Professional Documents
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UnrealWorld News
UnrealWorld News
UnrealWorld News
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Version: 3.40 (stable)
** Saved characters from version 3.30-> are compatible with this version. **
- added: when examining a single piece of clothing/armour the item name is shown
in the armour coverage screen
- added [info]: character creation screen now notifies about wrong character names
Eg. if there's already a character folder with the same name you'll be
informed about it and asked
to enter a different name. This clears occasional newcomer failures to
proceed with character creation.
- adjusted: craft and task times calculated more independently to overcome time-
related abuses
Previously you could predict quality of crafts and success of tasks from
the time required to
complete them. A shorter time meant greater success for example in case of
crafting, hideworking
or rod fishing.
Now the time taken is calculated independently although still naturally
based on the applicable
skill. In general higher skill mastery level is still prone to get things
done faster, but it's not
possible to predict the outcome from the required time anymore.
Tridents were too fragile and breaking too easily. With their
wear/break/fracture levels corrected
all three tridents are significantly more durable now.
Weapons have been checked for their attack and defense class values. Some
corrections and rethinking has been proceeded
as follows, with one item weight adjustment in there as well. Changes are
represented in [old values] -> [new values] format.
The higher the number the better the attack/defense class.
* Broad axe
* Carving axe
attack/defense: 2/2 -> 2/1
* Woodsman's axe
* Stone axe
* Spear
* Kaumolais spear
* Small trident
* Wide trident
* Club
* Knife
* Grainflail
MIGRATION NOTICE:
Weapons created or obtained in the previous version still carry their
previous version values.
The bug usually manifested with a false adventurer figure appearing on the
overworld map far away from
the village.
- fixed: armour coverage screen showed bodyparts with zero protection value with
the last displayed color
This was the case for example when checking out blunt or squeeze protection
values for nettle and linen clothes.
Now zero protection value is shown with very dark (almost black) red color.
- fixed: dead NPC with seemingly zero weight in "Not all who wander are lost"
start-up scenario
- fixed: "How is it going?" chat option occasionally missing from certain NPCs
The arrows did prematurely hit the ground due to faulty terrain elevation
calculations.
- fixed [rare condition]: buried treasures being generated on mire islands where
it's impossible to dig them up
- fixed [rare condition]: all the start menu entries bringing up "About" screen
Scroll down and read the preceding 3.40 beta releases notes for a complete newslist
for version 3.40.
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This is the third beta of version 3.40. Scroll down for complete newslist for
version 3.40 (betas 2 and 1)
** Saved characters from version 3.30-> are compatible with this version. **
You can adjust zoom level by mouse wheel, or with the following keys:
CTRL and + to zoom in
CTRL and - to zoom out
CTRL and 0 to toggle between normal and maxed out map view
Information about all the newly added valuables is now available in the
game encyclopedia [F1].
Time to get to know those brooches, combs, bracelets, rings and pendants
you may find.
- fixed: quest journal [F2] showing wrong details when selecting a quest on other
than the first journal page
- fixed: map of known areas [F6] crash potential due to excess amount of custom
map markers
Trying to view marker details with more than 10 custom map markers within
the cursor radius caused a crash.
The crash potential is fixed now and in case of spammed markers the
information for only the first 10 markers within the
cursors radius is shown. Be reasonable with your markers.
- fixed: inventory mess up potential if torch burnt out when certain inventory
related activity eg. eating was going on
You might see "You attacks [creature]!" messages, or even get prompted
for attack maneuvers.
Women's undergarment now covers also elbows, forearms, knees and calves.
Coverage of these bodyparts was mistakenly
absent before.
- corrected: bunch of linen, nettle adn woollen cloth weights and prices
There was some inconsistency and clear faults with weights and prices of
clothes such as shirts, undershirts,
tunics and undergarments. There are no radical changes, but the weights
and prices have been checked and adjusted
where applicable.
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This is the second beta of version 3.40. A small bugfix release. Scroll down for
complete newslist for version 3.40 (beta 1).
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.
** Saved characters from version 3.30-> are compatible with this version. **
- fixed: not always getting the stone back when deconstructing small deadfall trap
- fixed: credit reward not taken into account when forming a message where NPCs
tell you how much of the trade the items
you have offered covers
The credit worked as it should, but the message was broken in case of
paying for picked village items.
You might get messages such as "this is very marginal" even though the
offered items with the credit counted in
actually was close to asked price.
- fixed: village data corruption potential when saving and loading different
village located characters during one gaming session
This could result for example in [unpaid] tags persisting with items you
tried to trade for.
- fixed: whole inventory stack always selected when using upper case letters to
select things from inventory
This was due to addition of holding SHIFT down to select the whole item
stack interfered with producing upper case letters.
- changed: Markers of completed quests are not displayed in Map of known areas
[F6] anymore
Within Quest journal [F2] you can still display markers of any quest at
will, including the completed ones.
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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.
** Saved characters from version 3.30-> 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.
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
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.
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.
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 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.
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.
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 considered
the 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.
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
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: holding SHIFT down selects the whole stack when selecting items in
inventory with ENTER or mouse click
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."
As these commands have hotkeys of their own it was in vain to have them
occupy [r]epeat list.
- 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
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
- fixed: all the village dogs wanting to follow you if you bought one of them
- 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
It was 5 lbs, which was too low. Now woollen dress weighs 6.5 lbs.
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Version: 3.32
Released: May-18-2016
** Saved characters from version 3.19-> are compatible with this version. **
You can't anymore freely pick all the items of your companions to
yourself. Companions now tend to keep
their most valuable and usable personal items to themselves, and usually
only the cheap items and
food are freely pickable. However, all the items you have delivered to
your companion can be picked
back at will if they are not in use (wielded or worn) at the moment. So
it is still safe to pack or lend
your companions even the most valuable goods you have.
* need to pay companions for their days of service and items claimed
Companions now require some reward for their days of service. Their price
is roughly a value of one squirrel
hide per day of service and you can pay them basically with any valuable
goods. Also, if you have claimed
companion's items to yourself they expect to be paid for those items too.
In short, companions now always
expect to leave with more valuable inventory than what they had upon
recruitment.
A day before companions are about to leave they'll let you know how they
feel about their equipment
and whether they expect to be paid more. If more payment is wanted simply
deliver items to your
companions and they'll let you know when they are happy with it. You
don't have to do it at once
but have the whole day to settle the payment. Talking to your companion
at any time ("Greet" or "Ask for help"
chat options) will also make them speak their mind about the remaining
payment.
If you fail to pay companions before they leave you'll be reminded about
it the one last time. From there on
you can still deliver goods to settle the payment, but ex-companions
don't necessarily stay around for
too long. Failing to pay companions lowers your reputation in their
village, and makes hiring new companions
there quite difficult.
* migration notice
* Companions don't count the returned village property as their own when
checking if they have enough
equipment to join you.
* When companion agrees to join you they won't keep carrying the returned
village property but drop it on
the ground where other villages come to reclaim it.
NPCs can now actively wear the new clothes/armours they have obtained.
They'll usually
go for wearing new clothes/armours after being delivered or having picked
some.
Delivering useful pieces of clothing/armour to your companion is now
worthwhile, even
though NPCs make the final decision whether they will wear something or
not.
- added: pull heavy items to your location with [;] pick up from adjacent tile
command
If the items you tried pick up from adjacent tile were too heavy to lift
you'll be asked
if you want to pull them to your location.
- fixed [rare condition]: segfault upon launching the game on some Mint/Ubuntu
systems
- fixed [rare condition]: NPCs being able to fall asleep while in the water
- fixed [modding]: [naming] tag not working properly when crafting while NPC is
felling a tree
- fixed: creature total injury not always increasing if the number of maximum
unique injuries was reached
- fixed: finishing tasks (eg. felling a tree) by grinding when too tired to
continue
When tasks were cancelled because of being too tired to continue repeating
the command still
always added one minute of progress and you could finish the task by this
sort of grinding. Fixed now.
- fixed: bears (and possibly other creatures too) occasionally entering into
indecisive fighting mode
They might keep constantly switching between attacking and fleeing without
really making any
attack maneuvers. Fixed now.
Net fishing catch checks are now hourly based instead of previously used
morning based checks.
This means you can catch fish with nets within a shorter time window.
Even within an hour from
setting the net - if you're lucky and the conditions are right. Naturally
the longer the nets
have been set the greater the catch usually grows so hasty checks usually
provide only a few fish.
Despite of the shorter time window it should be still remembered that in
addition to your fishing
skill level the factors such as terrain, water depth and time of the day
also contribute
to what kind fish and how much of it your net is likely to catch - if at
all.
* Njerpez and foreign traders met in the wild won't fall asleep so easily
anymore if they're within
player's sight when the encounter happens.
Sleeping NPCs in the wild still can encountered, but this fixes the
exploitish procedure of encountering
people at night hoping them fall asleep on the next move.
Skis are put on by [a]pplying them but having been able to wield them too
caused confusion.
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** Saved characters from version 3.19-> are compatible with this version. **
[this was a small patch update, scroll down for complete 3.30 changelog]
eg. trunk not removed when carved into log, or berry shrub not emptied
despite of being picked
- fixed [rare condition]: difficulty to produce colon symbol (:) on some keyboards
* double numbers getting produced in text input fields when using numpad
to type numbers with NumLock ON
* number binded commands (eg. attack commands) occasionally getting
triggered when moving around
* jumpy target selection by keyboard if NumLock was ON
- fixed: some knives mentioned belonging to (old) group of daggers when examining
them in inventory
In action dagger classified weapons still use the knife skill, so this was
mostly a mere description hassle.
- fixed [OS X]: map refresh problems in target selection with FAST_TARGET_CURSOR
mode on
- tweaked: NIGHT BRIGHTNESS setup option maximum value increased to 60 (was 30)
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Version: 3.30
Released: Feb-24-2016
** Saved characters from version 3.19-> are compatible with this version. **
We've accomplished quite a graphics update and along with hundreds of redrawn
tiles the game has got a whole new outlook new. To put this monumental task
in a
nutshell it goes as follows:
New tile system requires a new engine and that's what we have done.
The new engine isn't limited just for drawing static map tiles, but also
allows
other improvements in graphical presentation of UnReal World which are
explained
further in this newslist.
* redrawn tiles
Majority of tiles have been redrawn and there are also lots and lots of new
unique
tiles for old items. For example, all the knives and swords have their
own tile
instead of one generic tile being used for every knife or sword.
New tiles are located in truetile/ folder.
There's also truetile/readme.txt containing general information and
modding
guidelines.
Nice bunch of tile contributions for this version come from Wickham's
tileset.
Sprite sheets are gone and each tile is now in a separate file. This makes
modding
and personal customization of graphics far more easy.
You can specify tile graphics for modded items with new [TILEGFX:] tag
which
is explained further in this newslist. To add a new graphic tile for
modded item
just create a new tile graphic file in truetile/ folder and use the tag
to let
the game know to use that tile.
With the power vested in new tile graphics engine the following graphical
goodies and tweaks
have been implemented:
Missile weapons and arrows are now drawn flying their head towards the
target.
Other than missile weapons now spin around in the air when they are
thrown.
* two facing direction graphics for all the creatures; east and west
* direction arrow and two facing direction graphics for player character
Facing direction of the player character is now shown with little yellow
arrow beside the avatar.
And just like the creatures the player avatar also has two facing
direction graphics; east and west.
* when skiing the skis are now actually drawn under the character
* some plants have more growth stages than previously so you can expect to
see more varying plant
graphics during their lifespan
* Graphical clues of heard sound directions now stay visible for a longer
time and fade away gradually.
These sound clues are shown within the new upper right corner heading
box.
- added: player character avatar graphic clues for running and hiding movement
modes
When running some "dust" is drawn at character avatars feet.
When hiding character avatars is tinted with green.
Pressing [F9] will reload the tiles. It's easier to mod graphics now as you
can edit a tile,
save it and then reload the graphics while the game is running to see the
chances in action
right away.
Map color scheme now changes according to time of the day and time of the
year.
The lighting change is based on realistic solar elevation angle on northern
hemisphere on a given game-time moment
and it's calculated and applied smoothly once per game-minute. Daylight
slowly turns into twilight, dusk and night -
and then into dawn again.
The change of seasons, and the great seasonal variation in length of days
and nights in the Far North is now far more
concrete and immersive.
During midsummer the sun barely sets at all and nights are light and short.
During midwinter days are really short and nights are long.
And late autumn nights are the darkest ones, until the snow comes.
If the night time tint appears too dark on your monitor you can increase
the brightness by adjusting NIGHT_BRIGHTNESS
value in urw_ini.txt or via in-game setup options.
Possible values are 0-30, and it's set to 0 by default.
You can toggle day and night color-scheme and fire tint effects by
modifying MAP_LIGHTING_EFFECTS
value in urw_ini.txt or via in-game setup options. On older computers these
effects may cause slow
performance or flashing of the screen and can be disabled if necessary.
If the new tile graphics perspective gives you hard time to figure out
which tile you are at you can
enable map grid by modifying MAP_GRID value in urw_ini.txt or via in-game
setup options.
If you've got an older computer and rendering fails you can try enabling
old hardware mode.
This mode uses software rendering and should be used only if absolutely
necessary.
Enable by modifying OLD_HARDWARE_MODE value in urw_ini.txt or via in-game
setup options.
- added: RIGHT_ALT_HOTKEYS configuration option
Defines if Right Alt (AltGr) key is enabled for activating ALT+hotkey game
shortcuts.
On some keyboard layouts Right Alt is used to produce letters and can be
disabled if need be
by modifying RIGHT_ALT_HOTKEYS value in urw_ini.txt or via in-game setup
options.
Defaults to YES.
Possible values:
YES - use right alt for activating game shortcuts
NO - don't use righ alt for activating game shortcuts
- weather overhaul
The weather engine has been rewritten from a scratch and we've got detailed
and realistic simulation of
weather factors such as rain, snowfall, solar elevation angle and
temperature changes. The new weather
engine deals with numerous weather variables and much greater annual and
seasonal changes are to be expected.
Put it in short; the years are less alike from now on.
* snowfall
It can snow for real in the game now, and you can see it snowing. There can
be different levels of snowing,
and with the new weather engine in action the first snow naturally
doesn't fall the same day every year.
Snow thickness is now tracked per 1mm and each hour of snowfall will make
the snow grow thicker and thicker.
Similarly the snow melts away gradually when it gets warm enough.
- Visibility of tracks on the snow now depends on snow thickness. You can
expect to notice less tracks when
the snow cover isn't all that thick.
- Snow depth is told to you when you look at ground tiles that aren't
occupied by items.
Instead of plain "Ground" you'll now get verbal description of the snow
depth
for example as follows:
"Faint snow", "Thin snow", "Fist deep snow", "Ankle deep snow", "Calf
deep snow",
"Waist deep snow", "Chest deep snow" etc.
- The ice cover first starts to build up at shallow water and proceeds
towards deeper sections from there on.
How fast the ice cover increases or decreases depends solely on the
weather. Ice thickness can also vary at
different sections of the lake. It's not anymore safe to walk on the
ice as soon as there's ice cover on the
lake. Thin ice can break under any load it can't hold - be it your
character, NPCs, animals or items.
- It's not possible to travel on the ice on world map when the character
doesn't trust the ice completely.
If that's the case a message to zoom in to travel on the ice will be
shown. This way the character
can't mistakenly step on unreliable ice on world map. However, it
should be noted that the ice can't
never be trusted completely and even when you are allowed to travel on
the ice on world map it can still
break. Should this happen, the character is forced on zoomed in map
where he/she needs to navigate to
safe location.
- If you happen to fall through the ice climbing and pulling yourself
back onto the ice is not easy and
depends on your climbing skill, agility and strength. All of these
factors are tested on each turn you try to
move from the water onto the ice. Wielding any sharp pointy weapon such
as knife, sword, spear or even an arrow
will improve your chances to pull yourself out of the water. Swimming
skill is also important as it determines
for how long and how easily you can keep struggling in the water.
- If you're unable to get out of the water after 5-10 minutes, you're
almost certainly not going to get out.
Your body temperature starts to drop as soon as you fall in the
freezing water, and when hypothermia
sets in you will eventually lose consciousness and drown. Depending on
your swimming and climbing skills
you will also build up certain amount fatigue on every turn you spend
struggling in the water, and the more
fatigued you get the lower your chances to pull yourself out become.
- Time required to make a hole in the ice has been adjusted and now also
depends on the ice thickness
and the tool used. It's around 25 minute job to make a hole into half a
meter thick ice
with an axe. An inch thick ice can be broken in a minute or so. If the
ice is very thin you can
also break it without any tools.
- When making a hole in the ice the best available tool is automatically
selected. In addition to axes,
spears and swords also stones and knives can be now used for breaking
ice - even though they are quite
unhandy for the job. The order of ice breaking tools from best to worst
goes as: axe, spear, sword,
knife, stone.
- Holes in the ice will freeze back gradually and remain recognizable for
a few days. Eventually
the frozen holes will look like the regular ice cover, but may be
weaker than the surrounding ice
for some time. As holes in the ice won't freeze completely overnight
it's now easier to maintain
your wintertime water supply by breaking the same slightly frozen hole
on a regular basis with only
a little effort.
* water temperature
- Water temperature factor has been added, and it's precisely tracked
thorough the year. It's not anymore
always pleasant nor possible to swim for equally long time just about
any day of the year.
- If you are about to enter the cold water there's now always a
confirmation if you really want to do so.
It's still safe to swim in the cold water, but now you just may need to
warm up properly afterwards
to get comfortable again. However, entering the cold water when you are
already freezing is not a
wise move.
