're male, or "female bear" if they're female * domestic pigs now have gender-based description Previously they were all called pigs, but are now descriped either a "sow" (female) or a "boar" (male) * reindeers now have gender-based description Previously they were all called reindeers, but are now descriped either "reindeer doe" (female) or "reindeer stag" (male). This goes for both dometic and wild reindeers. MIGRATION NOTICE: animals generated in the previous version may still appear with their old names. - changed: resources of animal origin named in gender-neutral fashion For example, you'll now get elk cuts even if the animal gender based description would have been "bull elk". Or, you'll now get pig cuts regardless of the pig having been descriped as sow or boar. (However, a few exceptions to this rule may still occur here and there.) - added: ant nests Ant nests can be now found in the forest. They are needed in performing certain spells but currently have no other use or function. - added: antlers & bones Antlers and bones can be now harvested from carcasses. * antlers Male elk and both sexes of reindeers have antlers. For now, antlers simply appear on the ground when the carcass has been completely butchered for meat. * bones Bones can be harvested from almost any carcass except for the birds and very small creatures. Harvested bones appear on the ground when the carcass has been completely butchered for meat. Currently the bones you get are imagined to be the long bones (eg. leg bones) containing the marrow. Each carcass yields four of such bones. The bone size naturally varies depending on the carcass. Antlers and bones appear in your inventory as tools but have only little usage on their own. Dogs do like bones and as they are marrow-containing ones it's also nutritiously wortwhile to feed them to your dogs. Otherwise antlers and bones serve the best as trophies and new raw materials to be utilized via modding if you like. - added: skulls & teeth Skulls can be now harvested from a few species of dead animals whose skulls, or teeth, have meaningful ritual or magical usage. Currently these animals are bears and seals. Animal skull appears on the ground when the carcass has been completely butchered for meat. It is also possible to remove and pick teeth from a skull by [a]pplying it. - added: meeting the spirit of the forest Naturally this otherworldy creature has existed in the game world for a long time, but now it is possible for characters to actually see and meet him - although it is still a rare occasion. The spirit of the forest is famous of being relatively talkative. As a ruler of the forest and its animals he likes to make remarks about your relationship with the forest. In case of being very pleased the spirit of the forest may offer hunting advice, or even reveal where certain animals roam. - added: a quest related to meeting the spirit of the forest - overhauled: ritual screen [F4] -> "Spells and magic means" screen It's now known as "Spells and magic means" screen and all the new spells are listed there as well. New spells" refers to spells featured in version 3.40, which are learned within quests and performed by following the instructions given in spell description by using the common game mechanics and actions. Previously you could view new spell descriptions only from the quest journal, but now it's all available within the spells screen. Whenever a new spell is learned it will also appear in this new list of spells. Spells screen also lists some relevant "old spells" which we've had in use for ages and which are performed automatically upon selection. However, most of the "old spells" have been removed completely to bring existence of magic means to our desired new level. Bringing the selector on any spell in the list displays its information dialog. If necessary, a selection is then made by mouse click or enter. In addition, there are also hotkeys for quick spell selection. In most cases the spell selection merely shows the spell information dialog as the new spells are performed manually by following the descriped game mechanics and actions. The old spells, eg. blood-stanching incantation or general sacrifice, automatically put to action upon selection. This kind of spells are also colored differently in the list. - changed: re-organization and removals within the old spell system and spirit world features * RITUAL skill removed It was truly redundant skill, serving only as an alternative way to bring up rituals screen. * feature of periodically learning rituals is removed, but the related messages kept and improved Automatically becoming aware of new spells over time is history and now new spells can be learned only from NPCs within quests. The good old occasional messages regarding how you feel about your relationship with the spirits are still featured. (Eg. "You feel pleasant.") Moreover, there's now a lot wider range of these spiritworld relationship related messages and they may vary depending on if the pleased or angered spirits are forest or water folk. * most of the old rituals are removed We've saved only a few relevant rituals from the old days, and we are happy with that. Some of the old rituals were seriously