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UnReal World version 3.62 released
Version: 3.62 (stable) ** Saved characters from version 3.40-> are compatible with this version. ** - added: trading cap for meat and fish Villagers stop accepting meat and fish in trading when if they have decent reserves already. This cap isn't fixed but depends on village population. Also, cooked meat and fish are often accepted in larger amounts than raw. - added: digging and filling up pits are now pausable tasks You can stop these processes at will and continue later on by [a]pplying your shovel again. - changed: pits are now simply called pits instead of former vague term 'hole in the ground'. - added: tracks getting covered and decayed by snowfall and rain Snowfall and rain now affect to tracks getting covered and decayed. You'll notice these effects by tracks getting less visible, and eventually disappearing completely. How fast this happens depends naturally on amount of the rain or snowfall. Severe snowfall may cover even the fresh tracks in an hour or so. Decay caused by rain is often lesser, but still noticeable. The older the tracks are the sooner they are prone to decay and disappear in case of both elements. - added: tracks left by children now appear smaller This includes graphical presentation and description of the tracks eg. "You see here small human tracks." - added: aggressive village dogs calm down together with their masters In case of minor breaches villagers might punish you for a while and calm down after you had learned your lesson - but their dogs didn't react accordingly. Now village dogs will calm down if their masters do so. This doesn't prevent village dogs from being a serious threat as they don't always reason the power of their attacks the same way the humans do and may cause lethal wounds by accident. - adjusted: precautions regarding character save failures Additional precautions to overcome rare cases of character data blanking upon unexpected termination of the game have been added. - adjusted: map maintenance routines The adjustments remedy rare occasion of too frequent maintenances of fresh characters with heavily explored zoomed-in maps. - fixed: overlapping tracks modifying the existing track information Things like animal size and track freshness were sometimes mistakenly modified by overlapping tracks. - fixed: watercraft mistakenly transported with the character when zooming out right after getting on shore - fixed: everlasting small bones Certain bones would never get eaten up completely no matter how long dogs would chew on them. - fixed: carcass disappearing if the creature dies while making a hole in the ice - fixed: human tracks described wrong NPC description was mistakenly added to track description. It said eg. "You see here craftsmanhuman tracks." instead of intended "You see here human tracks". - fixed: quality improvement when items decay to stale stage Foodstuff and skins might mistakenly improve a bit in quality when decaying if their original quality was the lowest possible. - fixed: sages of some cultures not replying with valid phrases when asked for their skills and expertise - fixed: animals released from the forest cover not following character on zoomed-out map level This got broken along with NPC pet ownership additions. Now it works again as it should. - fixed: some cave treasures you heard of were never to be found The bug was caused by map maintenance being prone to mistakenly remove cave treasure locations. - fixed: partially skinned carcasses mistakenly turning skinned upon map load This bug usually manifested itself when skinning got interrupted and the character fell asleep, which also initiates map save and re-load. - typo corrected: angrered -> angered --------------------------------------------------------------------------------------------- Cheers! urw_sage
[ 2020-03-16 15:03:12 CET ] [ Original post ]
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:
Version 3.62 changelog
Version: 3.62 (stable) ** Saved characters from version 3.40-> are compatible with this version. ** - added: trading cap for meat and fish Villagers stop accepting meat and fish in trading when if they have decent reserves already. This cap isn't fixed but depends on village population. Also, cooked meat and fish are often accepted in larger amounts than raw. - added: digging and filling up pits are now pausable tasks You can stop these processes at will and continue later on by [a]pplying your shovel again. - changed: pits are now simply called pits instead of former vague term 'hole in the ground'. - added: tracks getting covered and decayed by snowfall and rain Snowfall and rain now affect to tracks getting covered and decayed. You'll notice these effects by tracks getting less visible, and eventually disappearing completely. How fast this happens depends naturally on amount of the rain or snowfall. Severe snowfall may cover even the fresh tracks in an hour or so. Decay caused by rain is often lesser, but still noticeable. The older the tracks are the sooner they are prone to decay and disappear in case of both elements. - added: tracks left by children now appear smaller This includes graphical presentation and description of the tracks eg. "You see here small human tracks." - added: aggressive village dogs calm down together with their masters In case of minor breaches villagers might punish you for a while and calm down after you had learned your lesson - but their dogs didn't react accordingly. Now village dogs will calm down if their masters do so. This doesn't prevent village dogs from being a serious threat as they don't always reason the power of their attacks the same way the humans do and may cause lethal wounds by accident. - adjusted: precautions regarding character save failures Additional precautions to overcome rare cases of character data blanking upon unexpected termination of the game have been added. - adjusted: map maintenance routines The adjustments remedy rare occasion of too frequent maintenances of fresh characters with heavily explored zoomed-in maps. - fixed: overlapping tracks modifying the existing track information Things like animal size and track freshness were sometimes mistakenly modified by overlapping tracks. - fixed: watercraft mistakenly transported with the character when zooming out right after getting on shore - fixed: everlasting small bones Certain bones would never get eaten up completely no matter how long dogs would chew on them. - fixed: carcass disappearing if the creature dies while making a hole in the ice - fixed: human tracks described wrong NPC description was mistakenly added to track description. It said eg. "You see here craftsmanhuman tracks." instead of intended "You see here human tracks". - fixed: quality improvement when items decay to stale stage Foodstuff and skins might mistakenly improve a bit in quality when decaying if their original quality was the lowest possible. - fixed: sages of some cultures not replying with valid phrases when asked for their skills and expertise - fixed: animals released from the forest cover not following character on zoomed-out map level This got broken along with NPC pet ownership additions. Now it works again as it should. - fixed: some cave treasures you heard of were never to be found The bug was caused by map maintenance being prone to mistakenly remove cave treasure locations. - fixed: partially skinned carcasses mistakenly turning skinned upon map load This bug usually manifested itself when skinning got interrupted and the character fell asleep, which also initiates map save and re-load. - typo corrected: angrered -> angered --------------------------------------------------------------------------------------------- Cheers! urw_sage
[ 2020-03-16 15:03:12 CET ] [ Original post ]
UnReal World
Sami Maaranen (creator)
Developer
Enormous Elk
Publisher
2016-02-26
Release
Game News Posts:
123
🎹🖱️Keyboard + Mouse
Very Positive
(1135 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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