* With the new body temperature checks and their minute based tracking it's
now more likely and way faster to die
of hypothermia in the cold weather if you aren't dressed properly.
Previously you could walk naked in the
freezing weather for hours just getting frostbites all over your body. If
you try the same thing now it can
result in a death within mere half an hour or so.
* Frostbites can still occur, but they are now more of nuisance rather than
life-threatening risk. The death in the
cold now comes with lowered body temperature which at it worst leads to
state of hypothermia where you lose your
consciousness and freeze to death. And it can happen without a single
frostbite.
It's best to take the warmth tags and cues of lowered body temperature
seriously.
The ground can now get frozen along with freezing temperatures and this
affects to possibilities
of digging it. It's not possible to dig at all in completely frozen ground,
and it's harder to dig
in somewhat frosty ground.
When the ground first freezes and then melts again is based on average
temperature of the
past few weeks. As a rule of thumb the ground gets frozen solid during the
winter and starts to
melt again in the spring. Yearly variation can occur as this is based on
the actual weather.
This adds a new factor to winter survival as you can't dig (trap) pits all
year around anymore.
- added: restrictions to planting and preparing the soil when the ground is frozen
These actions don't depend merely on time of the year anymore, but are now
linked to actual weather.
You can't plant anything or prepare the soil if it's still too cold or
frosty. How early or late in
the spring you can start growing your own crops now varies annually.
As we've got a new weather engine there are also new weatherlore results. The
weather prediction
is given for the next 24 hours and contains information about temperature
changes and possibility
of rain or snow. Using weatherlore skill before noon gives you a weather
prediction for the ongoing
day and the coming night. Using weatherlore skill after noon gives a
prediction for the coming night
and tomorrow day.
How accurately you can predict the weather naturally depends on your
weatherlore skill.
"During the night the temperature will be slightly colder than now. It will
be raining.
Tomorrow the temperature will be about the same as now. It will be
raining."
"During the day the temperature will be slightly colder than now. It won't be
snowing.
During the night the temperature will be slightly colder than now. It will
be snowing a little."
The "horizon box" in the upper left corner of the game view has been
rewritten and refashioned.
Cloudiness, rain and snowfall are represented more beautifully with updated
graphics.
The sun sails across the sky based on realistic solar elevation angle the
new weather engine provides.
Tint of the horizon box also changes according to time of the day and
follows the day and night lighting cycle.
Moreover, it's all updated on minute basis so everything that happens there
now happens in more smooth and
precise fashion.
The new cursor is drawn more precisely along with map refresh on each move
and makes it easier to figure out what tile
you've selected. However, it may appear slow on some systems and because of
that there's FAST_TARGET_CURSOR configuration
option in urw_ini.txt to turn on old-school fast target cursor at will.
The outlook is familiar, but the content and options are enhanced and
redesigned.
* map viewport is larger than before and utilizes your current screen size.
If you've got the resolution the
enlargened map view appears sharp and crisp.
* cultural blocks are now round and alpha-blended on top of the map so that
you get the idea of explored areas
also with cultural regions showing.
Hovering mouse cursor over the map brings up a target cursor and you can
then point and click markers
and locations to see the associated information eg. village regional
descriptions.
Clicking net and trap locations will show when you last visited those
sites.
It's also possible to choose and select locations with keyboard if you
don't care to touch the mouse.
With keyboard you can toggle target selector on and off by pressing [F3],
and then use arrows keys to
move and [ENTER] to select the location.
You can now add custom map markers with descriptive text. New markers can
be added only at character's
current location, but editing and removing them anywhere on the map is
possible regardless of character's
whereabouts. In addition to descriptive text you can also choose from
five different marker colors.
Pointing and clicking a marker will show the associated description. When
travelling on zoomed out
wilderness map the markers are clearly shown on when they come in your
sight. You can also look at them
on wilderness map to view the descriptive text.
Markers are added and edited within Map Of Known Areas (F6) screen. To
edit an already set marker
first point and click it. To add a new marker at character's location
simply select [A]dd marker option.
We've got a new intro song based on age-old traditional Kantele melody.
5-string Kantele is played by Lani K. Thompson (www.kantelemusic.com).
Arrangement, rest of the instruments, mixing and mastering by Sami.
The intro song now doesn't stop when the main is screen up but carries on
until the actual gameplay
gameplay starts, so it works as our character creation background music
too.
The previous outro and death tunes have been removed for variety of
reasons.
Properties of crafted items can be modded so that truly new items can be
created. This applies
to do-it-yourself items (diy_*.*) and cookery recipes (cookery_*.*).
Modding item properties is simple. You just add item property tags and
preferred values after the actual
crafting code. If you are creating completely new items it's still
advisable to use similar vanilla item
as a base item. Item property tags allow you to mod majority of item
properties, but vanilla items may
have some fixed values which is why it's important to choose the base item
carefully.
Eg. to create a new kind of a rope, base it on a vanilla rope to ensure it
will be properly recognized as
tying equipment in the game.
Notice that modding item properties doesn't start from a scratch. Every
crafted item already has its'
properties initialized, and you just need to modify the ones you want to
modify. When modding cooked item
properties notice that the food price and nutritional values are always
automatically calculated upon cooking.
We'll set point attack to 8, blunt to 2 and disable edge. We adjust the
weight and price, and modify one-handed
penalty for out custom javelin to 5%.
We base it on "Leather shirt" and then modify the coverage so the miniskirt
covers only hip & groin.
And item modding is done the same way with cookery recipes.
Here's a recipe for dried berries:
We set spoilage time to zero which makes the food last forever, remove the
possible water
content in the berries, and use cooking specific weight divider tag to
compress the food
weight to one tenth.
Here's the list of item property tags you can use in modding items:
===================================================================================
=================================
Example:
[NAME:Weird knife] - The item is called weird knife in the game.
Notice .Item name. described in the header is
still always shown in crafting menus, even
if you will specify a name with this tag.
***
[TILEGFX:] - graphic tile filename for the item without the filename
extension
Example:
[TILEGFX:mytile] - the item uses truetile/mytile.png graphic tile.
Tiles for the items need to be located in truetile/ folder in .png format.
See truetile/readme.txt for more information about tile format.
***
Example:
[TYPE:weapon] - the item is a weapon
***
Examples:
[WEIGHT:1.5] - the item weighs 1.5 pounds
[WEIGHT:100 g] - the item weighs 100 grams
***
This is a special tag for cooked foods to allow them being compressed
in weight but still keeping
the total nutrional value intact. It's the same mechanism as the in-
game drying of food items.
Examples:
[COOK_WEIGHT_DIV:2] - the cooked food item weigh is halved (divided by
two)
[COOK_WEIGHT_DIV:10] - the cooked food item weigh is divided by ten
(sets to 10% of the original)
***
Example:
[CONT_CAPACITY:3] - the container can hold 3 lbs of food, liquid etc.
***
[PRICE:] - price in squirrel hides per item (default) or per pound if the
value is followed by 'per lb'
Examples:
[PRICE:4] - the item costs 4 squirrel hides
[PRICE:0.2] - the item costs 0.2 squirrel hides
[PRICE:1.5 per lb] - one pound of the item costs 1.5 squirrel hides
***
[EDGE_ATTACK:]
[POINT_ATTACK:]
[BLUNT_ATTACK:] - damage values for weapon attack aspects
Example:
[EDGE_ATTACK:0]
[POINT_ATTACK:2]
[BLUNT_ATTACK:-] - thie weapon has 0 edge damage, 2 point damage and
doesn't have blunt attack aspect
***
This property is not fully functional yet and we'll be featured better
in the future. However, it's advisable
to use this tag in your mods already.
Examples:
[MATERIAL:wood] - the item is wooden
[MATERIAL:cloth] - the item is made of some cloth
[MATERIAL:iron] - the item is made of iron
***
Examples:
[ARMOUR_MATERIAL:iron] - the armour is made of iron
***
possible values:
one of these predefined coverage categories:
cloak / hauberk / long_hauberk / habergeon / cuirass / overcoat /
greaves / rerebraces / vambraces /
shirt / short_shirt / long_shirt / trousers / tunic
or any combination of these bodyparts values:
skull / face / neck / shoulder / upper_arm / elbow / forearm /
hand /
thorax / abdomen / hip / groin / thigh / knee / calf / foot
Examples:
[ARMOUR_COVERAGE:overcoat] - the armour has coverage of an
overcoat
[ARMOUR_COVERAGE:skull neck shoulder] - the armour covers skull, neck
and shoulders
***
***
Example:
[1H_PENALTY:15] - 15% penalty is added when this weapon is used one-
handed
***
Example:
[AD_CLASS:5/0] - the weapon has attack class 5 and no bonus when used
in defense
[AD_CLASS:1/4] - the weapon has attack class 1 and defense class 4
***
Example:
[SPOILAGE_DAYS:5] - the food item will spoil in 5 days
***
[CARB:]
[FAT:]
[PROTEIN:] - nutritional values for food items per 100 grams of the food
Example:
[CARB:0] - the item contains no carbohydrates
[FAT:4] - the item contains 4 g of fat (per 100 g)
[PROTEIN:12] - the item contains 12 g of protein (per 100 g)
***
===================================================================================
=================================
* When looking at a location occupied by both NPC and items the information
of items
is now also displayed. (Previously in such a situation only NPC
information was displayed.)
- tweaked: food left to cook doesn't burn and spoil if the fire has gone out
When examining a fire, you'll be given an estimation for how long it will
burn. It's not an exact hour and
minute information, but we use descriptions like:
"This fire will burn for half an hour / an hour / over an hour / a few
hours / several hours / etc. "
If the fire is expected to burn for less than half an hour it's said to
last "a (very) little while".
If the fire is expected to burn many, many hours then time of day
descriptions are used in this fashion:
"This fire will burn till evening / noon / early morning / etc."
- added: carrying lit torch or having a fire in adjacent tile helps to build a
fire
You can't set for example trunks on fire anymore without having some
branches, twigs,
firewood or other smaller combustible items there as well. Branches and
firewood
can be always set on fire on their own, but pretty much everything larger
than that
needs additional kindling.
* There are new game messages to notify about new firewood and kindling
requirements.
- added: default inventory filtering for [w]ield command; only weapons & tools are
listed by default
Within "Ask for help/company" chat mode there's now an option to ask people
about their
weapon skills.
When recruiting companions those who need extra weapons will also
automatically speak of their
weapons skills.
If recruiting a companion is cancelled the people will give back the items
you've given them.
Just like previously, there's a chat option to cancel recruiting but now
with appropriate
"Give my items back." remark. When already given items returned by NPC they
are placed at
player's feet. In addition to continuing or cancelling companion recruiting
via "Deliver" chat mode
it can be now done also via "Ask for help/company" chat mode.
It's now possible to leash animals from depopulated villages, and thus make
them your
own pets. There are some risks and exceptions, though. Sometimes domestic
animals choose to
fight back if their masters are dead and you try to leash them. And dogs
can't be
stolen this way at all - they always fight back rather than allow to be put
on the leash.
Most common setup options can be now changed from in-game setup menu.
Editing urw_ini.txt remains for configuring more advanced options.
Setup menu can be accessed from the start screen and from the game itself
through
newly added help and game options menu -> [ESC].
Editing setup options through the menu changes contents of urw_ini.txt
accordingly.
You'll always have the same active configuration running regardless of how
you do it.
Pressing CTRL+s saves the character and exits to main screen quickly and
without confirmations.
- added: when prompted to enter a number you can now type numbers also with numpad
keys
For example, when you're asked how many items to pick numpad cursor keys
produce numbers.
In all the other menus numpad keys move the selector.
- added: dogs barking to warn of a danger and pets or companions crying in pain
prompts to interrupt ongoing tasks
- changed: auto zooming into your own settlement locates the character at where
you last zoomed out
Actions that were covered by SURVIVAL skill are now remapped as follows:
- improved: [q]uaff command now also covers making holes in the ice
If [q]uaff command is used when there's ice but no open water around you it
will ask
if you want to make a hole in the ice. This naturally works only on zoomed-
in map.
when making a hole in the ice any previously made partially frozen hole in
your sight is
automatically selected if available
In addition to [,] and [;] pick up keys these alternate keys can be used as
well:
[g] - pick up something
[G] - pick up from adjacent tile
When travelling by watercraft you may now go on shore only on zoomed in map.
This means you need to move away from lake, river, rapids, sea etc. water
based zoomed
in maps before it is allowed to zoom back out to world map. You'll get
accustomed to
this quite soon, and often it's only a few steps you need to take to cross
the map border
onto dry land.
This change was made to get rid of glitches which arose from game's
attempts to automatically
locate walking characters on dry land on the world map. When repeatedly
visiting zoomed
in terrain beside the water, returning exactly from where you last zoomed
out also works
better without the world map relocation hassle.
Broad knife is the best and preferred tool in skinning carcasses and cleaning
hides.
Northern knife, hunting knife and kaumolais knife - in this order - are the
second best tools for
hideworking jobs.
It's an awkward knife, but a knife nevertheless. Stone knife can be crafted
with two rocks -
one for blade, one for knapping.
When arrows break they don't just disappear anymore as there's now a broken
arrow item.
Broken arrows aren't useful or weapons at all, but just firewood.
Skilled bowmen are now slightly more accurate. Nothing radical, just some
fine tuning.
The earlier battleaxe type and its' description and properties were of an
anachronistic fantasy weapon.
Several changes have been made and now battleaxe in the game represents a
long-shafted viking battleaxe
which were single bladed, carefully balanced and relatively light weapons:
- battleaxes are now lighter than previously, weighing around around 3.5
lbs.
- battleaxes don't have point attack aspect anymore - the earlier fantasy
battleaxe had a spike in the head
- long-shafted battleaxes are still two-handed weapons but penalty from
one-handed use now lesser than previously
- game encyclopedia (F1) entry about battleaxes has been updated.
- adjusted: descriptions of parts of the day
There are a few new tags, and this is how it goes now:
12 pm Noon
13 pm Early afternoon
14 pm-15 pm Afternoon
16 pm-17 pm Late afternoon
18 pm Early evening
19 pm-20 pm Evening
21 pm Late evening
22 pm Night
23 pm Late night
00 am Midnight
1 am-2 am After midnight
3 am-5 am Small hours
6 am Early morning
8 am Morning
10 am-11 am Late morning
The item name here was odd and unclear and is now changed. Leather boots
cover feet and calves,
just like the laced leather shoes did.
Shoes were too light. A pair of leather shoes now weigh 2 lbs. A pair of
boots weigh 3.2 lbs.
All the knives were too heavy. This has been corrected and knives now weigh
from 100 grams (small knife)
to 180 grams (northern knife). Skaramasaksi weighs around 1.2 pounds.
This was SDL2 issue, which should be history now with new SDL2 version in
use.
Foreigners will now leave zoomed-in areas usually within 5-10 days from
their arrival.
- fixed: "command" chat option to tell people to leave your settlement was broken
Now you can command wandering people to leave your settlement if need be.
- fixed: player character getting located inside animal pens upon entering a
village
It was bugged and companions accepted less items than what they could
actually carry.
Fixed now and we shouldn't bump into "Sorry, it's too much for me carry."
nagging that often.
Mushrooms default nutritional values (per 100g) are now: carbs 3g, protein
2g, fat 1g
- fixed: foods not spoiling at all if you visited the storage location rarely
enough
- fixed: tracks not appearing on snow covered base rock or crag tiles
Now prone enemies can hit you only to lower part of the body, mostly the
legs.
- fixed: character's latest body temperature status not remembered correctly upon
entering the game
- fixed: beaver's diving status occasionally persisting when they get out of the
water
- fixed: wilderness map glitch of picked items sometimes appearing again after
zooming in and returning
This was a very rare condition, but caused occasional one-time duplication
of items that were
dropped and picked up on the wilderness map.
- fixed: 'place for soaking' crafting requirement wasn't properly recognized when
carrying a carcass
- fixed: trapped birds occasionally being able to fly (for a very brief moment)
This resulted in frequent maintenance tries on every map load with no real
progress.
-----------------------------------------------------------------------------------
---------
What hasn't changed is that your TRAPPING skill determines the success of
constructing and setting traps.
Badly set or badly made traps may scare off animals, fail to keep animals
properly trapped or appear
not attractive enough for animals to enter them. These are the common
trapping rules.
In short, higher the TRAPPING skill the more easily animals enter your
traps and more reliably they
stay trapped.
* Succesfully set traps may trigger additional animal population checks for
appropriate animals
- speed optimized: map drawing when passing time with NPCs in sight
Map rendering is now texture-based and looks sharp and crisp on higher
resolutions - even
with fully zoomed out map view.
- "loading map..." box has its' color changed and is relocated a bit lower on the
screen
- added: new effects for zooming between world and terrain map
- added: new map fade effects when falling asleep or losing consciousness
These aren't nothing too fancy, just fading and blending the map view to a
single color,
but the effects are renderer blends in SDL 2 fashion and look way smoother
than previously.
Moreover, there are different fade colors for different situations.
Falling asleep fades into midnight blue color, losing consciousness fades
into bloodred color.
Waking up and recovering consciousness also features a smooth fade back to
the map view.
Hotkey [u] now toggles between standing and laying down, and option to lay
down is also
available in "movement and rest actions" menu. This allows your character
to go prone
intentionally. Being prone has use in avoiding getting hit by enemy arrows.
Prone target is
smaller target and therefore more challenging to hit from a distance with
missile weapons.
But you should NOT count on never getting struck by an arrow when prone.
Arrows won't ever hit the adjacent obstacle when shooting from behind it.
* lower case [e] now works, and is the official key command to eat
Upper case [E] works as well for convenience of those who have gotten
used to it.