outdated and unbalanced in many ways. In case of migrated characters some old rituals are replaced with the new (3.40 ->) spells. Here's a list of removed old rituals with the replacements spells where applicable: Completely removed old rituals: - permission to fell a tree - blood-stanching prayer - the oath of iron - banishing the evil water guardian - greet the supernatural guardian - the origin of fire Removed old rituals with migration replacement spells: - permission to sleep -> replacement spell: "greeting the earth upon going to sleep" - hunter's request to catch a fox -> replacement spell: "making foxes to come at the bait" - fisher's request for a catch -> replacement spell: "gaining fisherman's luck" - fisher's sacrifice for a catch -> replacement spell: "rod fisherman's sacrifice" - favourableness of the trap -> replacement spell: "fox trap favorableness" * these are the old rituals that were kept as is, or improved as descriped below: - blood-stanching incantation Works the same as previously. - general sacrifice The act of sacrificing is now always known by every character from the start, and has a wider usage than before. It still works as an act of its own, but now also gets associated with other spells as a multipurpose way to please certain spirits for a certain reason. If there's a spell that requires sacrificing which is not described by other means then the general sacrifice does the trick. For example, if there was a spell described as: "Reindeer hunting luck is achieved by sacrificing berries on reindeer tracks in the morning." Then, to perform the spell you would probably need to find reindeer tracks, be standing on them in the morning and then use "general sacrifice" spell choosing berries as an item to sacrifice. - updated: SPELLS encyclopedia entry [F1] - added: VALUABLES encyclopedia entry [F1] - added: SACRIFICES encyclopedia entry [F1] - added: silver valuables as a sacrifice Previously sacrifices were limited to food items, but now sacrificing silver items is also possible and necessary in rare cases. You will notice the general sacrifice item selection now allowing to pick an item from both food and valuables categories. However, silver sacrifices are always related to certain new spells and are not completed unless the conditions are right. Upon using silver items as a sacrifice some shards of the item are cut and carved away, and eventually the item gets used completely. This makes silver items both higly appreciated and costly offerings. - added: more spells About a dozen of new spells have been added. Like explained above the spells can be learned from NPCs within quests, but there are also some new spells which every character knows from the start. Here's vague summary about the newly added spells: * bear skull rite This spell is known by all the characters from the very beginning. It's crucial common knowledge about what to do with the skull of a downed bear. Killing a bear should now always call for executing this spell at least. * bear teeth related spells Bear teeth are powerful charms especially for hunters, and now there are spells associated with them. * bird and hare trapping There are new spells to better succeed with bird and hare trapping. * ant nest related spells Ant nests aren't merely a terrain feature but also a place for executing certain spells, once you learn them. * spirit of the forest related spells There are new spells for both encoutering and gifting the spirit of the forest. * bear hunting related spells There are new spells to better succeed with bear hunting. - added: new spells for new characters Upon character creation some of the new spells are now randomly assigned for a new character. Depending on the character's culture the given spells are emphasized on either hunting or fishing, or both. New characters usually start with four spells, and the spells screen is shown during character creation just like before. Of the old rituals general sacrifice is now known by every character from the start. - added: valuables to be found in the villages Valuables such brooches, pendants, bracelets and so on can be now rarely found in the villages. Type of these stocked valuables depends on the culture. Even though it is not in the least common for every village to stock valuables the possibility for having acquired some them exists for every culture. - changed: game-course completion reward "Learn three new rituals" changed to "Learn two new spells" - added: skinned/cut/burnt carcass coloring Skinned carcasses now appear in fleshy red color. Cut or eaten carcasses appear dark reddish, and burnt carcasses blackish depending on the cut/burn degree. - added: BUTCHER_CONFIRMATION configuration option (defaults to NO) If the option is enabled a confirmation prompt appears if you try to butcher a carcass before skinning it. This is to avoid accidentally cutting up the whole carcass and losing the skin. To enable the option add the following line to urw_ini.txt setup file in your installation folder: [BUTCHER_CONFIRMATION:YES] - added: SPEND_DELAY_ADD configuration option This option can be used to slow down the time consuming actions if you find the game turns running too fast for your taste during