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Haft them axes, haft them spears
We'll open the new year with a glimpse into what's cooking in the development chambers at the moment. And that is, hafting of the axes and spears is underway. It's relatively complex and fundamendal addition and I guess we'll be putting out a new release when it's all finished. There's still lots of work to do, but here's a first sneak preview of the upcoming hafting mechanics. So, in the next release axe and spear items will consist of two parts; heads and hafts. Haft refers to their wooden handle or shaft, which can break over time or upon damage. When a haft breaks the separate head remains, and can be hafted again. Hafting is a process of attaching axe or spear head to a new haft, making it a complete working weapon again. Now let's meet our test character Terhi and let her show how the hafting in UnReal World goes.
One day the haft of her trusty woodsman's axe broke leaving the head lying on the ground. For all the different axes and spears their heads now also exist as separate items. Blacksmiths still sell these weapons readily hafted, so the heads aren't commonly found until the axe or spear haft breaks.
Crafting the hafts and the process of hafting can be found from [M]ake menu under a new [H]afting category. The first two options are used to craft a new haft, and the latter for actual hafting to assemble a working weapon with the head and the haft. Terhi now proceeds to craft a new axe haft.
Both crafting the haft and hafting task itself requires CARPENTRY skills. Terhi has managed to craft a fine axe haft, and then she proceeds to actual hafting. In this list of hafting requirements there's a new "hammering tool" entry. Axe haft needs to be pounded tightly into the eye of the head, so a hammering tool is required. The butt of another axe, if available, is the best option but you can do this hammering also with a club, solid firewood or even a stone.
The hafting is done and she managed to assemble a decent woodsman's axe. Let the timberwork continue! The haft quality and success in hafting has significant impact on the finished axe or spear usability. Poor hafting may result in lowering the weapon quality even below the head quality itself. The finished axe or spear quality thus 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. So, this is how 2024 starts feature wise. Stay tuned. urw_sage These are future features - not yet functional in current version 3.82.
[ 2024-01-12 17:38:24 CET ] [ Original post ]
The best of 2024 to all of you who roam the unreal world!
We'll open the new year with a glimpse into what's cooking in the development chambers at the moment. And that is, hafting of the axes and spears is underway. It's relatively complex and fundamendal addition and I guess we'll be putting out a new release when it's all finished. There's still lots of work to do, but here's a first sneak preview of the upcoming hafting mechanics. So, in the next release axe and spear items will consist of two parts; heads and hafts. Haft refers to their wooden handle or shaft, which can break over time or upon damage. When a haft breaks the separate head remains, and can be hafted again. Hafting is a process of attaching axe or spear head to a new haft, making it a complete working weapon again. Now let's meet our test character Terhi and let her show how the hafting in UnReal World goes.
One day the haft of her trusty woodsman's axe broke leaving the head lying on the ground. For all the different axes and spears their heads now also exist as separate items. Blacksmiths still sell these weapons readily hafted, so the heads aren't commonly found until the axe or spear haft breaks.
Crafting the hafts and the process of hafting can be found from [M]ake menu under a new [H]afting category. The first two options are used to craft a new haft, and the latter for actual hafting to assemble a working weapon with the head and the haft. Terhi now proceeds to craft a new axe haft.
Both crafting the haft and hafting task itself requires CARPENTRY skills. Terhi has managed to craft a fine axe haft, and then she proceeds to actual hafting. In this list of hafting requirements there's a new "hammering tool" entry. Axe haft needs to be pounded tightly into the eye of the head, so a hammering tool is required. The butt of another axe, if available, is the best option but you can do this hammering also with a club, solid firewood or even a stone.
The hafting is done and she managed to assemble a decent woodsman's axe. Let the timberwork continue! The haft quality and success in hafting has significant impact on the finished axe or spear usability. Poor hafting may result in lowering the weapon quality even below the head quality itself. The finished axe or spear quality thus 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. So, this is how 2024 starts feature wise. Stay tuned. urw_sage These are future features - not yet functional in current version 3.82.
[ 2024-01-12 17:38:24 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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