For example, when you are prompted to abort a task because of hearing
sounds or noticing
creatures pressing [ESC] equals to "Yes, I want to abort this task."
NumLock is now forced permanently off and numeric keypad produces only
movement signals -
not numbers. This prevents the numlock hassle arising from SDL 2 bug, and
also helps
newcomers to get playing without having to care about NumLock state.
This was a mostly a wrong message issue, but water shot/throw aiming angle
also needed
few adjustments.
Their "herding" behaviour was broken. Now foreigners wander around more
close to each others.
- fixed: wrong message when trying to swim from a watercraft while rowing prone
The game said 'You can't swim while lying down.' and now properly says 'You
can't swim while rowing.'
- fixed: Warfare game-course task getting completed also by killing other than
Njerpez NPCs
Double fat and extra cuts were occasionally obtained from already butchered
carcasses.
- fixed: sleeping birds occasionally getting flying status; "sleeping flying bird"
- fixed: nonaquatic birds exploring water areas; flying too far away from the
shore
- fixed: sleeping character could select a defense maneuver upon being hit
-----------------------------------------------------------------------------------
---------
Version: 3.20 (patch 1)
Released: 14-Jan-2015
- fixed: noisy audio (due to audio initiliazation with low sample rate)
If you filled your own containers from unpaid tubs of water or utilized
water in unpaid
tub in any other way you had to pay for it. This also often resulted in
bugged debt lists.
- fixed: wild animals trying to snatch food close to the player character
- fixed: trapped animals triggering adjacent traps, and leaving them "in use"
state
This was fixed in 3.20 already but some conditions of the bug still
persisted.
- fixed: using high quality weapons in butchering small animals sometimes resulted
in obtaining more meat
than the carcass weighed
wrong sprite persists with migrated northern spears. The fix applies to new
items.
- fixed: pet dogs giving up the chase if their prey entered water
- fixed: a rare condition of dogs choosing a random target after loosing their
original prey
- fixed: villagers labeling you as a thief if you pushed items while carrying
unpaid items
- fixed: inventory filtering of unpaid items listed the items in multiple same
item categories
- fixed: manually returned unpaid items which NPCs couldn't carry became
unpurchaseable
- fixed: feathers dropping from skinned bird carcasses (if they were eaten by an
animal)
- fixed: starting location not renewed after re-randomizing the map during
character creation
Only relatively small carnivores such as foxes, polecats and ermines may
occasionally
manage to snatch food from cellar.
- added: unconcious/dead seals can sometimes fall to the bottom of the sea rather
than resurface
Use your SWIMMING skill when not wielding paddle or sesta to go swimming
from the watercraft.
-----------------------------------------------------------------------------------
---------
Version: 3.20 (stable)
Released: 22-Dec-2014
** Saved characters from version 3.18-> are compatible with this version. **
UrW now uses SDL 2, SDL_image 2 and SDL_mixer 2 libraries. Migration to SDL
2 is
necessary to allow bigger graphics overhaul to take place in the future and
to remove
several bottlenecks and compatibility problems in handling the keyboard and
graphics.
From player's point of view the three most notable changes from moving to
SDL 2 are:
* Game window is now freely resizable. (But otherwise there are no changes
in
graphics or screen layout.)
* Variety of graphic initialization and full screen problems are history.
* Keyboard layout related problems (eg. DVORAK) are history.
There are few issues with SDL 2 which you should be aware of:
All the configuration options are now set by editing urw_ini.txt in the
installation
folder. The actual setup menu has been removed from the main game-screen,
but setup
selection remains only to display info to go edit urw_ini.txt.
- added: true crop cycle for villages - harvesting, stocking and sowing
All the villages now properly harvest their fields, stock the products and
sow the
fields again in the spring. Villages start harvesting the crops as soon as
majority of
plants have ripened, and continue until everything has been harvested.
Start of the harvest season is first noticed by bundles of turnips
appearing in the villages,
followed by peas, and then beans and grains.
Pod type plants are stored in bags, root vegetables are just stocked
somewhere on their
own and seeds are stored in boxes and baskets. Notice that not all the
containers are necessarily
completely full. Availability of farm products and seeds in villages is
naturally most abundant
in autumn, reserves will be consumed during the winter, and there's usually
only little left in
the spring. And yes, you can now also get seeds from the villages.
* birch-bark box
Light and small container which villagers use for storing small seeds. It
can hold 1 lbs.
There's a separate graphic tile for this item:
truegfx/sp_sbox.png
(tile drawn by Brian Shapiro)
* birch-bark basket
Rather large container which villagers use for storing big seeds. It can
hold 15 lbs.
There's a separate graphic tile for this item:
truegfx/sp_sbasket.png
(tile drawn by Brian Shapiro)
MIGRATION NOTICE:
These factors only apply to newly created items. Containers that were
created in earlier versions
have the old capacities.
Containers didn't really have their own effective empty weights and
attempts to calculate true
loads of filled or emptied containers were confusing and failed. Now
containers have proper empty
weights and load calculations are working properly.
MIGRATION NOTICE:
These factors only apply to newly created items. Containers that were
created in earlier versions
probably now have zero empty weight.
Turnip seeds, and other small seeds, are now lot more lighter than
previously.
There are some balancing in pea and grain weighs too, but those aren't
dramatic.
- changed: your character won't butcher human corpses unless somewhat starved
This ends an era of lightly practised cannibalism and trade of human flesh.
You can wear multiple textile, leather or fur clothes of the same type at
the
same time. For example: you can wear fur shirt, linen shirt and nettle
shirt
at the same time. Metal armour restrictions remain unchanged - only one
piece of
each armour type.
MIGRATION NOTICE:
With migrated characters armour attribute changes (names, sprites,
properties) don't apply
to old items that were created/obtained in previous version.
* terminology changes
* new sprites
There are new sprites for helms, metal cowl, hauberk, bandage, mittens,
generic
cowl/veil/headgear, generic trousers/leggings and generic spot protection
armour.
(original tiles drawn by Brian Shapiro - some are modified)
To allow compatibility with modded tilesets there are separate files for
new sprites
in truegfx/ folder:
sp_mhaub, sp_lhaub, sp_helm, sp_spechelm, sp_mittens, sp_headgear,
sp_mcowl,
sp_headgear, sp_bandage, sp_spotprot, sp_trousers
Iron great helm, iron halfhelm, iron cuirass, iron breastplate, iron
greaves,
iron vambraces and iron rerebraces are removed.
* helms
There are two types of helms, both made of iron: helm and spectacle helm.
- Helm covers the skull and is made from one piece of iron hammered into
shape.
- Spectacle helm covers the skull and face. It has a spectacle-like
covering for the face,
extending down to wearer's chin.
There are 3 new leather armours items which all can be crafted:
leather shin guards, leather forearm guards and leather cuirass
* undershirts shortened
* dresses lengthened
Women's dresses now extend to the calves, but don't anymore cover upper
arms.
(Previously they covered also the upper arms and extended to the thighs)
* overcoats lengthened
- Fur mittens are now longer than they used to be and now cover also the
forearms.
(Previously they covered only hands)
Wealthy local cultures of Driik, Sartola, Koivula and Reemi may very rarely
have
few metal armours available. These are often helms and pieces of spot
protection,
and only extremely rarely body armours.
Basic tools such as pots, ropes, sickles and shovels are now more commonly
found even among isolated cultures. Availability of the tools is naturally
culturally dependent, but you don't necessarily have to go to western
villages
anymore to find a pot or shovel. Villages now stock also empty wooden
containers
such as wooden tubs and bowls.
You can now find boards, slender tree trunks, wooden stakes and logs in
villages.
Availability of these items is naturally culturally dependant.
All except northern cultures may occasionally have some spare clothes
available
in their villages. Availability of clothes is dependant on village wealth
and
population, but there's a possibility to find all kind of ordinary clothes;
linen, woollen, nettle and fur clothes- and even shoes or women's dresses.
Northern people can now have high quality (fine and masterwork) bows -
their
availability was broken in previous version. These items are still rare,
but
can be found. Especially Kuikka-tribe people are the master bow makers of
the
north.
This makes your companion to stop all the tasks he/she was doing.
You can now give group commands to your pets and companions eg. to make
them
all attack the same target at once.
Group command mode can be activated after you've chosen to talk or shout
to one
of your dogs. If there are multiple dogs within sight or hearing range
"Group
command" selection appears in animal commands menu. After you've
activated it
the command you then choose will be given to all the dogs in range.
'Eat' and 'Attack' are possible group commands for dogs. Eat command
still requires
first talking to a dog in your sight.
Group command mode can be activated after you've chosen to talk to one of
your
companions. If there are multiple companions within a close range "Group
command" selection appears in companions commands menu. After you've
activated it
the command you then choose will be given to all the companions in range.
'Attack', 'Fell trees', 'Make a fire' and 'Stop your tasks' are possible
group
commands for companions.
There's now "What of my items you'd prefer in this trade?" chat option
available
during trading. Upon using it NPCs will let you know the items they prefer,
or
how they feel about the trade in general. Regardless of what they say you
can still
offer any items you want, but usually their thoughts and wishlists are good
and
fair advises.
* You can now ask robbers what items they want exactly. This helps to
decide whether
you really want to hand over your goods or not.
In general robbers now prefer value and quality over quantity. Even if
you a had
lots of gear with you robbers are usually satisfied with a dozen of most
precious
ones. Most importantly they don't want to rob all of your clothes and
armours
anymore, but only the most valuable ones. There's also variation in
robber's
demands and some can be happy with only a few very valuable items.
- added: seals!
There are two types of seals: the ringed seal and the grey seal.
Both live in the sea and can be found on all the coastal regions of the
UnReal World.
The grey seal is more common than the ringed seal.
(In reality certain subspecies of ringed seals should exists in big lakes
of Kiesse too,
but adding them stays for later.)
Seals spend most of their days in the water but do regularly come ashore to
rest
and pass time in certain locations. During open water season they rest on
rocky surfaces
of the utmost skerries and islets of the sea. In the winter they do live
near the edge
of the ice, spending the lazy hours on the ice.
For more information about the seals see game encyclopedia entries [F1] for
RINGED SEAL
and GREY SEAL.
* Meat yield from seals is very low compared to their weight, but their fat
yield is
high.
- added: feathers
Skinning a bird now also gives you its' feathers. Number of feathers
obtained depends
on the bird size and ranges roughly from 12 to 100. It's assumed that you
want to keep
only the good wing and tail feathers.
* Crafting an arrow now requires three feathers per arrow. Crafting a blunt
arrow now
also requires tying equipment as the feathers need to be attached to the
shaft.
Raven, goshawk, hazel grouse, kuikka, goldeneye, willow grouse and eagle owl.
Find briefing of the new birds below and see their game encyclopedia [F1]
entries
for more info.
* Raven
Ravens prefer extensive areas of forest and exist throughout UnReal World
in rather
scarce number. They are mainly scavengers feeding on carcasses of dead
animals, but
their diet may also vary widely and ravens can be considered quite
omnivorous.
* Goshawk
Goshawks are strongly built hawks. They nest in older forests throughout
UnReal World
and hunt other birds and small mammals, sometimes as large as hares.
Goshawks are
migratory birds, leaving in late autumn and returning in spring.
* Eagle owl
The eagle owl is a very large owl. They have large heads with striking
ear tufts and
fiercely glowing orange-coloured eyes. Eagle owls breed in scarce number
in forests
almost throughout UnReal World, except for the unforested mountainous
areas of the
extreme north. Eagle owls are birds of prey and hunt hares, small mammals
and birds.
They are active at night and very efficient hunters.
* Willow grouse
Medium-sized and least numerous of all the forest game birds, but
nevertheless found
all around UnReal World and commonly hunted for meat. Willow grouse can
thrive in
very diverse terrain, but primarily occupies sparse pine forests, mires
and slopes
of cliffs and fjells. They are accustomed to cold, harsh and rugged
environment, but
favour having birch and alder trees around their territory.
* Hazel grouse
The smallest and the second most common forest game birds found in Unreal
World.
Adults mate in early spring and nest on the ground.
They prefer thick forests with both conifers and leaf trees.
In thick forests hazel grouses can survive better from goshawks.
* Goldeneye
Kuikka is a rather large aquatic bird named after its' distinctive call.
Kuikka breeds throughout Unreal World by wilderness lakes with clear
water.
It eats fish, typically perch and roach. Kuikkas are migratory birds,
leaving quite
early in autumn and returning in spring.
To allow compatibility with modded tilesets there are separate sprite files
birds:
truegfx/av_goshawk.png etc.
Now we can actually hear ravens, goshawks, swans, kuikkas, hazel grouses
and eagle
owls calling.
How talkative the birds are depends on the species and time of the year.
Hazel grouses are most talkative in the spring and late summer, eagle owls
call almost
exclusively n the winter, kuikkas keep calling mostly during early summer
season etc.
All the ground nesting birds now lay eggs. Depending on the species eggs
are laid in
Swidden month (April), Seedtime month (June) or Fallow month (July).
Aquatic birds
lay eggs on islets and skerries, or nearby the shore among vegetation, and
finding
their eggs is relatively doable if you have patience. Eggs of forest birds
are much
harder to find.
Of the forest birds capercaillie, black grouse, willow grouse and hazel
grouse all
nest on the ground.
(Traditionally mostly the eggs of ground nesting birds have had importance
to eke
out diet. Eggs of tree nesting birds is a curiosity that was intentionally
left out
this time.)
Few examples:
Gluttons and ravens prefer large intact coniferous woodland areas.
And so do pine-martens - but they also like cliffs and caverns nearby their
home
forests. Badgers mostly occupy mixed or leaf tree forests - preferably with
some
wetlands nearby. Weasels aren't too picky about their habitat as long as
there's enough
trees and vegetation to provide coverage - but they tend to avoid too open
areas.
etc. etc. etc.
With balanced and overhauled animal populations in use you are bound to
find more
animals and more different species within smaller area than before. It's
possible
that an area of 5x5 wilderness tiles (500x500 meters) can have a dozen of
different
forest birds, three hares, two squirrels, a fox and a badger around. It's
possible -
but naturally not always the case. And despite of more wildlife existing
it's not
evident that you'll get to spot it from a close (or hunting) distance.
* ARTIC FOX
Even though artic foxes are most common in the north they can be now met
also
elsewhere. Even back in 1800's arctic foxes have been said to be somewhat
common
in southern Finland so we assume that some populations have wandered and
existed
all around UnReal World. NPCs of other than northern cultures can now
also stock
artic fox furs.
- changed: arrows are now slightly more valuable (because of feathers in the mix)
- added: all cutting weapons work for cutting carcassess - but knife is preferred
You get fewer cuts from the carcass when using other than a knife.
- added: hauling information messages if you try to haul items while wading
Hauling while wading isn't possible, but there was no message to clarify
this.
Now the game tells you that it's not possible and suggest to push items to
the shore
instead.
There are no fireplaces in saunas anymore, but sauna stoves instead. Sauna
stove
appearance and usage is similar to fireplace. Having this new sauna stove
tile has
no specific usage yet but preceeds the future sauna related improvements.
Lighted area is now roundish and its' radius depends on size of the fire.
As the fire gradually
goes down you also see decrease in lit area. This affects to both campfires
and lit fireplaces.
Added for general diy crafting, making and repairing clothes, timbercraft
tasks (logs,
boards, firewood etc.), hideworking tasks (cleaning, curing, tanning),
digging a pit,
preparing the soil, grinding flour.
* There's now "unpaid" category within inventory filter menu (TAB) showing
all
your unpaid/taken items.
Eg. "You hear a tree falling down in the east.", "You hear rustle of wings
from
the north." etc.
For example:
If you made batch of 5 cookery items which required 2.5 lbs of raw
materials
all together you got 5 cookery items each weighing 2.5 lbs - even though
you
should have gotten 5 cookery items each weighing 0.5 lbs. (2.5 / 5 = 0.5)
- changed: only the items that don't float can be buried in bogs
- changed: foreign traders don't fell trees anymore as their lagtime activity
- fixed: sounds of fighting NPCs at the area occasionally being played when
loading map or sleeping
- fixed: leashed pet duplication when returning to village where your departed
companion had recently returned
Some iterations of this bug were fixed before, but a new bug prone instance
- fixed: auto-tracking on world map occasionally displaying "You don't notice any
tracks."
- fixed: movement restrictions from penalties not always applied when rowing
- fixed: unconscious NPCs blocking other NPCs from moving to same tile
- fixed: humans can recognize trap-fences and understand to avoid traps there
- fixed: location with traps spawning copies of earlier creatures at the area
It was very rare occasion, but when triggered you could have same type of
NPCs
spawning at the area day after day.
- fixed: container price wasn't taken into account in item price calculations
Sight check was broken which caused villagers to magically be aware of your
minor breaches
such as harvesting their crops or building a fire. Minor breaches are now
properly based on
NPC sight so if they don't see you in action they don't know you did it.
You still shouldn't
try to push your luck by building fires or felling trees near the village
center, because
the guilty one is sometimes also easily guessed.
Fires use line-of-sight mechanics now, and the light from fires reaches
only where it
actually can.
Now true nutritional value of the food you are carrying is taken into
account.
- fixed: multiple entries for "human shaped figure in distance" displayed (so that
you
can't guess if a world map wanderer is actually party of robbers)
- fixed: being asked if you want to swim when entering zoom maps with deep water
Character was properly located on dry land, but the question appeared
nevertheless.
- fixed: "impact doesn't penetrate your armor" displayed for unarmoured characters
- fixed: bug potential with old animals getting removed from zoomed-in maps
There was a vulnerability which might have caused old animals to rarely
disappear from
zoomed-in maps. It's secured now and animals should never just disappear
suddenly.