the time spending dialog. The given value is in milliseconds, adding that much more delay for each game turn. Good value to try slowing things down a bit would be 10 and nobody really wants to go higher than 100. To use eg. 10 millisecond turn delay add the following line to urw_ini.txt setup file in your installation folder: [SPEND_DELAY_ADD:10] - added: EAT_MUSHROOM_CONFIRMATION configuration option (defaults to YES) Yes/No confirmation is now asked if you try to eat a mushroom that is not completely known to you, or a known poisonous mushroom. Notice that this applies only to raw mushrooms. When it comes to cooking we assume characters being on track about what they want to do. The option is on by default, as it's most convenient for newcomers. To disable the option (as it used to be) add the following line to urw_ini.txt setup file in your installation folder: [EAT_MUSHROOM_CONFIRMATION:NO] - added: confirmation dialog for emptying containers (with other than liquid contents) As the contents are discarded for good upon emptying containers the confirmation is justified, especially for newcomers. If the container has liquid content the confirmation is not asked as losing the liquid upon emptying should be quite obvious. - adjusted: skiing fatigue rate decreased, walking in deep snow more penalized Skiing fatigue accumulation rate is decreased which makes skiing more profitable than previously. In addition, walking in deep snow is now slightly more fatiguing than previously. As a result difference between walking in deep snow versus skiing should be more signficant now. - adjusted: fishing equipment (eg. fishing rod) availability increased among certain cultures Somewhat increased among kaumolaiset and kiesseläiset, and slightly increased among koivulaiset and islanders. - added: fire burns away the ground cover Lichen, moss etc. ground cover now gets destroyed from under a burning fire. Only very small fires may leave the ground cover intact. - added: winter skin/fur descriptor As we know winter furs are more valuable, and it's been like that for a long time. Now there's finally also an indication of wintertime furs and skins within the item description. For example: "Fine winter fox fur" or "Poor winter bear-skin" - renewed & optimized: drawing of rain and snowfall Previously rain and snowfall were drawn in putpixel fashion which was often more or less sluggish. Now rain and snowfall presented by tile graphics with improved look and fast rendering. - fixed: animals with no proper dexterity/strength being able to sometimes open doors - fixed: turnip seeds could be used as "vegetable" ingredient in cooking - fixed [rare condition]: NPCs foolishly drowning/freezing to death in small ponds at the village yard - fixed: bogbean anti-inflammatory herb property was mispelled in flora files and thus not effective - fixed: fresh or untanned skins not getting destroyed by a burning fire - fixed: villager kotas might mistakenly contain "inside of a building" tiles instead "inside of a kota" tiles - fixed: some treasures you heard of were never to be found The bug was caused by map maintenance being prone to mistakenly remove treasure locations. - fixed: missing chance to get also decent quality crafts at very high skill - fixed: companions and dogs not always attacking robbers on command - fixed: stone-axe and some knives attack and defense class values wrong The following weapons still lacked the intended attack/defense class changes. Here's the list of fixed ones with "old -> new and current" attack/defense class. * Stone axe attack/defense: 2/1 -> 1/1 * Kaumolais knife & Northern knife attack/defense: 2/1 -> 1/1 * Broad knife & Hunting knige attack/defense: 1/1 -> 1/0 * Knife attack/defense: 1/0 -> 0/0 MIGRATION NOTICE: Weapons obtained or created in the previous version still carry the faulty values. - fixed: too high quest generation interval in case of some rejected quests Some quests (eg. robbers) might come in your way again too quickly if they were first rejected in the past. - fixed: robbers occasionally staying at the same region for all too long - fixed: knife price Regular knife (called "knife") price was too low (< squirrel hide) and is now increased to intended value of 6 squirrel hides. - fixed: arctic fox hide price was the same as of regular fox Now arctic fox hide is more valuable, as it should be. - fixed: zooming out at the very left edge of terrain didn't remember the position when zooming in the next time - fixed: buying animals decreasing quest reward credits - fixed: depopulating a village might occasionally cause cultural area to be removed also from unvisited nearby villages Unvisited nearby villages then appeared as vagabond villages when you entered them, but had no proper population or buildings. - fixed: "crater" villages ie. village generation failures when the surrounding terrain was of much higher elevation - fixed: indifferent ripe and growing tile graphics with some plants For example lake reeds, milkweeds and heathers had the same tile graphics regardless of being ready or almost ready to harvest. - fixed: trousers mistakenly cover feet MIGRATION NOTICE: Trousers obtained or created in the previous version still appear with feet coverage - fixed: animal in the forest cover quest completion troubles if the tracks got seriously messed up by other animals The freshest tracks of the missing animal you can identify do matter. Previously it could rarely happen that you needed to burn the twigs on tracks of other animals who had replaced the original freshest tracks. -------------------------------------------------------------------------------------------- That's all folks! ːurw_sageː Cheers, have fun, and let's keep our fingers crossed for the bugs being little and scarce. |
