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UnReal World version 3.61 released
Saved characters from previous versions (3.40 ->) are compatible with this version. - added: companions can help you with hauling and pushing items Unoccupied companions spontaneously help you when pushing or hauling heavy loads is being proceeded. - added: fence gate Gates can be [o]pened and [c]losed just like doors. They can be also built by player character from [M]ake menu under uilding options.
Screenshot from version 3.61. This settler is happy to finally be able to add gates to his fence. There are two gates to be seen in half-constructed pen. - added: when [C]ommanding animals the animal name is displayed in the menu title For example, if you would command a dog called Rekku the menu title appear as: "ANIMAL COMMANDS: REKKU" This helps owners of multiple animals to be sure they chose to command the desired one. - added: target selection if multiple creatures occupy the same location where an action is to be done If there are multiple creatures at the location where you proceed to execute certain actions you will be asked to select the target creature. This applies to following actions: - melee attack - packing and unpacking animals - looking at the location - added: limping and animal size tracking information When examining tracks now you can also see if the creature is limping. This requires character's TRACKING skill to be 25% or more. Severity of the actual leg injury can't be interpreted so crippled animals also leave limping tracks. Animal size, big or small, can be also seen from their tracks now. This is so obvious that only absolutely untrained trackers will fail to notice it. Moreover, the actual track graphics are also shown smaller or larger depending on the creature size. Notice that as the young animals smaller in size their tracks pretty much always appear as small ones. The new information is displayed in tracking messages for example like this: "You see here fresh limping tracks of small elk..."
Screenshot from version 3.61. A flock of forest reindeers have escaped from the hunter. There's bunch of tracks to be seen, and now we really want find out where did the crippled one go. - added: tree in front of the character automatically selected when cutting branches You don't have to specify a direction for cutting and peeling actions if there's a tree in front the character you. That tree is always automatically selected for these actions. - added: chat option to ask for a sage in the village When chatting with NPCs there's now a way to find out ask if there's a sage in the village. "Is there a sage around?" chat line can be found from "Ask for help/company" chat options. If there's a sage you will be told his whereabouts in the village. - changed: need for heated room, fireplace or fire are checked first in cookery recipes It's more convenient that way as you aren't bothered with meaningless ingredient selections if these requirements aren't met. - fixed: failed hideworking with "somebody else got the skin" message diplayed and no skin obtained This rare occurrence might happen if the hideworking got cancelled at the very last minute of the hideworking process. - fixed: agriculture graphics representing a planted tile disappearing soon after planting certain crops This was a result of crops mistakenly entering wintering state if the planting was done early enough, and thus the planted graphics was removed. They still sprouted properly though. - fixed: wrong inventory weight with certain startup scenarios When starting a new character the inventory weight was displayed wrong until you made your first move. - fixed: gaining skill options during character creation by hovering over encyclopedia hotspot - fixed: wrong tying equipment requirements when making patches of items This was noted eg. when making arrows. Crafting multiple arrows mistakenly increased both tying equipment length and amount requirements. - fixed: pushing duplicates items The issue was related to ice breaking messing up item data while pushing action was proceeded. - typo corrected: "coffing" -> "coughing" in herb effects dialog ------------------------------------------------------------------------------------------------ Cheers! urw_sage
[ 2019-12-17 17:43:04 CET ] [ Original post ]
Last update of the year 2019 is live now. In addition to fistful of bugfixes there's also a small bag of new features of which some are long-awaited and suggested improvements. Enjoy!
Version 3.61 changelog - with some screenshots
Saved characters from previous versions (3.40 ->) are compatible with this version. - added: companions can help you with hauling and pushing items Unoccupied companions spontaneously help you when pushing or hauling heavy loads is being proceeded. - added: fence gate Gates can be [o]pened and [c]losed just like doors. They can be also built by player character from [M]ake menu under uilding options.
Screenshot from version 3.61. This settler is happy to finally be able to add gates to his fence. There are two gates to be seen in half-constructed pen. - added: when [C]ommanding animals the animal name is displayed in the menu title For example, if you would command a dog called Rekku the menu title appear as: "ANIMAL COMMANDS: REKKU" This helps owners of multiple animals to be sure they chose to command the desired one. - added: target selection if multiple creatures occupy the same location where an action is to be done If there are multiple creatures at the location where you proceed to execute certain actions you will be asked to select the target creature. This applies to following actions: - melee attack - packing and unpacking animals - looking at the location - added: limping and animal size tracking information When examining tracks now you can also see if the creature is limping. This requires character's TRACKING skill to be 25% or more. Severity of the actual leg injury can't be interpreted so crippled animals also leave limping tracks. Animal size, big or small, can be also seen from their tracks now. This is so obvious that only absolutely untrained trackers will fail to notice it. Moreover, the actual track graphics are also shown smaller or larger depending on the creature size. Notice that as the young animals smaller in size their tracks pretty much always appear as small ones. The new information is displayed in tracking messages for example like this: "You see here fresh limping tracks of small elk..."
Screenshot from version 3.61. A flock of forest reindeers have escaped from the hunter. There's bunch of tracks to be seen, and now we really want find out where did the crippled one go. - added: tree in front of the character automatically selected when cutting branches You don't have to specify a direction for cutting and peeling actions if there's a tree in front the character you. That tree is always automatically selected for these actions. - added: chat option to ask for a sage in the village When chatting with NPCs there's now a way to find out ask if there's a sage in the village. "Is there a sage around?" chat line can be found from "Ask for help/company" chat options. If there's a sage you will be told his whereabouts in the village. - changed: need for heated room, fireplace or fire are checked first in cookery recipes It's more convenient that way as you aren't bothered with meaningless ingredient selections if these requirements aren't met. - fixed: failed hideworking with "somebody else got the skin" message diplayed and no skin obtained This rare occurrence might happen if the hideworking got cancelled at the very last minute of the hideworking process. - fixed: agriculture graphics representing a planted tile disappearing soon after planting certain crops This was a result of crops mistakenly entering wintering state if the planting was done early enough, and thus the planted graphics was removed. They still sprouted properly though. - fixed: wrong inventory weight with certain startup scenarios When starting a new character the inventory weight was displayed wrong until you made your first move. - fixed: gaining skill options during character creation by hovering over encyclopedia hotspot - fixed: wrong tying equipment requirements when making patches of items This was noted eg. when making arrows. Crafting multiple arrows mistakenly increased both tying equipment length and amount requirements. - fixed: pushing duplicates items The issue was related to ice breaking messing up item data while pushing action was proceeded. - typo corrected: "coffing" -> "coughing" in herb effects dialog ------------------------------------------------------------------------------------------------ Cheers! urw_sage
[ 2019-12-17 17:43:04 CET ] [ Original post ]
UnReal World
Sami Maaranen (creator)
Developer
Enormous Elk
Publisher
2016-02-26
Release
Game News Posts:
122
🎹🖱️Keyboard + Mouse
Very Positive
(1097 reviews)
The Game includes VR Support
Public Linux Depots:
- UnReal World Linux 64-bit [33.99 M]
Available DLCs:
- 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
MINIMAL SETUP
- 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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