- fixed: rowing mode got cancelled when moving without a paddle or sesta in
launched watercraft
This resulted in watercraft not being properly transported with you between
world and
zoom maps.
- fixed: it was possible to start hiding while rowing, swimming, or hauling items
- fixed: spots of lichen or other ground cover appearing in the water - old
topography bug.
- fixed: nettles (and other grass plants) worked as {hemp} in diy requirements
- fixed: tied pets sometimes followed you onto world map and got stuck there
This fix isn't verified, so report back if this issue still persists.
- fixed: being able to set nets on ice if there was a hole in the ice nearby
- fixed: saving between midning and morning caused various morning related checks
to be
skipped the next morning - you couldn't milk your cow, wounds didn't
heal,
skill flags weren't reset.
For migrated characters a bugged morning check skip may occur upon reload
if you
had saved between midnight and morning, but after the next save it's all
synchronised
and fixed.
- fixed: injury score from old injuries occasionally being added to new frostbites
- fixed: robbers picking up items they couldn't carry made the items disappear
- fixed: wilderness location where angry villagers or robbers might throw you away
not
properly randomized
Previously only the north-west location was chosen, now there's proper
randomized
variety.
* In addition to being fatiguing, walking in the snow is now also about 20%
slower.
* Skiing skill matters and skiing is now also fatiguing, but always faster
and easier
than than walking in the snow.
Now your skiing skill determines how fatiguing it is for you to ski. The
more
skilled you are, the less of an effort it is to ski. Only highly skilled
skiers get
close to zero fatigue accumulation anymore, but skiing skill still
improves quite
fast so most characters can build up decent skiing skills during single
winter.
In any case skiing is always faster and less fatiguing than walking in
the snow.
* Skiing is cancelled and you are notified to remove your skis when the
time of the
year doesn't suit skiing.
- fixed: setting bait to a direction you can't see wasted the bait
- fixed: being able to build ceiling and floor on the same tile where it was
already built
- fixed: "and X more..." not calculating correctly the number of items being
prepared
- fixed: hiding from robbers was impossible during the phase when they come to
talk to you
- fixed: missed shots that hit a group member of the original target didn't cause
a morale check
They protected too much in neutral position and too little when held on the
left side.
- fixed: cancelling tasks skipped the possible morning maintenance and physical
condition
checks
- fixed: when milking into a container filled with water the contents weren't
emptied first
- fixed: small animals (eg. squirrels and hares) being able to wade
- fixed: foreign traders messed up item tags in the villages and made the items
unpurchaseable
- fixed: location selection dialog closes when choosing a location you can't see
- fixed: skin not obtained if skinning got cancelled during the last minute
If the skinning task got cancelled due to exhaustion (or whatever) at the
very last
moment of the skinning process you didn't obtain the hide, but the animal
was still
marked skinned.
You might get "Roasted stale perch" etc. Now stale tag disappears properly
upon
cooking, and the results of cooking stale food items aren't delicious.
- fixed: waking up to strange noises when falling asleep from exhaustion while
rowing
or running
- fixed: animals might freeze for moment upon escaping if their escape destination
was
badly chosen
- fixed: villagers joining the robbers when they enter the village area
Now both the wandering NPCs and villagers react properly to presence of
robbers.
They rarely attack the robbers right away but keep them on eye. If the
robbers cross
the line by coming too close, then the people don't hesitate to attack
them.
- fixed: repeated deathblows with [3] fail to keep the previous aiming zone if any
menu
selections or certain actions (eg. sleeping) were made in between the
deathblows
- fixed: leashed animals not properly freed upon getting defeated and thrown away
from the
location by robbers or villagers
Now your animals are unleashed. You may, or may not find them again.
- fixed: wading on land if you were too fatigued/penalized to move at all and
tried to
start wading
- fixed: carcasses tagged as partially skinned even if the skinning wasn't allowed
- fixed: arrow-in-loading bug: NPCs could shoot you while the map was only loading
-----------------------------------------------------------------------------------
---------
** Saved characters from version 3.17-> are compatible with this version. **
Take a note of these, but remember that pressing ? in the game and looking
at menus
will still reveal you the old and new game controls.
- in [w]ield menu pressing [-] means "wield nothing" and takes off all
wielded weapons
Pressing [1] or [2] in take off menu will unwield primary or secondary
weapon.
This is a quick way to free a desired hand.
Remember that [w]ield and [-] takes off all wielded weapons at once.
If you use skills via [s]kills screen the cursor is positioned at the
last
selection. This way [s] and [enter] can be used to repeat the last skill.
There are still hotkeys for all these movement and rest actions, even
though some
key changes have been made. Read on.
Extended commands menu which was previously accessed via [#] or [e] is
history.
New hotkeys have been assigned for the following activities, and the game
will help
you to memorize them. If you try to use extended commands you'll be
notified about
the new hotkeys.
"Sleep"
New hotkey to sleep is [Z] and you'll also find this option in movement
and rest
actions menu. There's configuration option in urw_ini.txt to define if
you want a
confirmation to sleep when pressing the hotkey.
"Cut a carcass"
New hotkey to butcher a carcass is [b]
"Wounds"
New hotkey to view (and also treat) wounds and injuries is [F7]
All the container actions (emptying, filling with water or milk, and
pouring something
into) are now done via [a]pply command. After [a]pplying a container you
get to select
a desired container handling option from a menu.
Default item filtering of [a]pply command now also lists containers and
filled
containers. And this more convenient item filtering continues when
pouring something
into a container.
* You set out into the unforgiving wilderness with a four-legged companion.
- added: repeat previous attack maneuver [3] also works with deathblows
Weapons can get damaged when they hit together as a result of a block, or
fumbled
counterstrikes. Resulting damage checks are based on variety of newly added
weapon
properties and both attacker's and defender's weapon may get damaged. In
general the
heaviest, best quality and fastest swinging weapon stays undamaged, but
when weapons
of equal attributes clang together it may be harmful for both combatants.
Weapon
material also matters in damage calculations - steel cuts wood and not vice
versa.
When weapons get damaged their [wear] bar in inventory shows up and keeps
decreasing
according to level of damage. The weapon quality also degrades after
substantial amount
of damage. Eventually damaged weapons will break completely. Sometimes a
sudden weapon
breakage can also take place if the delivered force of impact is massive
compared to
material strength and properties of a blocking weapon.
* Impact area
* Strike velocity
Certain strikes with certain weapons get a velocity boost increasing the
force of
impact they can cause. Swords, clubs with lengthy shafts (e.g. warhammers
and maces)
and axes can be all considered high velocity weapons.
* Wear/break/fracture levels
These all come into play when weapon damage checks are done. The factors
are so far
hidden but you'll soon learn what breaks what and how easily. Most of the
weapon
breakage stuff should be quite obvious as the system tries to come close to
sort of a
realistic weapon damage behaviour.
Few examples:
Thrust (point) with a sword concentrates the force on much smaller area
than a
swing (edge). But on the other hand, sword strike has the highest velocity
when it's
used in a slashing movement.
There is not much difference in impact area if you thrust with a large
knife or a spear.
But spear is heavier and can be thrusted with more velocity and this
results in much
more force being delivered with a spear thrust.
Maces and warhammers are excellent choices for breaking shields. They have
lots of mass
and a proper swing with them makes the head strike with high velocity.
Especially the
warhammer concentrates lots of force and mass on small impact area.
All in all, there's now lots of new tactics, factors and weapon usage to
consider when
going to battle. Effective dodging saves weapons, but if your enemy
effectively keeps
blocking your fierce sword strikes it may leave you with damaged weapon.
Weapon breakage
system is also a big balancing addition, and kind of justifies reasonable
hoarding of
metal weapons. Now you can't expect to keep on using your favourite sword
again and
again without possibly wearing it out someday.
Weapon damage & degrade system hasn't been fully tested, and some may find
it too harsh
as there is not (yet) possibility to repair weapons. For these reasons
there's
configuration option to turn weapon damage off. Set [WEAPON_DAMAGE:YES] in
urw_ini.txt
to [WEAPON_DAMAGE:NO] to turn off weapon damage system.
- added: worn out armours and clothes provide less protection
- tweaked: all big rocks in fortified villages are now too steep to be climbed
Previously you could just climb over them so they didn't really provide
much of
fortification.
- tweaked: each of the two game-courses (F5) can be played and completed only once
per character
- added: food will become stale a day or two before turning spoiled. It's still
usable, but the
quality is lost.
- added: robbers
There are now robber NPCs wandering around the wilderness. Robbers can be
of any
culture and usually move in bands of 3-6 people. If encountered, they may
try to steal
your equipment. Robbers rarely attack right away but often ask if you want
to hand over
your stuff willingly. If you don't co-operate they'll attack and rob your
equipment
after you've been beaten unconscious (or dead).
- updated terrain type images: spruce mire (summer), pine heath (summer)
- added: aggressive/escaping animals and NPCs can wade through shallow water
* Name of the animal (if it has one) now appears in the following milking
messages:
"Thank you for the milk, <animal_name>."
"It seems <animal_name> can't yield any more milk today."
* Sheeps and cows don't produce any milk during wintertime. This dry period
lasts
about 5 months of the year.
* A daily milk yield of a cow varies between 2-5 lbs. You don't always get
a full tub
of it anymore.
- fixed & balanced: time passing
Many time consuming actions are minute based in unrealistic fashion: for
each
spent minute NPCs get only one turn. Time passing is now more precise here
and there
and can handle seconds too. Some actions may appear less time consuming
than they used
to be, but NPCs have more turns during those more precisely measured
actions.
For example: previously undressing a heavy shirt could take 3 minutes, and
NPCs had
three turns during that time. Now undressing a heavy shirt can take only 30
seconds,
but nevertheless NPCs get to make those 3 turns during that time.
- added: message log - view previous game messages, and enter your own notes
Messages (that are displayed at the bottom right of the game screen) are
now archived.
You can view message log by [v] key command.
(For manual browsing it's msglog.txt file in your character folder, human-
readable format.)
In message log screen you can also write your own notes to the log. These
custom notes
can be used as memory aid, or to add personal touch to your message
chronicle.
Date and location information are already encoded into message log and in
the future
this information will be used to allow more detailed viewing/sorting.
Message log is useful for the player alone, but also provides a way to
share your
character's life in better detail. Sharing a screenshot about an epic
situation will be
even better with an epic message log.
No need to first get up and then start running. If your condition prevents
you from
getting up you'll be notified about it.
Instead of <1 lbs you'll now see the weight with one decimal precision,
eg. 0.3 lbs.
- added: looking at nearby location will show track info too
Using [:] (examine current location) and [x] (look to a given direction)
commands
will display track information too. There's no actual need to use your
tracking skill
separately on zoomed-in map anymore as this is equivalent to skill usage
and
can reveal new tracks on the site too.
- added: look to a given direction command [x] also accepts pressing 5 on numpad
or mouse
clicking the character to examine current location
How fast your character reloads and shoots an arrow is now dependant on
your
BOW-skill. The effects of this are clearly shown if your BOW mastery level
is
lower than 25% or higher than 70%. Otherwise all the characters shoot
pretty much
with the same speed. The first shot is still fastest to perform if you have
an
an arrow already wielded ie. you are carrying the bow and arrow readied for
a quick
shot.
Shields can be used to protect from missile attacks. When a shield is held
in
protective position missile attacks to covered body parts are automatically
blocked
as they hit the shield instead of you. NPCs can also use shields in similar
fashion.
There are no changes to shield usage against melee attacks.
* shields can be held in many ways to cover different body parts and to
protect from
varying lines of attack
Upon wielding a shield you get to select how to hold it. It's possible to
change
the chosen shield mode anytime by pressing attack commands keys [1] and
[2]
depending on whether you're holding the shield as a primary (1) or
secondary (2)
weapon. It depends on the shield size how large area it can protect.
CENTER - Neutral position where the shield is held in front of you close
to your
center. In this position roundshields protect from neck to
knees.
All of these shield modes make you walk and run slower as the chosen
protective
grip and stance is carefully maintained during movements. For this reason
it's
advisable to use protective shield mode only when necessary.
shield.
* Roundshields are now more commonly found even among local tribes.
* Shield prices have been reasoned down to 1/3 from what they used to be.
Significant eye injuries will cut away according sector from your field of
vision.
Sight of injured eyes will return when the wound has healed to a level
where
it's possible to keep the eye open again.
Many local cultures use both of these new arrow types. Blunt arrows can be
also
crafted by yourself.
* Blunt arrows
Used to hunt small game without damaging the hide. Blunt arrow impact can
be enough
to kill fragile animals immediately, but their ability to knock animals
unconscious
is just as effective in order to obtain undamaged hides. Also, they never
stuck.
* Broadhead arrows
Arrows with the widest cutting head of all arrow types. Broadheads are
designed to
cause large cuts and inflict as much bleeding as possible. These arrows
are
effectively used to hunt large game.
* there are game encyclopedia entries (F1) about BLUNT ARROWs and BROADHEAD
ARROWs
These furs are naturally culturally dependent and are often those of
smaller game.
- added: bears can now break down fences (if they want to)
For now this is most notable when Njerpez meet other cultures, but later
on the
system will be expanded to create cultural conflicts. These NPC reactions
are
effective regardless of your character's presence so you may occasionally
find
traces of violent confrontations in the wild. Or you may now get to
witness a lone
woodsman espacing an aggressive Njerpez warrior, villagers attacking the
Njerpez
first, or your companion being attacked before you have even spotted the
red shirts.
* swim automatically
[INVENTORY_ORDER:WEAPON,ARMOUR,CONTAINER,SKIN,TOOL,FOOD,FIREWOOD,VEHICLE,VALUABLE,P
LANT,CARCASS]
Instead UrW's default facing direction based movement mode you can choose
to use
traditional roguelike movement by changing TRADITIONAL_MOVEMENT value in
urw_ini.txt
to YES
* confirmation to sleep
- added: only the first 5 items are displayed automatically when stepping on a
stack of items
And after those first 5 items you'll be notified how many items were left
unlisted.
This removes excess [SPACE] rumble. Full item list is always displayed only
when
specifically looking at the location.
You can now move to any direction without changing character's facing
direction by
holding down CTRL and pressing movement keys.
Now you can move, push or pick up carcasses just like any items. Common
item handling
commands (eg. throwing) also work for carcasses while they are in your
inventory.
Notice that when picking up items carcasses are excluded from "select all
items"
option [+] if there are no selections done yet. This is because we rarely
want to
pick up carcasses of NPCs even though we often want to quickly select and
pick up
all their items.
Carcasses now rot, decay and eventually disappear. This is relatively slow
process
and scavengers will utilize rotting carcasses too, but humans may obtain
usable
meat and hide only from fresh (< 2 days old) carcasses. In the wintertime
carcasses
preserve for a longer time.
- added: carcasses can be burnt
You can now burn carcasses, and thus have a kind of "burial" for your dead
pets and
companions.
It's still encouraged to skin and cut animals in swift manner, but now
it's
possible take a break at will without losing the progress.
They do not arrange proper burials yet, but dead community members will be
removed from the village area.
- balanced: agriculture
Weight of single fistful of peas and beans has been decreased down to one
tenth of
what it used to be. Especially broad beans were excessively productive
and now
their yield weight is a lot better balanced.
Animals can eat plants before they are ready to be harvested and can
therefore
cause real damage to growing crops. Animals such as hares, badgers, elks
and
forest reindeers may eat variety of sprouts even if the ripe yield
wouldn't fit
their preferred diet.
* Terminology change: "pulling the net up" -> "retrieving the net"
It's the same action, but "retrieve" term is now used in menus and
messages.
Every time a net is set and retrieved it wears out a bit, and the bigger
the catch
the more it can damage the net. How fast a net wears out depends greatly
on your
fishing skills. A talented fisherman can handle the net so that it
doesn't get
tangled upon setting or retrieving, nor unnecessarily damaged upon
releasing the
fish. A novice fisherman is prone to handle the net in more clumsy
fashion which
results in wearing it out faster.
- added: skill analysis messages displayed when using fishing maneuvers which are
prone
to physical penalties (club fishing, and setting nets)
In general crossbows are now a bit easier to shoot with. Their greatest
advantage
still is that they can be carried loaded, but these new tweaks bring in a
few more:
* 10% skill bonus is added to each attempt to shoot with a crossbow. They
just are
easier to shoot even for the unskilled.
* Completely blown shots are excluded with crossbows. With regular bows a
shot is
most often failed during releasing the string. With crossbows releasing
the string
by pulling the trigger is always quite steady.
It's rarely possible to shoot with a regular bow within melee range
because your
opponent usually gets to make a move in time you draw the bowstring. But
loaded
crossbows can be shot fast enough to be used even within melee range.
* Weapon skills increased. You can expect pretty much every foreign trader to
be
talented with pretty much every weapon he carries.
* They move more tightly as a group and appear in groups of 5-8 members
- fixed: spend loops sometimes not cancelled when you were attacked
- fixed: being able to shoot an arrow from inventory with an injured hand
- fixed: it wasn't possible to go back to main chat screen when buying animals
- fixed: if house was built real close to the southern edge of zoomed in map the
icon
placement/display on the world map might fail
- fixed: fishing improvement was possible if setting a net got cancelled by the
player, or due
to physical condition requirements
People can now walk over small traps. Previously you could block their
route even
with loop snares.
This could happen when you crafted an item but were out of inventory slots
(max. 90).
Now excess obtained items are put on the ground and a warning message is
displayed.
- fixed: surrounding cultural area not cleared upon wiping out villages
Now uninhabitated cultural areas within 3x3 culture block are properly
cleared if
village is wiped out.
