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Here comes a minor but significant new patch before I'll start settling for summer holidays. The additions in this version 3.51 mostly consist of balances, fixes and additions related to interacting with both the spirits and NPCs. Many small game hunters should be happy to know that for example the unreasonably harsh forest spirit mood changes are now toned down. Find the full changelog below. I wish you all great adventures in both real and unreal worlds - and nice and cosy summertime, if that happens to be your local season. Cheers! -------------------------------------------------------------------------------------------------------
Version 3.51 (stable) changelog
** Saved characters from version 3.40-> are compatible with this version. ** - added: map of known areas (F6) remembering the toggleable settings to show or not to show cultural areas and map markers This was once featured, but got broken somewhere along the way. The settings are remembered after exiting F6 map view and persist until toggled otherwise. The display for both cultural areas and map markers is on by default when the game is first started. - added: ask NPCs to find quest related persons in villages You can now ask villagers if certain quest related persons are around. This is done by automatically appearing chat options within the common greet dialog. For example: "Is Sampsa around?" or "Where can I find Tornia?" All the quest related persons, including the original quest giver, are covered within these chat options if you are aware of them. There are some exceptions though; NPCs who are involved in quests themselves can't be asked for others whereabouts, but there are always enough common villagers around to assist you. When it comes to finding quest related persons in other villages the chat options become available only when you are in the right village where the person can be actually found. This can be considered slightly gamey in our standards, but it is more helpful that way. - adjusted: no more multiple villagers with same names Possiblity of two NPCs having the same name within a single village has been removed. In seriously crowded clustered villages it is theoretically possible that villagers might run out of unique names, but real chances for that to happen are practically non-existent. MIGRATION NOTICE: Within villages created in the previous version two persons with same names may still exists. - added: dozens of new northern names Due to aforementioned adjustment it was necessary to add lots and lots of new names for northern men and women. - improved: NPC name randomization routines NPC culture has more distinguishable influence to their given names. There's noticeable variation between the eastern and western names, but especially the current wider range of northern names now appear unique from rest of the world. - added: light a torch with another torch If you are already carrying a lit torch a new torch can be lit of it. This is done in normal fashion by [a]pplying the torch to be lit. - balanced: forest spirit's attitude in regards to hunted animals - size and significance matters When an animal is felled the forest spirit's mood change and need for compensation by sacrifices now depends on the size and significance of the animal. Previously almost all the killed animals were valued equally by the spirits which resulted in small game hunters often receiving unreasonable disgrace. Now it is far more tolerable to hunt smaller game and get along with only casual sacrifices every now and then. - fixed: only one sacrifice allowed per day If any kind of sacrifice to any spirit was performed even the different kind of sacrifices during the same day were considered excess. This was not intentional, and is now fixed back to normal: You can perform multiple sacrifices on daily basis as long as they are targeted at different spirits, ie. forest or water spirit, or if the act of sacrificing is a part of unique spell. - fixed: spoiled food items were seemingly accepted as sacrifices Now it is foolish to try that sort of sacrifices. - fixed: former companions never agreed to be hired again Despite of their "maybe in the future" responses former companions did never reach proper status to be hired again. This is fixed now and companions can be rehired after a varying NPC dependant timespan from few months to full year. MIGRATION NOTICE: Rehiring possibility timespan may appear glitchy as companionship date information was broken in the previous version. For most succesfull rehiring of former companions try it at villages that were visited long time ago. - fixed: skinning young animals mistakenly gave adult animal size skins Now skins obtained from young animals are more or less smaller depending on the cub/calf actual age and size. - fixed: village items getting easily corrupt upon crash Crash security improvements added in version 3.50 are hereby improved/fixed in regards to certain crash vulnerable village items. -------------------------------------------------------------------------------------------------------
[ 2018-06-17 14:43:28 CET ] [ Original post ]
- UnReal World Linux 64-bit [33.99 M]
- UnReal World - Video greetings
Into the Far North we shall take you -- as far as we can by the means of computer role playing...
UnReal World is a unique combination of roguelike roleplaying game and survival simulation set in the Far North long, long ago. Throughout the years, UnReal World has been praised for its depth, realism, atmosphere and immersion. The game is completely open-ended and you decide whether you wish to lead a life of a fisherman, a hermit searching for the peace, a brave adventurer, a rough hunter, a trapper or a tradesman.
As a member of one of the nine different cultures you'll enter a detailed and enchanting iron-age game world in which northern folklore, knowledge and way of life play an important part. The world and mechanics of the game are highly realistic, rich with historical atmosphere and emphasized on survival in the harsh ancient wilderness.
A wide world with vast forests, mires and mountains to roam and watercourses to row is randomly and procedurally generated - and you can live off the land and explore it on very detailed level. Track animals, set traps, hunt with bows and spears, tan hides, go fishing, pick berries, cook food, sleep in a temporary shelter or build a log cottage, trade with the villagers, craft items, interact with cultures near and far -- and so much more.
A few of the key features:
- turn-based and open-ended - think before you act and live off the land as you please
- random world generation for endless replayability
- intricate procedural world full of wonders both mundane and extraordinary to explore on very detailed level
- no character classes but nine different cultures to choose from
- skill based system including multitude of skills from cookery to hideworking, from herblore to tracking
- detailed terrain generation with diverse and accurate northern vegetable kingdom
- convincing northern animal kingdom with species specific behaviour patterns and feeding relationships modelled in detail
- keep in touch with the spirit world and the supernatural guardians of nature
- find excitement in surviving everyday life and the quest for success in the harsh ancient wilderness
- detailed combat (and hunting) with many tactical options and galore of weapon, battle experience and combatant related factors resulting in vivid and rewarding struggles
- no "hit points" but detailed generation of injuries such as bruises, fractures, tears and cuts to specific body locations
- injuries rated to determine their effect to physical activity
- craft items from weapons to traps, build constructions for temporary shelter to log cabins
- moddable crafting, building and flora
- and so much more. Everything is up to you...
The initial UnReal World Steam release doesn't feature Steam goodies such as achievements, trading cards or cloud saves but there's no end in sight and all of those will be considered in the future.
UnReal World is the longest living roguelike game of all times. It was first released in 1992 and has been continuously maintained and developed ever since.
Over the years we’ve seen dozens and dozens of new UnReal World versions each of them being complete games of their own, and still there is no end in sight to working with updates and new versions. UnReal World Steam version out now is the third evolution of the game (3.*) and a great deal of updates, enhancements and new features to it will follow.
You can get to know it more and test for free at http://www.unrealworld.fi
- OS: Ubuntu 20.04 LTS
- Processor: 1 GHzMemory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: 800x600. OpenGL 2.0
- Storage: 1 GB available space
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