A special sale for a bunch of finnish games on Steam has started. This is to celebrate the centenary of Finland's independence and will last until 8th of December. |
Very exciting times are at hand... |
For more than half a decade already we've had a habit of creating characteristic video greetings with varying themes to thank and delight UnReal World buyers and supporters. About a year ago we started bringing the video works on Steam as a free DLC for UnReal World Steam players. |
Six Cards for the adventurers under the northern sky, |
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Summer it is, and we've been steadily trucking towards yet another version. |
The spring is in the air. |
For half a decade already we've had a habit of creating characteristic video greetings with varying themes to thank and delight UnReal World buyers and supporters. Six months ago we started bringing the video works on Steam as a free DLC for UnReal World Steam players. |
Last Wednesday, 4th of January 2017, it was opening of The Finnish Museum of Games in Vapriikki museum centre at Tampere. And there we went. It was a pleasure to attend, to see the history being made with the museum opening, and of course to see UnReal World being part of the exhibition. |
Version 3.40 is now set as our default release branch. Though it's still tagged beta 3 we're proud and happy to set it live as official midwinter 2016 release for everyone. Those of you who aren't familiar with 3.40 already can take a look at beta release post about
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The third beta of version 3.40 is now live and released. It's mostly a bugfix patch, but one might find a few delighting additions in there as well. |
The second beta of version 3.40 is now live and released. It's a bugfix patch and an automatic update for those who have opted into 3.40 beta-branch. And those who haven't may want to take a look at
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The time has come to release the first beta of UnReal World version 3.40. It's available as beta-branch you can opt into manually at will. And you should. Work with the new goodies and features continues, but things are nicely stable and good to go already.
(Should you encounter some crazy problems with the beta, you can always switch back to current stable version by choosing "NONE" from the beta dropdown box) Here comes the changelog. Let the adventures in the Far North continue. Cheers! Version: 3.40 beta 1 changelog 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. Your current Steam version characters 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 consideredthe 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[/b] 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. |
Oh yes, we're aiming for a new version release in October with the meat of it being the quests and the new kind of spells. I'll be still wrestling with the final additions until the end of this month, but no longer. Then it's time to wrap things up for You to unfold on some pretty unpredictable October day. |
GWR Gamer’s Edition 2017 was published today and what do we find there? |
For half a decade already we've had a habit of creating characteristic video greetings with varying themes to thank and delight UnReal World buyers and supporters. And now we'll start bringing the video works on Steam as a free DLC for UnReal World Steam players. |
We recently went to Tampere City for a special occasion. To meet staff of the upcoming Finnish Museum of Games for talks and interviews about a certain game. |
No more felling trees with the fish or other deadly funny glitches have been found so we're happy and good to go live with version 3.32. There are no changes compared to few days ago released 3.32 beta-branch, but many additions, tweaks and bugfixes compared to the previous official live version 3.30(p1). |
You can opt-into UnReal World version 3.32 from properties -> betas, and select 3.32. We already went live with this version, but soon bumped into tree felling bug, fixed it and now thought it's probably better to have 3.32 first out as beta-branch. If no criticals are found, we'll go live with it in few days. |
I recently had a pleasure to participate at Roguelike Radio, and the show is up now for you to listen. |
Thank you |
Scarcity is a basic need of a man, and updates are a basic element of development. Hence a small patch update to fix few glitches and oddities is released. Find changelog below -- and adventures ahead. |
UnReal World released on Steam |
Happy and proud to let you all know that UnReal World Store Page and Community Hub on Steam is now open. |