- fixed: "in use" status mistakenly persisting for some triggered traps
Sometimes you could't reset triggered traps without re-releasing them first
by kicking.
This is fixed now.
- fixed: deconstructing certain tiles built with mods (eg. well, road etc.)
returns wrong or none items
- fixed: building (a house) game course task getting completed upon building
anything at all
Carving logs, chopping trunk into blocks etc. were all "easy" efforts.
This happened for example when climbing a long distance on fences and
resulted in
encountering empty map blocks.
- fixed: trading quirks when trying to re-purchase items that you had once
returned
If you returned items to villagers because of not being able to pay for
them these
items might occasionally became un-purchaseable; you were asked to pay, but
nothing
was shown in the debt list thus making trading of these items impossible.
MIGRATION NOTICE:
The bug is fixed now, but items that got corrupted this way in earlier
version still
remain un-purchaseable in villages you had visited.
Cultural areas might reset upon crash/power loss resulting in whole map
appearing
as kaumolais area. Now cultural area data is occasionally backuped and
restored if
something goes wrong. The game will also notify you if culture reset bug
happens
so that you can give more detailed bug report about what just happened.
- fixed: sleepwalking issues & zoomed in map glitches when sleeping near map
boundaries
- fixed: fires didn't burn out properly if you left the area
Even after several days spent away from the area you might still find your
campfire
burning. That's fixed now.
Now aquatic animals can swim extremely long distances without getting
fatigued,
and it's practically impossible to catch them by rowing.
- fixed: world location descriptions not always correctly based on nearest culture
This bug happened if you picked up harvested plants before threshing them.
- fixed: being able to leash pets with multiple ropes -> pet duplication
inventory to leash it (again). The game allowed this, and the pet got
double-leashed and then duplicated.
------------------------------------------------------------------------------
Version: 3.18 (stable)
Released: 27-Feb-2014
** Saved characters from version 3.17-> are compatible with this version. **
(If you are new to version 3.18 be sure to scroll down for a complete newslist for
version 3.18 since the first beta version.)
- balanced: character made clothes are now worth of only 20% of regular cloth
value
And that's because there's no actual skill required and making clothes is
way
too fast. This removes the exploit of too easy trading with character
made
clothes.
- added: making a log, boards or blocks of wood also cuts branches from the trunk
And couple of dozen branches will appear lying on the ground. These are
always just plain branches as fallen tree type isn't (yet) distinguished.
- added: [a]pply command can be used to wield sesta, paddle or ski stick
- added: villagers are unwilling to join you if the companions you hire go missing
In addition to big trunks laying around on zoomed-in maps, you can now
occasionally find slender tree trunks too.
New outlook is best to see in action, but here are some highlights:
* all the old grainy backgrounds are replaced with new high-quality ones
- fixed: being able to walk on the watery edge just outside of the ice
- fixed: companions rushing away if you told them to cut trees while zoomed in and
- fixed: trading crashes which happened if you were demanded for payment while
carrying lots of unpaid items
- fixed: departed companions failed to avoid traps on their way back home
- fixed: trying to start swimming from a steep cliff didn't locate the character
into water
- fixed: trying to move from a cliff into shallow water set character into wading
mode but didn't locate him/her into water
- fixed: climbing on a steep cliff while wading made character remain in wading
mode
on a dry land
- fixed: dogs wouldn't eat stolen food even if there were no villagers around
Dogs still won't touch unpaid food in populated villages, but will happily
eat it as soon as there are no villagers around.
- fixed: starving dogs wouldn't eat any other food if there were carcasses around
- fixed: restocking of tools, armours and clothes was absent or extremely slow
- fixed: your own arrows becoming NPC property upon hitting them
- fixed: game course tasks where you need to kill an animal got mistakenly
completed
if animals at the area happened to kill each others
- fixed: game course tasks where you need to cook something got mistakenly
completed
if NPCs cooked something
- fixed: companions interrupting tasks by talking
If they have something to say now, they will wait until you're finished and
only then speak their mind.
- fixed: advanced game course task "Kaumo furs" getting completed by entering
Kaumolais
village
If you dropped some unpaid goods and NPCs then picked them up, they
wouldn't
trade them again in one-to-one trading.
- fixed: NPCs being too eager to pick up unpaid items from failed trades
Now NPCs don't pick up items if you drop them back to the building from
where
you originally took them. Items that are dropped outdoors will still get
picked up by NPCs.
------------------------------------------------------------------------------
** Saved characters from version 3.17-> are compatible with this version. **
BETA NOTICE:
- fixed: being able to utilize unpaid raw materials and then drop them
without getting asked for payment
If you utilize unpaid raw materials now you will have to pay for
them as a whole.
- fixed: problems to pay for unpaid items if you had wielded or weared them
'Unpaid' tag still remained after completing the trade and debt list
wasn't handled correctly.
- fixed: if you were demanded for payment while crafting something debt list
and unpaid tags weren't handled correctly
This could leave you with with unpaid items that you never had to
pay etc.
- fixed: character's thirst got completely extinguished when you drank from
a nearly empty container when very thirsty
- fixed: sages did favours (healing & teaching) also for characters with bad
reputation
Now they won't heal you nor teach you new rituals if your overall
reputation is low.
Most of the time they still shouldn't do it, but if NPC ended up in
a pen with no doors they stayed there forever. Now peaceful NPCs do
climb over fences if they end up banging their head against it for
long enough.
- fixed: companions got stuck in the water if they departed while swimming
- fixed: village reputation being transferred from a previous save to the next
You could find already hostile village with your next character if your
previous character had angered some village.
In rare occasions all NPCs and animals could disappear from a village.
This often resulted in bumping into "ghost NPCs" with no description.
- fixed: if NPCs refused to accept delivered items these items were nevertheless
added to their inventory
- fixed: hauling mode didn't stop even if you picked or pushed all the items
being moved
Previously you were notified only about the highest penalty modifier.
Not it goes like for example:
"You can't run any longer due to being wounded AND being fatigued."
You may find some NPCs following you when you wander around the village.
This makes stealing more difficult.
Fixed:
- Very well-healed wounds, with only a little injury score left, could
start to bleed again after failed treatment. This doesn't happen
anymore.
Balanced:
Changed:
- added: you can close and open doors behind your back, and you don't have
to specify a direction if there's only one door around.
------------------------------------------------------------------------------
** Saved characters from version 3.17-> are compatible with this version. **
BETA NOTICE:
There are no more shop-like storehouses from where you can purchase
goods only with craftsmen. That is history. Period.
Goods in each village are now owned by the whole community and
you can start trading for them with any adult village member. It
doesn't matter in which building the goods are stocked, they are
all available for trading.
It's that simple, but there's more to learn. Here are the most
important changes in detail:
* There are no more shop-like storehouses with signs beside the door.
People naturally still stock their goods in buildings so you
should bravely enter them to see what's inside.
* It's easy to change your mind if you don't want to trade for
something you happened to pick up. Dropping unpaid items back to
their place, or close by, removes them from your debt list.
Picking, touching, feeling and examining items is not a decision
to buy them. However, you will naturally need to pay for unpaid
items you may have destroyed, hidden or lost.
* When paying your debt you can select multiple item stacks in your
inventory at once. Your trading partner then accepts or rejects
offered items, giving verbal feedback where necessary.
* Offering unpaid items back to the villagers will simply make your
trading partner reclaim them. This can be used as a way to ease
your debt, or change your mind, if you notice having difficulties
to pay what they want. However, it's always best to collect and
trade for items you can actually afford.
After every offer NPCs will tell you how happy they are about
the bargain so far. There are ten different lines they can say
and these will give you a better picture about how much more you
should give them to have a deal.
Dropping stolen goods will cancel the pursuit, but your reputation
is already smudged.
* You can freely select items you desire from NPCs inventory using
the common inventory menu. Selecting multiple item stacks, or for
example only 4 of 12 available arrows is possible. Naturally only
the items he/she is willing to trade are available for selection.
* When trading starts you can offer multiple items at once from your
inventory.
Restocking has been balanced and improved. It's now more accurately
based on village population and culture.
With new kind of stocked goods around you can learn about diet,
source of livelihood, common game animals and used tools of each
culture just by wandering around their village. Villages now look
and appear much more lively and inhabitated.
Almost all the cultures stock some sort of furs, but there's
significant cultural variation in type and quantity. Northern and
eastern cultures tend to have most abundant fur supply.
- added: reputation with village
* Trading reputation
Pros:
NPCs may occasionally cut prices and don't hurry the payment.
You can wander around the village with unpaid goods more freely.
Cons:
NPCs may demand excessive prices and hurry you to pay.
You can wander around the village with unpaid goods less freely.
* Violent reputation
* Offender reputation
* Theft reputation
* Helpfulness reputation
Increased by helping and doing favours for villagers. Currently
the only way to help villagers is to give them goods by using
deliver-chat option. The more valuable goods you deliver the
the higher you'll be ranked as a helpfull soul.
BETA NOTICE:
In the future there will be more ways to help villagers, but
even now it can be useful to use your excess goods for gaining
positive reputation among villagers.
* Dodginess
* Familiarity
* Banishing
When you get banished, for whatever reason, it goes like this:
We know that there are certain things you are not allowed to do in
villages; setting traps, building fires, deconstructing buildings
or harvesting crops etc. There are no changes in this regard, but
NPCs now deal with offenders in a less lethal way than previously.
They do not try to beat you dead anymore over a bunch of snatched
turnips or inconsiderately built campfire.
If you have committed an offense, villagers foremostly try to tell
you off so that you'll hear it loud and clear what's allowed and
what's not. If you do not take their warnings seriously and continue
mischievous behaviour you'll get banished from the village.
Word of your good or bad deeds gets around and news spread across the
villages. Spreading of news is simulated based on village population
and assumed interaction between villages. News delivery time depends
on distance between villages, likeliness of travelling inhabitants
and importance of the news. Especially alarming news are delivered
faster and people usually try to spread news of an attack to
neighbouring villages as fast as they can. Dead mean don't deliver
news, so to silence them all is to silence the news.
Upon entering a village where people have heard news about you they
first come to check you out and talk their mind. You'll be told what
they have heard and their attitude towards you comes clear.
Whenever you need to select a distant target you can quickly switch
selection between creatures in sight by pressing [+] and [-] keys.
This is most handy in any situation where you want to select a
living target quickly; examining them, talking to them, throwing
things at them.
[+] selects the next farthest creature.
[-] selects the next nearest creature.
Your reputation and familiarity affects how NPCs talk to you. Now
they make it clear how they feel about you and can say the same
thing in different ways. Depending on your reputation they may
respond kindly or unkindly, praise you or call you with names. People
can also react and speak differently depending on your culture.
Lots of NPC sentences have been rewritten. There's fresh speech to
discover here and there.
* If you've done something that has angered the villagers you can
find out the reason by talking to them. Instead of not responding
at all, now they usually shout a short line about what has made
them mad.
Your companions will also notify you about a kill. They will stay
beside the downed animal and shout for you to come over. This continues
until you arrive, or they find more important tasks to do.
It's your duty to take care that your companion has enough food
during your time together. Use the usual "Deliver" chat option to
give more food to your companion. If your companion is running low
on food he/she will start talking and let you know about it. Or
you can keep an eye on your companion's inventory. Companions have
tendency to eat in the morning and at about same time as you do. For
curiosity, there's also a message displayed when you see them
eating something. If your companions experience prolonged shortage
of food they may eventually leave you.
It was about time to get rid of the julian calendar. The marking of time
is now changed to something quite different; a system that most probably
has been in use in iron age finland.
The year is divided into two halves, summer and winter. In between come
midsummer and midwinter points. The periods between these four dates are
of equal length consisting of 13 weeks with 7 days in each. Between the
quarters the weeks are counted in reverse. That's because for ancient
people it was most important to know how far away the next important
transition period is.
Months, moon periods, still exists and are important. The year is
divided into 12 lunar months, but the month names are now different;
they are english translations of finnish month names.
Death reasons are now formed in more complex and informative manner.
The idea is to display more information about who/what caused the
injuries/situation that eventually lead to death of the character.
"He started to bleed after being hit by Kaumolais Hunter and fainted
from the bloodloss. While unconscious, he was hit by Kaumolais Sage
and died from severe injuries."
Death reasons are often shorter than this, but at least you always
get to know what/who eventually did the finishing blow.
* Upon viewing the list of ancestors you can dispay memorial page of
each ancestor at will.
- added: CTRL and 0 now toggles between normal and maxed out map view
Previously CTRL+0 was used only to restore zoomed map view to normal.
Now, if you use with when map view is already normal, it sets maxed out
view. Quick toggling between max/normal map view.
So don't go hunting with a starving dog if you want to get hides of your
kills intact.
This tag is used to specify required wilderness map terrain tile name
regardless of location on zoomed-in map.
Example entry:
{[TERRAIN:Conifereous forest]} 'Be at conifereous forest'
Notice the usage of both curly and square brackets and also DO use
your own defined 'requirement description'.
Example entry:
{[NEARBY_TILE:Spruce]} 'You need to be nearby a spruce'
Notice the usage of both curly and square brackets and also DO use
your own defined 'requirement description'.
Now you can smell when the food is ready roughly from 2*smell/taste
tiles away. This was broken so that you could also smell when smoked
or dried food was ready - that's fixed, and not possible anymore.
Heavy duty fix this time. If your pets still happen to disappear
the game will notice it and auto-restores them on the fly. In addition
you'll be given instructions to notify about the bug.
Detailed catch description will be displayed but now the fish will be
located at your feet rather than auto-picked. You can then pick them
up at will.
- fixed: sections of ice covered sea appeared as open water on zoomed in map
The bug occurred if tied pet was nearby the character upon zooming out.
------------------------------------------------------------------------------
Version: 3.17 - stable
Released: Aug-21-2013
** Saved characters from version 3.15-> are compatible with this version. **
There are four new instances where a prompt to abort current task
is displayed:
1. A new NPC/animal enters your view. Companions and pets are always
excluded unless they are aggressive at you.
2. Somebody in your sight becomes aggressive.
3. An aggressive NPC/animal in your sight gets within distance of
10 meters (5 tiles).
4. Aggressive sounds are heard.
[TASK_ABORT_ANIMALS:YES/NO/HOSTILE]
[TASK_ABORT_HUMANS:YES/NO/HOSTILE]
For example: when hitting with a club you don't need to select the
only available option (Blunt) manually.
- balanced: super tired characters can sleep in the rain for short periods
of time
It's possible When the lack of sleep has reached "ready to drop"
level.
In case of armours and clothes being worn you start to suffer from
encumbrance penalty only after their total weight exceeds one tenth
of character's weight.
For example: 160 lbs character can wear 16 lbs worth of armours and
clothes without any penalty from them specifically.
Success based trajectory accuracy was too much fixed and your bow
mastery level didn't affect it. So 80% archer got more steady and
perfect shots than 40% archer, but the accuracy of those shots was
pretty much the same for both. Now your mastery level affects both
the ratio of succesfull shots and the accuracy of those shots.
Skilled bowmen can now expect better archery results.
You can transport either 40 different item stacks or 200 times the
weight of your watercraft. If your punt/raft is overloaded you
can't row it and notification about it will be displayed.
(Weight restriction is far from realistic, but we need to allow
transporting logs with watercrafts until floating timber is
implemented.)
All the old character portraits have been replaced with new pictures.
Characters migrated from version 3.16 may have changed their portrait.
This is just for starters - portrait update is far from complete.
Notice that some of the male portraits are used for more than one
culture group (eastern, western, northern) and some NPCs may share
your portrait. This is to be fixed in the future when more portraits
are added.
Thank you!
Some of the most severe wounds have only one applicable treatment
option - that is intentional. But there was also blank treatment
option which you couldn't select. These blank options have been
removed now. In the future there will be new treatment options
added for the most severe wounds.
- fixed: dead pets wouldn't unleash if they were killed when tied to a tree
- fixed: timbercraft skill might improve even if the task was impossible
to perform
This was most notable when splitting boards with poor axe.
- swim
- wade
- climb
If you put a point into two skills and then took them off the
second skill still remained as having the point in use.
- fixed: crash potential when loading character with auto climbing enabled
Now you'll get those kota covers as well. They are often
reindeer furs of ragged quality.
------------------------------------------------------------------------------
You can start fishing by [a]pplying your fishing gear; rod, net,
club, trident etc.
If the water is shallow enough you can wade through it. Shallow areas
can be found in any body of water, but usually you can wade only
few meters from the shore. Fords are an exception.
A confirmation to step into water will be asked upon entering shallow
water. If you reach deep water while wading you'll be told
it's not possible to wade there. If you find a shallow area when
swimming, wading is automatically started.
- added: fords
Fords are shallow and narrow river sections where one can cross by
wading. Ford has a tile of its own which is noticeable on the
world map.
MIGRATION NOTICE: fords are generated also for migrated world maps.
In this case fords can appear only in river sections you have not
visited yet on zoomed in map level. So even the seemingly familiar
rivers are worth of re-exploring for finding fords.
These new terrain formations can be found in almost any body of water.
Islets and skerries appear most commonly by shallow lake sections.
Big rocks sticking out of the water are characteristic for rivers,
rapids and fords. When crossing the waters by swimming or wading
islets and skerries can be used as a place to rest for a while.
However, some skerries may be impossible to climb on while in the
water.
Deeper the water, deeper the color. Shallow water sections appear
in lighter color. This way you can get a rough idea about depth of
the water just by looking at it.
You can now tie leashed animals to trees to secure them in place
for a period of time. Just [a]pply the leash in use and dialog to
unleash or tie will appear. Tie option allows lashing the animal
to a nearby tree or fence. Leash item will then appear on the
ground and the animal will stay put.
Even if your dog is out of sight you can still try to command it.
Upon using talk option (#t) a list of pets you can shout to will
appear. Dogs that are out of sight can be commanded to attack and
and come. Rest of the dog commands still need an eye contact.
Dogs will now stay beside their kill and bark in order to call their
master at the scene. This helps you to find the carcass if your dog
has downed an animal far away. Dogs keep on barking beside the kill
quite persistently until their master arrives, or they find more
important tasks to do eg. another prey/enemy to attack.
Phobias have not actually been truly in effect for some time.
Character's mental profile will be implemented in better detail in
the future.
You can't wield items with badly injured hands. Items will slip from
your grasp if the hand wielding them becomes unusable. Wielded
weapon slots are assigned as follows:
Primary = right hand
Secondary = left hand
Two-handed weapons are used with both hands when you have only
that one weapon wielded. If you have two weapons wielded, each
weapon is used one-handed.
- threshing:
When done with flail, stance and and both arms are required,
hard effort. Otherwise one good hand is required, light effort.
- preparing soil:
Heavy effort, both arms and stance required.
- grinding flour:
Both arms required, moderate effort.
One-armed possibility in case of emergency.
- building a fire:
Both hands, light effort.
One-armed possibility in case of emergency.
- digging:
Stance and both arms required. Heavy effort.
- setting/disarming traps:
Stance and both arms required for bigger traps,
one good hand for small traps.
- fishing:
Net fishing requires both arms and stance.
Angling and maul fishing require at least one good arm.
There are two new tags to be used in biy_* and diy_* headers:
So it's light effort, both hands are needed for crafting, but this
can be done with one hand only in emergency situation.
There are four zoom levels: 100%,80%,60%,50%. Zoomed out map view
can be very useful for it displays larger viewspace of the area.
Certain zoomed out modes can be a bit laggy compared to 100% view
but this will be optimized in the future.
Time counter dialog which pops up when doing time consuming tasks
has a fresh outlook. The new outlook features level of effort and
progress bar displayed.
- fixed: when hauling items towards an obstacle time was spent despite of
of the fact that your character didn't move
If you packed more than 255 same items on an animal some of them
disappeared. This is fixed so that more than 255 same items will be
now distributed in separate item stacks.
NOTICE: This was announced to be fixed in 3.16 but was still broken.
Injury meter displayed -10% right after waking up even though you
were not injured. These injuries disappeared with your next move.
Price of self-made foods was often derived from the last added
ingredient in the recipe.
------------------------------------------------------------------------------
** Saved characters from version 3.15-> are compatible with this version. **
If you wield a weapon when both hands in use your secondary weapon is
automatically taken off and the new weapon is wielded as a secondary
weapon.
They did not enter traps, but failed to notice safer food options
nearby.
Same tactics as with large animals, but dogs also tend to make
occasional attacks and usually manage to injure their prey quite
effectively.
- added: "Yes/No" dialog to ask if you want to climb the fence when you
move on it.
* It's worthwhile for fur hunters to bring the animal down quickly
and effectively to prevent ruining the hide with excess strikes.
* The smaller the animal the less strikes are need to damage its'
hide.
* In general edge and point attacks pierce the hide most effectively
so blunt weapons are something to consider for knocking the small
game dead.
* Location of the wounds also affects to possible hide damage. You
can get a perfect hide even if the carcass has been beheaded or
misses a hoof or two, but dozen of spear strikes in its abdomen
doesn't look good in finished hide.
- fixed: False skinnig message: "The [NULL] is the right tool here, but
suffers from..."
- fixed: "hides & skins" not listed by default when making cords
- fixed: purchasing multiple animals within one talk session only gives
you one
Talk session now ends after each completed animal trade. You need to
talk again to trade for another animal.
- fixed: leashed animals not always following you upon zooming out
Rest of the messages for given turn will be displayed without pausing
on every screenful of messages.
Traded items, or items gotten from NPCs, did not always stack with
same kind of self made items.
- fixed: when tanning skins rinsing and soaking can degrade the skin quality
This wasn't intentional. Those tanning stages now do not affect the
skin quality - they are not so challenging considering the whole
tanning process.
------------------------------------------------------------------------------
Version: 3.16-beta 3
Released: Apr-4-2013
** Saved characters from version 3.15-> are compatible with this version. **
Instead of just letting you know if your thirst was extinguished you
are also told of having sipped, drank or gulped the liquid in question
- depending on the amount drank.
Dogs will eat food on the ground within their reach when they are
hungry, but sometimes you want them to eat on your command. There are
now two options to awake your dogs appetite.
Choose your dog as a target. As long as you are throwing food it's
considered a feeding option, not a missile attack.
Both options will encourage your dog to immediately search for food and
eat it. Your dog will still decide what it will eat, so you can't feed
it something it doesn't like. Your dog also avoids overeating and
prefers to go for the nearest foodstuff within its reach.
You don't have to leash your pet dogs anymore, they will happily follow
you. However, sometimes it may be reasonable to leash your dog to keep
it close by.
Talk to your pet to command it. The following commands are available:
* attack
Command your dog to attack selected creature. Dogs will attack only
wild animals or hostile NPCs on command.
* eat
* come
Tell your dog to come at you. Freely moving dogs may wander further
away from the player character so sometimes it's useful to tell them
to come at you.
* name
* stay
Tell your dog to stay put. It will stay in one place for some time,
but eventually starts following you again. If the dog is told to
stay, it won't follow you when zooming out from the local map.
* follow
If you've told your dog to stay put, use this command to tell it's
now okay to follow you again.
* Your dogs will stay penned if you zoom out when outside the pen.
If you are in the pen the dog can naturally reach your location
and will zoom out with you.
* If your pet/companion is caught in the fight they are unlikely able
to reach your location when you zoom out. Therefore you can't
leave your fighting pets/companions behind and assume that they
will appear next to you on the wilderness map after zooming out.
In case of people and animals you know by name their descriptions are
shortened in many game messages. For example, "Ruurikki attacks
Rudolph." [now] instead of "Ruurikki the kaumolais woodsman attacks
the reindeer" [previously].
This bug manifested itself by showing blank food names while item count
was still displayed correcly. The bug occurred only with foods, and
quite often with those in cellar. I blame the spoilage routines for it,
but this was only 99.9% confirmed. If you ever encounter a similar bug
again be sure to report as soon as possible.
- fixed: when drinking milk the amount consumed wasn't relative to character's
thirst
1 pound of milk was always drank, regardless of your thirst. Now you
drink only the amount needed to quench your thirst.
- fixed: being able to buy animals in a village from your party members
- fixed: picking up items from under NPCs not possible because of "this is not
your pack animal" check.
Now you can also pick up items from under your pack animals:
just cancel unpacking dialog and picking up items from the
ground will start.
- fixed: penalty statistics (from carried load) not updating immediately after
unpacking animals
This is was not intended. Most often you want to manually select the
hides to use rather than have the best ones automatically selected.
------------------------------------------------------------------------------
Version: 3.16-beta 2
Released: Mar-5-2013
** Saved characters from version 3.15 are compatible with this version. **
BETA NOTICE:
LICENSING NOTICE:
It's hard work to reach item limits, but it's possible for example by
creating huge and dense fields. If you are unwisely hoarding too much
stuff at too small area there's now a warning message which advices
you to spread your stuff over a larger area.
- fixed: hiding being sometimes not possible even though no one was
around to see you
- added: '=' key (equals sign) works as an alternate key for '+'
- added: item selection dialog remembers the page and location of your last
selection
Upon repeating any item handling command the item selection dialog
opens from the page and location of your last selection. This makes
it easier to handle inventories with several pages as you don't have
to scroll back where you were.
For example:
You are picking up items from a huge pile and choose something from
a stack on the third page to see if you can still carry something.
Let's say you can, and you want a few more of those. Using pick up
command again now automatically scrolls the item selections dialog
to your previous location.
- fixed: broken cow & sheep audio definitions -> samples were not played
This was related to keyboard repeat delay and occurred only on some
keyboards.
Dogs preferred raw meat a bit too much. If there was raw meat at the
area (eg. in your cellar) they refused to eat anything else. Now dogs
will happily eat the closest foodstuff available even if it's not
their favourite kind of snack.
***
Version: 3.16-beta
Released: Feb-20-2013
** Saved characters from version 3.15 are compatible with this version. **
BETA NOTICE:
This is a beta release. Listed improvements are to be extended further
in releases to follow. Many of the intended features for the UI and
AI have not yet made it into this beta release.
LICENSING NOTICE:
Upon using [m]ove command you'll now select items to haul along from
the new item selection dialog which allows smooth and easy selection
of multiple items.
Now, wherever the character moves, selected items will be hauled along.
Depending on weight and number of hauled items there will be fatigue
fatigue accumulation and/or extra time spent upon each turn. Hauling
is stopped and items left on the ground upon using [m]ove command
again.
* all item selections are processed through the new item selection
dialog. This includes selecting items on the ground or from NPC's
inventory. Old-school pick up and move dialogs are gone.
You can filter the list of items so that only certain item types are
are displayed. This makes it easier to find the item you are looking
for; weapons, armours, food, timber etc.
* filling containers
* eating
After eating something the item selection dialog will prompt you for
another item to eat only if you are still hungry.
* drinking
When drinking water you'll drink enough to quench your thirst with a
single [q]uaff command.
Options to drink raindrops or eat snow to reduce your thirst have
been removed. (In the future there will be options to melt snow and
fill a container with rainwater by leaving it outside when it's
raining.)
* unpacking animals
Most often you want to pick either harvest or items, but rarely the
both at once. So you'll be asked if you want to pick the harvest.
Yes - harvesting starts and no items will be picked up.
No - items are picked up.
* You need to feed your pet dogs. They'll bark in hunger to let you
know when they are hungry and then eat what's in their reach on the
ground. Dogs eat variety of food: meat, fish, cooked food.
* Dogs now alert their owner by barking in alarm if they spot predators.
A good watch dog can be very valuable in protecting your domestic
animals - and yourself. Loudly barking dog can wake you up from your
sleep before a pack of wolves enters your pen, or it can alert you
about a threat ahead during your hunting trips.
* Animals now have values for energy reserves, energy compumption and
hunger. When hungry, they follow their species specific feeding
behaviour trying to find food that suits their diet.
* Carnivores actively search, hunt, kill and eat their prey. They
also tend to return to feast on the carcass later on.
Serious injuries were a bit too easy to treat and the results were
pretty much always desirable. Now there is more variety in treatment
results and certain wounds may start to bleed again if treated
poorly. So you need to consider more carefully if you truly wish to
poke that deep cut every other day with a low PHYSICIAN skill.
Tracks older than a month will now disappear permanently. Also tracks
left on the ice will disappear when the ice melts.
If you used tools on the ground when building something these tools
appeared as a phantom, zero count copies when deconstruting your work.
------------------------------------------------------------------------------
Version: 3.15 (patch 1)
Released: Jan-04-2013
If your earlier character suffered from this bug and there are
duplicated pets/companions around, butcher them all before continuing
your adventures. As it may be hard to recognize which one is duplicate
you should butcher all but one of each species of your pets/companions.
- fixed: bug potential when craftsman prevents you from crafting in his
storehouse
- two of the male character portraits (one western, one northern) replaced with
fresh ones. Your migrated character may have changed his appearance.
- fixed: crash potential upon delivering foodstuff with long description to NPCs
- fixed: fish prices were bugged, not relative to their nutritional value & weight
Notice that the fish your character has caught earlier remain to carry
faulty prices.
The maximum amount of grains you can grind at once is 4 lbs. If you
selected for example a bag that contained more than 4 lbs grinding
wouldn't proceed further.
It was kind of an exploit to be able to hide and sneak on the wilderness map
as it allowed improving in STEALTH with no NPCs around.
- fixed: branch/spruce twig mess when constructing a trap-pit with sharp stakes
The game often nagged about needing to wait for another two weeks, and
then suddenly in the next morning it was possible to plant.
The new character generation methods allows easier and more free skill
adjustment as follows:
* Custom -- easy
With the help of various historical sources and a few modern studies
all the item prices have been checked and balanced. Item prices are now
linked and relative to value of a squirrel hide, which is kind of a
basic "currency". This "squirrel hide currency" stays a hidden factor,
but gives us a historically accurate base for item pricing.
* hides
* fur clothes
In general many of the metal weapons are more valuable than before.
Especially the imported armours and weapons can be very, very
valuable.
All the items are now prone to quality tags. If there's no specific
quality description displayed (eg. you see a plain "sword") the item
in question is of average quality. There are five different levels of
quality and the quality descriptions may vary among different
item types.
MIGRATION NOTICE: Some of your old items may now appear quality
tagged even if their quality wasn't present in the previous version.
This is because items have always had quality values, but only now
they have come visible for the character.
The more wealthy culture you belong to, the finer and better better
quality equipment you start with. For example, a fresh driikil�is
character may possess masterwork weapons and fine clothes and armours.
The more primitive and less wealthy cultures start with that much
more rough equipment. However, the common weapons and tools
are usually of at least decent quality for all the cultures.
Crowberry, mother pipe, bear pipe, dog pipe, wolf pipe, clayweed,
bog bean, marsh calla, water lily, lake reed, milkweed, burdock
and more.
Some of the new plants carry their common english names - and some
have "unreal worldish" names.
Plants that yield leaves can be harvested for young leaves as soon as
the plant is somewhat grown. When such a plant is being picked you'll
be asked if you wish to collect its leaves. Picking the leaves of a
sprout will harm its growth, but this way you'll get to utilize the
very first greens of the spring.
Agriculture option "grind" now accepts also certain roots and seeds to
be ground for wild flour.
* You can learn plant properties by using them, even if you wouldn't
be able to recognize plant's indentity. If your character has
learned plant properties by experience the effects are shown as
your character has noticed them. Only when a plant's identity is
recognized you'll gain information about the known effects in full.
* MIGRATION NOTICE:
* tool usefulness
Some tools are more handy for certain tasks than the others. This is
a good old, and clear game mechanism, and player is always informed
when certain type of tool is preferred for the task.
Usefulness of the tool foremostly affects to how long it will take to
complete the task, but now it also affects to quality of crafted item.
If an item is crafted with an unhandy tool the maximum possible
quality is degraded according to tool used. The more unhandy the tool,
the less perfect the resulting item can be expected to be.
For example: you can't carve fine wooden bowls with a stone-axe any
more. However, with a good quality stone-axe you may still succeed
better than with one of average quality.
* tool quality
For example: using a fine knife to craft a club may sometimes prove
better results than working with a crude stone-axe - even if an axe
would be initially preferred for the job.
All in all; tool quality and tool usefulness now play together in
complex and advanced manner making it important to use handy,
appropriate and good quality tools if you are after the best possible
results and efficient working pace. The player is now also informed
not only about tool usefulness, but also about effects of its
quality, when crafting or other tool requiring jobs are started.
Skill roll is now made separately for each item produced allowing
finished items vary in quality. Most of the produced items will
probably be of even quality matching your applicable skill level
and performance - but it's possible to find some pleasant or
unpleasant surprises in the mix.
For example: if you make batch of 10 arrows you may obtain 5 decent
ones, 3 crude and 2 curved arrows as a result.
The rules and expected results are the same as in batch crafting.
Drying decreases prepared food weight the most, but smoked food is also
significantly lighter. This gives smoked and dried food a great
advantage for it's easier to carry, but still as nutritious as it ever
was.
Living off the stolen crops is naturally still possible, but it makes
the villagers angry. In addition, when practising any unallowed
behaviour in the village there will be a dialog to cancel your action
if someone tells you to stop. This will help you not to make villagers
angry unintentionally.
- balanced: base attributes of skills
- changed: key command to view skills screen - it's LOWER case [s] now
- improved: skills-screen
- added: STEALTH-skill
You can hide and sneak as usual, but the fundamental change here is
that sneaking is now linked to this proper and visible skill which can
be improved over time. Mobility rate of a sneaking character is about
a half of his walking speed.
Examples:
[HERB_KNOWN:eastern] - eastern cultures know this herb/plant
by default.
[HERB_COMMON:kau kie] - this plant is common to Kaumolaiset and
Kiessel�iset.
All the fish, raw or cooked, had the same price value regardless of
their type or weight. That's fixed now.
- added: possibility to quit the game by clicking "close the window" button
(X'ing out)
It's now possible to unpack items from your pack animal in storehouses
without craftsmen getting involved. Also, unpacking animals while
standing on pile of items will now take into account only the items
that animal was carrying; this fixes the storehouse exploit and allows
precise unpacking.
- fixed: items getting removed from under the construction to be built even
if the process was aborted
- fixed: 'Warfare' quest not completing if the Njerpez were finished with
pets or companions.
This goes for those who make "let's play" videos and don't wish to
display their registration name.
- added: start menu option to enter your registration code again if you
happen to mistype it
Three new male portraits and one new old female portrait.
Some of the new pics replace the old ones so it's possible that your
migrated character may also have changed his face in this version :/
------------------------------------------------------------------------------
Version: 3.14 - stable
Released: Feb-28-2012
** Saved characters from the previous version are compatible with this
version. **
c
- fixed: dogs and companions occasionally not attacking enemies or giving up
fighting
* Damage from thrown rocks, stones and other items that are not
proper throwing weapons has been decreased.
- fixed: crash when moving mouse over [ESC]-button in the skills screen
The enemy may reach you or the game escape out of sight while you
load your bow or grope for your javelin. As it's sometimes crucial
to perform the first shot/throw as quickly as possible, it's best
to approach your target with an arrow (or other projectile) already
wielded.
Animal prices have been increased and linked to the amount of meat
they provide. Domestic animals now cost about three times their
meat price, so you can't buy them with sticks and trinkets anymore.
Arrows may break from striking living targets or solid map tiles such
as trees, walls, boulders etc. An arrow breakage from striking a solid
tile is something you will notified about, but if an arrow breaks from
striking a living target you'll notice it only by having less arrows
to collect from a kill.
------------------------------------------------------------------------------
Version: 3.14-b3
Released: Jan-28-2012
NPCs/animals can now change their course during the chase, make some
erratical turns and really try to lead their enemy astray.
(Be prepared to get fooled by an ordinary hare.)
- improved: tracking
------------------------------------------------------------------------------
Version: 3.14-b2 | update for version 3.14beta
Released: Jan-04-2012
------------------------------------------------------------------------------
Version: 3.14beta
Released: Dec-22-2011
* Saved characters from the previous version are compatible with this version.
NOTICE: This is a beta version and there's still some work and polishing to do.
However, we've got fairly stable and playable version here and no
show-stopping bugs have been found during test sessions. The development
towards final 3.14 release will continue after christmas holidays.
Your last location on each zoomed-in map will be saved when you
zoom out - and when zooming back in you will return at the exactly
same location. Few exceptions to this rule are entering villages etc.
and encountering animals/NPCs.
* Each wound can be now treated on a daily basic for as long as the
injury persists. Each successfull treatment will improve the
healing of an injury, but mistakes are also possible and can worsen
the healing process. For serious wounds, however, some first-aid is
always recommended over no treatment at all. After that, it's up
for your consideration whether you think you can do better for a
specific wound today, or should it be wiser not touch it at all.
* For almost every treatment it's also possible to use healing herbs
in the process.
Some game messages now appear in editable text files which can be
found in messages/ subfolder of your UrW installation. The syntax of
game messages features usage various tags and variables which are
also editable - so we're actually talking about flexible and moddable
script language here.
In the future all the game messages will be editable making it
possible to compile your own storytelling styles and translations.
(A proper guide to message syntax is yet to be written.)
All the combat messages have been rewritten and feature the new
editable message syntax. Combat messages are far more verbose and
detailed than previously and now reveal all the combat sequence
aspects that are tactically important or otherwise valuable in the
given combat situation. The new, vivid and descriptive combat messages
can also teach you a great deal of strengths and weaknesses of each
combatant and their maneuvers.
All the combat code has been rewritten from the scratch. The
fundamental combat mechanics, maneuvers and sequence stay the same,
but there are lots of improvements that make the combat more
tactical, challenging and fun. Moreover, all the combat rules now
work exactly the same for NPCs as they work for the player
character. In addition to many minor improvements which stabilize
and equalize combat mechanics there are also completely new
features like:
All the weapons have been given their unique attack and defense
classes which determine how well a certain weapon will perform
on attack or defense. Moreover, the weapon class will also
determine if your weapon happens to be advantageous against your
opponent's weapon - or vice versa. The combatant whose weapon
class is superior to their opponent during the given combat
round (attack maneuver vs. defense maneuver) gets a bonus to the
success of his action.
Attack and defense performance of each weapon can be learned by
examining a weapon from character's inventory [i], but a proper
combat message is also displayed when somebody gains a weapon class
bonus.
For further information see WEAPON CLASS game-info entry (F1)
* The distance how far an item will fly is based on the initial
velocity, angle of the shot/throw and air resistance of the item.
The velocity at which an arrow is shot depends solely on the bow.
When an item is thrown by hand the initial velocity is based
foremostly on item weight and aerodynamic qualities, but also on
character's strength or applicable weapon skill. Needless to say,
throwing weapons are still the most optimal items to be thrown by
hand.
* Flying items are checked for a possible hit at each map location on
their trajectory
You'll see the item symbol travelling through the screen following
its exact trajectory.
* All the injuries for NPCs are now generated and tracked in the same
detail as for the player character.
* Body parts of animals are now named respectively to their anatomy,
so there can be wounds like: serious cut in left paw, minor
puncture in right hindleg and a crush in left wing.
* Looking at NPC (F3) displays a detailed list of all the injuries,
including the exact body locations.
* NPCs can suffer from new additional effects that may result from
certain injury/body location combinations, e.g. limb injuries.
* The effects and mechanics of being injured are exactly the same
for NPCs and the player character.
- added: NPC information window
All the animals you can purchase from the villages now appear
slightly more valuable.
NPCs didn't look exactly the same direction they were facing. Having
their "heads tilted" an NPC facing to east was actually looking to
north-east, and so on.
It was especially difficult to catch your pet dogs when they were
loose from a leash. Now pets try to follow your character's walking
pace unless there's special reason to rush ahead.
* Saved characters from the previous version are compatible with this version.
If the same keyword was found multiple times within a certain page
it was also highlighted (as a link) multiple times. Now each keyword
is highlighted only once, which improves readability a great deal.
�
- modding fix: \time\ header value issues when using "days to prepare"-
abbreviation (\???d\)
Now it's possible to move into same location where your pet/companion
is. If there's free space around, your pet/companion will move to an
adjacent tile. If not, you'll simply share the tile.
All the individual items and item stacks are now reported correctly
when examining a location. Previously this didn't happen if there
were a series of identical item names to report.
- balanced: starvation
The bars of both meters now change their color depending on the
long-term level of hunger or thirst. The bars start to grow in
familiar green shade but will gradually turn into red when the
level of alarming malnutrition or dehydration is reached. As the
both hunger and thirst meters can have maxed out bars with the
condition still growing, the color of the bar now tells you how
the things are developing.
- fixed: material usage miscalculations with item stacks and weight based
crafting/cookery requirements
If there was more than enough raw material in the selected item
stack, you could loose an extra item after completing the material
selection dialog.
* Saved characters from the previous version are compatible with this version.
- modding add: possibility to [name] diy items + added [naming] tag for even
more customized naming
[name] tag can be now used not only for cookery recipes, but for *.diy
items as well. There's now also an additional [naming] tag which
modifies the value of %s used by [name] tag.
Few examples:
-------------
{* leggings} [name:Modded %s] [naming:last word]
etc.
Most of the wild herbs do flower now respective to their own special
flowering periods. For starters this is mostly an eye candy addition
as herbal effects of the plants are the same whether you use leaves
or flowers. (In the future the herbal effects may vary depending on
the used parts.)
The difference between growing, flowering and "past the flowering
season" plant is graphically represented, but there's also a verbal
description available upon looking at the plant. If the plants is a
flowering kind it's possible to gather its' seeds only after the
flowering period is over.
- improved: SWIMMING
- fixed: character misplacement after saving the game while in the water
- modified: game course selection is now allowed for "quick and easy"
character generation mode
* Saved characters from the previous version are compatible with this
* version.
- modding fix: [ground] tag being ignored if there was no [remove] tag
as well
- fixed: planting seeds from a container using the whole contents at once
Example entry:
-----------------------------------------------------------
{[TERRAIN:spruce_mire pine_mire]} 'Mire terrain type'
Example:
-----------------------------------------------------------
{*bow} 'A bow'
{Dried * cut} 'Dried meat'
- modding add: \time\ header value is now enabled for craftable (diy_*.*)
items. There are also two new abbreviations which can be used
to define the preparation time not only in minutes (which
is the default) but also in hours or days:
d - for days, and h - for hours.
Now all the plants, both wild and cultivated, start to wither
gradually and individually after their growing season is over.
This period lasts for several weeks so you'll surely notice
when you should harvest your crops at the latest. The withered
plants also stay visible for some time and only then disappear
gradually - to sprout again in the spring. This also gives you
more concrete feeling of the autumn as you one day notice the
first withered berry shrubs and mushrooms.
- fixed: game-info not being displayed in crafting menus for the items
that can be made in patches
- fixed: village marker color glitch when viewing the map of known areas
within a njerpez settlement
This is the first version to feature moddable game data. The system
is still far from complete and will grow more deep and more diverse
step-by-step, but this is a start which brings in some great
possibilities already.
Currently it's mossible to mod plants, do-it-yourself items,
build-it-yourself constructions and cookery recipes. A modding guide
will follow, but while waiting for that a spontaneous exploration of
modding possibilities can be started from these files:
All of the plants have been checked and corrected for their
nutrional values, habitat, growing season etc. etc. etc. In general
the vegetable kingdom now appears in more rich and more realistic
detail on every field there is. There is a whole new secret life of
plants which is far too versatile to be described here, but luckily
can be learned by living in the unreal world.
For some plants (like good old mushrooms) the effects take place
when the plant is eaten, but usually it's necessary to prepare a
herbal beverage from the leaves of a plant.
This option serves mostly the beginners, but also anyone who wants
to get playing fast. Only thing you need to select here is the name of
your character - all the rest of the character generation options
are randomized to a good average.
All the bog and swamp terrain types are now called 'mires' which is
a more proper word for them as northern wetland areas.
When selecting a remote target (to examine, throw, shoot etc.) the
cursor will appear initially at the location of your latest selection.
The initial location is reset upon moving your character.
- added water content for edible items
Eating something that contains water reduces not only hunger but
thirst also. Of the raw ingredients the water content is naturally
highest in berries, but this new factor also applies to cookery
recipes. If there's additional water in the recipe (soups for
example) the water content will be effective in the resulting meal
as well.
* "Empty"-command
* "Pour"-command
- COOKERY overhaul
Several additions have been made:
* Wooden shovel
Can be used like any shovel, but the actual digging takes a bit
longer than with its' metal counterpart.
* Grainflail
* Primitive bow
Kota is built by using your BUILDING-skill. You can choose the size
of your kota freely within a certain range. Several slender tree
trunks and large animal pelts are required in the process.
Regardless of the new features below, remember that the good old
[M]ake items-menu still works and can be used as an overall menu
for all the crafting and building there is.
* As we now have a bunch of new skills all the craftable items have
been re-grouped under the according skills. As a result of this
using a certain skill (CARPENTRY, BUILDING, TRAPPING) allows you
to directly start crafting and building things belonging under
said skill. The same crafts can be naturally accessed through the
[M]ake-menu where they are just grouped a bit differently -
by their usage.
It's a matter of taste whether you wish to use the according skill
directly to craft a certain item, or use the [M]ake-menu.
- hideworking improved
- Clean
- De-hair
Clothes and armours made from fur or leather can be now repaired by
player. The option to do this can be found from clothes-section of
[M]ake menu.
If the piece of clothing to be repaired hasn't been damaged more
than 40% of its' original size a corresponding amount of
fur or leather is required and used to patch it up.
- fixed: 'A house' advanced game-course task not completing if the house
under construction had its' door left open.
This bug was propably easily unnoticed by many as it worked for the
players favour, so expect the combat to be slightly more difficult
now.
- fixed: squirrels staying 'up in a tree' even if the tree was felled down
The first three are migratory aquatic birds being present from
spring to late autumn. All of the birds (including the good old
black grouse) now exist only at their typical habitat and do have
a bit more improved behaviour. Swans and mallards prefer bigger
lakes, tufted ducks are most happy at small marshland ponds and
capercaillies live in the vast conifer forests.
Beavers now spend most of their time in the water, only occasionally
coming to shore.
----------------------------------------------------------------------------
Version: 3.12
Released: May-26th-2010
* Saved characters from the previous versions generated prior to 3.12b are
* compatible with this version, but the world they lived in will be lost.
* See THE MIGRATION section before hurrying ahead with your old adventurer.
Couple of instances where the bug occured were found and fixed.
Report back if more issues of this bug are encountered.
- fixed: some (very clumsy = low agility) NPCs not being able to climb
up even the lowest level elevations
- fixed: "bad tool penalty" wasn't applied when making wooden cups and
bowls with stone-axe
- improved: character location upon wilderness map encounters
The game could end up in a very long and slow loop when there was
a wilderness encounter during time of the day when character's range
of sight was low.
Several corrections have been made and the new bleeding mechanics
will work exactly the same for NPCs and the player characer.
* It will take a lot more time for the victim to faint (and
eventually die) from bloodloss than previously.
* Total number of bleeding injuries (and their severity) is naturally
the main factor in how fast a fatal amount of blood will be lost.
And an attribute which defines what's fatal is the character's
(or NPCs) endurance. Higher the endurance the more one can bleed
without ill effects.
* A new feature for NPCs is that they can try to stop their wounds
from bleeding, just like the player character. In case of animals,
not too serious bleeding can (depending on endurance) even stop
unaided.
* So it's not determinate at all that your prey or enemy will perish
if you manage to make it bleed - unless you make it bleed properly.
If an animal is wounded beyond a certain bleeding degree the
wounds won't stop from bleeding all alone, unlike minor bleeding
wounds. This can happen as a result of several minor bleeding
wounds or then by just one single seriously bleeding wound from a
lucky or skilled hit.
In case of smaller, low endurance animals (like squirrels, birds,
hares etc.) any bleeding wound is usually fatal, but an elk or
a bear won't be brought down just as easily anymore.
* For human NPCs stopping the wounds from bleeding is relatively
easy although after a heavy bloodloss the battle can be over
very quickly after fresh bleeding if there hasn't been enough
time for regeneration - and just like with the player character
a complete recovery from a heavy bloodloss can take several days,
even weeks. And do notice that just like the player character
NPCs will need a combat free zone around them before a wound
can be treated, so it's best to keep the pressure on if your
enemy is bleeding badly.
3.12b bugfix patch 1 & 2 features and general 3.12 additions start here:
------------------------------------------------------------------------
- fixed: areal zoomed-in item limit (still) occasionally causing new items
to disappear if they were brought at the location by other means
than dropping.
- fixed: fireplaces not staying heated after the actual fire had burnt out
- fixed: "TERRAIN KNOWN MISMATCH", which was luckily more of a debug note
than an actual bug
- fixed: flying or climbing animals not falling down on the ground even if
hurt to a degree of making them prone/unconscious
Animals/NPCs can now walk on ice, and also will not be located
in the water upon zoomed-in map encounters.
- fixed: peas (food) were accepted as a weapon to break ice when making
hole in the ice
- fixed: prepared soil (agricultural tile type) being able to catch a fire,
burn and _disappear_
- fixed: rare bug causing character to be located on a blank map upon zooming
in AND being thrown into an endless "loading map" limbo
As all the Njerpez are individuals there may still some below
average fighters among them, but odds to encounter a more lethal
Njerpez enemy has been raised.
- fixed: items moved or thrown on ice sinking (as the ice was mistakenly
treated as water)
- fixed: possibility to make squirrels withdraw (and come down) from a tree
You will still be prone to the cold weather just like previously
but frostbite isn't as common anymore, except in extreme (wintertime)
conditions.
- Lichen
- Bedrock
- Crag
* Notice that the undergrowth (moss and lichen) can also grow where trees and
plants can't, so you may occasionally run into bedrock or crag with your
shovel
even on a moss-covered forest tile.
* All the zoomed-in terrain maps are now generated in more detail and also
have
stronger terrain type dependant characteristics and landscapes, as they
are
generated and presented on four levels:
1) ground foundation
2) undergrowth
3) pickable plants/berries/items etc.
4) trees/boulders/man-made constructions etc.
...and so on - go figure :)
- improved: Hiding
Hiding works pretty much the same way as previously, but there
are some changes in game-mechanics:
* Even though you are moving in an area where there isn't much
cover to hide behind, hiding now means that you are also trying
to move as silently as possible. So now it's possible to try to
sneak closer to a sleeping game animal, for example, even in
relatively open terrain.
* Sneaking is prone to physical penalty and agility. Your chances of
success at moving silently are better if you are lightly equipped,
don't limp and don't need to cry out in pain every time you move
your body.
* Hiding mode will continue until you choose another type of movement
(running for example) or quit hiding. Hiding isn't automatically
stopped even if you are notified. If your prey hears you closing
in, or even spots you, staying still trying to sneak forwards
after a short pause will sometimes work. Of course only a foolish
character would keep on hiding and sneak ahead slowly when the
enemy has clearly seen him and is handling his battleaxe with
a grin.
- The biggest and the most fundamental addition in this version is the
whole new random world generator. Before introducing this major change
in more detail, let's introduce "the migration" process. This is how
your old character, from the old world and the previous version of the
game can be brought into this new version and also have a new world
created.
THE MIGRATION (of a saved character from the previous version of the game)
* The map is six times larger than previously and contains the whole
UnReal World peninsula.
* The look of the random world generator is fresh, but the basic
controls are the same. You can re-randomize the map and starting
location, zoom in and out and see cultural regions and when you are
happy with the world you just enter and play it.
* Color indicators of the cultural regions have been modified.
* In-game display of map of known areas will also show you a little
navigation box telling you which area of the map is being shown.
* Region names are also generated with a whole new algorithm which pays
attention to whether the area is forest, lake, island, bay, peninsula,
mountain, hill etc. thus giving meaningful names in finnish. In
addition to this a (sloppy) english translation of the region names is
also shown to bring some extra flavour for non-finnish players.
Terrain height is now generated for the whole random world and
brings especially the zoomed-in map movement and graphical
representation up to a whole new level. Different kinds of height
curves are generated for mountains and hills, swamps and woodland
areas and all of these blend together to create a seamless
topographical surface. This beautiful new addition is best seen and
experienced in the game itself, but a few things worth mentioning
would be:
- added: Better and more fair (player wise) line-of-sight routines for NPCs
including facing direction
Line-of-sight is now calculated exactly the same way for you and
for all the NPCs and animals. NPCs (and animals) also have a facing
direction which is shown by a little blue arrow on their avatar -
naturally pointing in the direction they are facing. This brings in
more tactical possibilities to sneak up on your prey from behind.
Also, when an alert NPC suddenly turns around 180 degrees to face
in your direction that should tell you that it probably heard you
approaching.
Your companions and dogs will now only attack targets that they can
see. They won't rush away for some random target in the distance like
previously. As your companions maybe facing in another direction than
you they can sometimes guard your back very effectively. In case your
companion doesn't see an enemy to attack, they will attack the enemy
within your sight.
- Not every NPC owns a bow, but those who do and choose to use
it in a battle can be very dangerous enemies. There are no
stories (yet) of an adventurer surviving an encounter
with a party of Njerpez warriors armed with bows.
Just like with NPCs you can expect more variety between
individual animals, even though the main characteristics
for each species are determined.
Wandering animals will now also leave tracks on the zoomed-in maps.
In the wintertime even the lightest animal will
leave tracks in the snow, so wintertime is the most fruitful
hunting season for trackers. When there's no snow on the ground only
the larger, heavier animals will leave visible tracks - unless the
soil is suitable (ie. soft and moist) for the lightest prints to
show.
Each animal will have their unique tracks shown graphically.
You will spot tracks automatically when you are nearby them,
but only from a relatively short distance and this is also
subject to your character's eyesight. The graphical
representation of the track can indicate its age so that
the freshest tracks can be clearly seen, and the older ones
are alphablended into the soil according to their age.
TRACKING-skill itself now works on the zoomed-in map also
and can be used to tell you details of the tracks at your location.
Even if there's no visible tracks in sight you can use the
TRACKING-skill to look around more carefully and upon success figure
out that there actually seems to be a vague trail nearby.
This has been fixed now: If you lose the creature on the zoomed-in
map, you may still spot it as a 'figure in distance' on the
wilderness map.
- fixed: crash potential when dropping the last item from inventory
The ghost town syndrome is gone for good now. People may
still wander away from the village for a little while but
they will return for sure now.
----------------------------------------------------------------------------
Version: 3.11c
Released: 17-Nov-2008
- fixed: a character appearing being under fences or big rocks when climbing
on them
- fixed: rye bread and flat rye bread having different nutritional value
- fixed: a rare bug where deconstructing something didn't bring back the
raw materials used
- adedd: missile weapons (spears, arrows and such) that are stuck into
an animal will decrease its' physical penalty thus lowering its'
movement rate
----------------------------------------------------------------------------
Version: 3.11b
Released: 23-Oct-2008
* Saved characters from the previous versions (major version 3.10) are
* compatible with this version to some degree, but do pay attention to
* "PREVIOUS VERSION COMPATIBILITY" information concerning some new features.
* There are known problems with creature porting from earlier versions,
* so if you want to continue playing with your old character it's
* recommended to walk over map border and have a campaign change as soon
* as possible.
----------------------------------------------------------------------------
Version: 3.11
Released: 17-Oct-2008
* Saved characters from the previous versions (major version 3.10) are
* compatible with this version, but do pay attention to "PREVIOUS VERSION
* COMPATIBILITY" information concerning some new features.
- chat overhaul
All the chat-modes have been integrated into the new chat
screen (which has been around for few version). The oldschool
chat-screen with possibility to type in free lines is history.
As a result of this, some chat-modes and options work temporarily
on a 'lighter' engine, but will be upgraded and improved in the
future.
So those were the setbacks. How about the good news then:
- when making items etc. the tool selection is now completely automatic
- traps overhaul
* Added four new traps: light lever trap plus small, big and
heavy deadfall trap.
The trap type and design has now more effect in what kind of
animals will get caught in it. Generally the animals won't be
attracted of the trap at all if it's designed for significantly
different species.
In addition to hunger and thirst meters, you can also see your
characters' warmth and level of exhaustion as a verbal
descriptions. Notice that the warmth of your character isn't
updated immediately after wearing or removing clothes, or warming
up by the fire. Also when you leave your cosy campfire or house
you will only gradually start to cool down - which is a good
thing thinking about the cold winter.
- fixed: rare bug where walking on the zoomed in map sometimes ended up
in a generation of a blank terrain
- fixed: time not passing when using "rest a turn" key command: [.]
The good news are: Shelters and settlements built nearby the
coast-line don't have their markers located on the water
anymore.
* All the NPCs and animals as well can now go around obstacles
in a more intelligent fashion. People can also easily enter
and leave houses now, for example as an attack or an escape
maneuver.
* When the night falls the people will go sleep inside.
* The villagers keep up fires, fell down trees and do
other little activities instead of just randomly walking
around.
- fixed: people occasionally wandering away from clustered or closely
neighbouring villages leaving them empty
For starters this applies only to the amount of energy you get
from a certain food. Fatty meat and rye bread satisfies your
hunger way more efficiently than berries and mushrooms.
Notice that this applies only to the new food you find in
the game, if you are playing with your old character. The
food generated in the previous versions will have the same
average nutritional value as before.
Now that the system has been implemented a more detailed
nutritional values can be easily added later on.
* Birds
* Squirrels
----------------------------------------------------------------------
version: 3.10-2
released: 10-Jun-2008
Hides gotten during any other season than late autumn or winter
appeared pretty much worthless.
- fixed: animal mobility checks
One could too easily run after and reach most escaping
animals. And vice versa. Now animals are in general faster
than a running man - but stil do have their unique mobility rates.
With a fast, not too encumbered character, running down for
example a hare is still possible. But when a bear rushes at you
at the open area, you don't turn around and run and survive.
- very long item description lines in the inventory menu are cut to prevent
them overwriting other details
- fixed: "you can't eat the whole [random object] at a time" notification
- fixed: animals being able to climb and fly when caught in a trap
An example:
They are:
Ragged, Inferior, - (no special tag means plain good) and Fine
- fixed: rare freezing conflict with UrW, Windows and ntdll.dll upon
displaying start screen graphics
----------------------------------------------------------------------
version: 3.10-1
released: 5-May-2008
** Saved character from the major version 3.10 are compatible with this version. **
- fixed: skiing not stopping even if the skis were taken off
- protection value of the clothes you make is now dependent from the
type of the leather/hide used
The more you fail the less skin you'll get. Otherwise the
success (depending on the hideworking mastery) affects
the time required to skin the carcass. Protective value of
the skin stays the same whether you succeed perfectly or
manage to get only a strip of the skin, so this mainly has
effect on trading - the smaller the skin the lesser the value.
- fixed black grouse skin and fat having negative weight and thus
causing various oddities in inventory
----------------------------------------------------------------------
version: 3.10
released: 22-Apr-2008
- fixed the time passing too quickly when walking on the zoomed in map
- weight of the meat and skin gotten from slain animals have been
checked and tuned to better reflect the actual real-life weights
* A board. Boards can be made from big tree trunks with the
timbercraft skill and are used in some construction tasks.
You can now freely choose whether you want to build a corner
here or a wall there. The shape and size of the building isn't
restricted at all anymore. You can also build shutters, doors,
tables, benches, sleeping bunks and fireplaces!
There's also a new option to deconstruct things you have
built, so you can remove a wall, a door, a shelter etc. if
necessary.
- added unique graphical symbols for the peoples of the three major
cultural regions.
- all the human NPCs are generated in a more detailed and versatile
fashion
All of the items that people use, carry, possess and craft now
differ from culture to culture.
This goes for hunting weapons, bows, armour types,
tools, even their knives. There are some clear and strong
differences and characteristics. For example: A koivulais
hunter will carry different kinds of equipment than a
kiesse hunter. A bowyer from Reemi won't make the same
types of bows that can be found in Driik. If an islander prepares
himself for warfare, he'll be carrying different weapons
than what a kaumolais warrior would have etc. The items you
can obtain from the craftsmen at the villages are also
culturally linked, so if you are after Driik-style weapons
you really need to go to Driik for them. And if you'd
like to get yourself a northern bow, then to the north you must
go. So now there is a real chance of cultural exchange, and
the only way to find out what a certain cultural region
could offer to you is to go there and see for yourself.
You may want to read more information about the cultures from
the game-info browser, as culture now has a much greater impact
on the game-world than ever before.
- amount of firewood you get from one block of wood has been corrected.
You'll get more firewood per block than previously, the actual
amount that corresponds to the original weight of the block.
Annotation: a splitting axe is the best tool to use for splitting
firewood.
------------------------------------------------------------------
version: 3.04-2 - a bugfix patch for version 3.04
released: Jan-08-2007
*** CHARACTERS FROM VERSIONS 3.04 and 3.04-1 ARE COMPATIBLE WITH ***
*** THIS VERSION. ***
- a new installer
The look of the installer is fresh, and now it also
creates a start menu folder for the game with unistaller
and list of new features shortcuts.
- fixed bug with food left in the cellar spoiling quickly after
taking it out
- swimming improved
SWIMMING-skill is now merely a zoom-map skill. To swim,
your character must be facing towards the water and upon
using the skill he/she will enter the water. After this
you only need to move your character normally to swim
around.
If the characters' physical penalties (encumbrance,
fatigue, injuries) make the swimming considerably harder
you will be notified about it when entering the water,
and also during swimming if they grow up to risky levels.
Fatigue keeps growing as you swim and it may tire up your
character to the point of drowning.
You can also rest while swimming by using key command [.]
but can still sink under the water.
With a low swimming skill your character more likely
doesn't manage to progress forwards than be in danger of
of drowning fast.
If your character keeps sinking under the water it should
be taken as a warning. Three consecutive sinks result in
passing out and drowning.
Swimming nearby the coast-line or in small ponds, where
the water isn't deeper than your height, is always risk
free.
Swimming in rivers is more difficult and in rapids it can
get really, really hard.
- fixed warnings in code which MAY HAVE caused some problems with
UrW and Windows Vista.
------------------------------------------------------------------
version: 3.03
released: Oct-11-2007
*** NOTICE! Saved characters from the previous versions are NOT compatible ***
*** with this version. ***
- random world options menu after map creation is now mouse sensitive
It works the same way, all the hotkeys also, expect that
you zoom into 1:1 view with 'Z' key instead of ENTER.
- the fish stuck in a net will die if not picked up soon enough
This shows only after exploring the world for some time.
Initial savefile size has actually increased.
- trading/chatting improved
- villages improved
When you zoom in nearby the shore and are facing towards
the water you will be automatically located nearby the
coastline on the zoom-map.
-----------------------------------------------------------------
version: 3.02
released: May-22-2007
*** NOTICE! Saved characters from the previous versions are NOT compatible ***
*** with this version. ***
*** This is a bugfix version - please take a moment to read also changes ***
*** in 3.00 if you are new to UrW 3.?? versions. ***
- changes in TRACKING
They just didn't heal properly over time. Now they do.
Some old ones may have gone, and I think there might be
at least one new portrait also. Portraits to be chosen
are related to the culture you choose.
-----------------------------------------------------------------
version: 3.01
released: Apr-18-2007
*** NOTICE! Saved characters from the previous versions are NOT compatible ***
*** with this version. ***
*** This is a bugfix version - please take a moment to read also changes ***
*** in 3.00 if you are new to UrW 3.?? versions. ***
- fixed game-info music not stopping after trying to check out
non-existant information of an inventory item
- fixed day check not working in net-fishing -> You were able to
pick them up and catch something right after setting them.
-----------------------------------------------------------------
version: 3.00
released: Mar-15-2007
*** NOTICE! Saved characters from the previous versions are NOT compatible ***
*** with this version. ***
*** If you play the game on Linux with Wine, use Wine version 0.9.10. ***
- map structure complete overhaul
Many menus and lists are mouse sensitive now and you can
point and click the option you wish to select. All the
keyboard commands are still functional and you should
keep in mind that the game is still foremostly keyboard
based.
Mouse sensitive menus are best notified from the alpha
blended bar upon current selection. Clicking cursors
keys or moving the mouse causes the selection to move.
Mouse-click, Enter or possible Hotkey-click then selects
the current option.
That's the menu where you choose most of the game options
like what to make, attack type, hit location, how to talk
and many skill-related options etc.
Hotkeys are still working also.
- flora overhaul
ALL the mushrooms and wild edible plants and berries have
been COMPLETELY re-arranged and re-written. This goes for
their names, growing season and environment and so on.
All of this is now more realistic, and especially the
growing environment has come into play more.
* Once more: All the mushrooms are new. And like before
there are poisonous ones, not so poisonous ones,
deadly and now even psychoactive ones.
* In addition to good old blueberries and such there are
now lots of new berries:
lingonberry, cloudberry, northern bilberry, raspberry.
All of which grow in their natural environment.
* Unique individuals of plants, berries and mushrooms
which can be harvested, ripen and mature at a little
bit different times, earlier or later than the other
individuals.
Rarely some that ripen very early can even produce two
yields of harvest during their growing season.
* Fruit/crops bearing flora now appears as a plants -
shrubs, brambles and bushes. There is now for example a
blueberry shrub which can be harvested for blueberries.
Harvesting is done like before, by trying to pick up
the plant. If the plant bears fruit/crops, harvesting
will start and after some time you'll be informed of
the results and the harvested crops are added to your
inventory. Time spent for harvesting depends on the
plant. Some berries for example are more slow to gather
than the others.
All the young trees will make slender tree trunk when
fallen down. Falling down a slender tree (rowans and
alders) is now a bit faster, but you get only one trunk
from one tree.
S..
...
.@.
...
-----------------------------------------------------------------
version: 2.92
released: Aug-06-2006
*** NOTICE! Saved characters from the previous versions are NOT compatible ***
*** with this version. ***
Now it snows. Horizon window still has the same rain symbol
but blue raindrops are replaced by white snow-pixels.
Theses are mostly things you can't see except for the
real working floodfill-routine. Just check out the armour
screen. Body areas are completely coloured - the old
floodfill routine was too stupid to do that.
- fixed "I don't see you - you don't see mee" kind of hiding
- avatar revolution
-------------------------------------------------------------------------------
VERSION 2.91 URW.EXE FIX I
--------------------------
May-15-2006
-------------------------------------------------------------------------------
version: 2.91
released: May-12-2006
*** NOTICE! Saved characters from the previous versions are NOT compatible ***
*** with this version. ***
*** Data structures have been changed also, so if you are using some ***
*** editors don't expect them to work either. ***
- graphical improvements
Hey, aren't there few true color images in the game now?
Yes! Start-up and character creation screens and few
other are now true color ones. And more is to come.
- new sounds
- new musics
-------------------------------------------------------------------------------
URW.EXE fix II
--------------
Mar-26-2006
This option is enabled from the setup. By default the game starts
in a windowed mode, but if you prefer full-screen then just toggle
it on from the setup, start the game again and it should run in a
full-screen mode.
If it doesn't, report to me, and play in a windowed mode.
Deleting file SETUP.URW will restore setup defaults, if you fail
to do it manually.
This is a victory! It was quite totally messed up, but should work
with no problems now.
URW.EXE fix I
-------------
Jan-25-2006
-- horizon statistics screen is updated while sleeping so you see sun and moon
traveling quickly accross the sky
-- pageup, pagedown, home & end keys didn't work except the ones in the numpad. Now
they do work.
-- clock ticking while doing tasks was too slow. Now it's faster.
-------------------------------------------------------------------------------
version: 2.90B
released: Jan-20-2006
*** This is the first Windows release of UrW ever. So, the game is very likely ***
*** more buggy than the previous versions ever were. There are really not many ***
*** new features that a player would notice - the game just has been ported to ***
*** Windows environment. ***
*** From this version on the evolution of Windows UrW is just about to start. ***
*** The game actually lacks some of the features of older versions. (See list ***
*** below) ***
*** Please do report especially the new bugs you find. After a relatively ***
*** stable Windows version has been released, new game features will be added. ***
- the game doesn't run in full screen, but in 800*600 sized window.
All the music and sound effects from the old version are forgotten
and gone forever. They were of low quality. UrW will be having completely
new and a lot better set of music and sound effects in the future.
For now there are just a few sounds effects and even less music.
This is what we have currently:
- monotonic shaman drum beats and one rythm in start-up, character
creation and death/quit background music
- few animals sounds: cow, sheep, dog, plus few growls and roars
- water (when swimming etc.), opening and closing door sound
- start-up menu selection sound
- wolf howl and owl (as a night time sound)
- few battle sounds
-------------------------------------------------------------------------------
version: 2.80
released: May-24-2004
*** NOTICE! Saved characters from the previous versions are NOT compatible ***
*** with this version. ***
- new graphics
- change in FORAGING-skill
Meat recipes
Fish recipes
Soups and drinks
Vegetarian recipes
Additional
- cellars added
- two new start-up scenarios: "AGRICULTURE" and "HURT, HELPLESS, AND AFRAID"
-------------------------------------------------------------------------------
version: 2.70
released: Dec-14-2002
*** NOTICE! Saved characters from the previous versions are NOT compatible ***
*** with this version. ***
They still can hurt you so bad that you lose your
consciousness but they don't (on purpose) try to
finish you after you've passed away.
- added 3 new cookery recipes: smoked meat, porridge & flat rye bread
- you don't no more get charged of assault when people walk into
your traps.
- wild animals avoid big parties (and big numbers of other animals)
- you can't light torches and lanters just like that anymore.
-------------------------------------------------------------------------------
version: 2.60
released: Dec-17-2001
*** NOTICE! Saved characters from the previous versions are NOT compatible ***
*** with this version. ***
Hooray!
- buildings improved.
- saunas improved.
All the old key commands work just fine but now it
is also possible to change the inventory command
from the inventory screen. Inventory screen will
also show up until you return to game by pressing
[ESC]. So it's more convenient to for example drop
or wear or eat several items in a row.
- SURVIVAL-skill improved.
- you'll also get the fat of the dead animal with "cut a carcass" option.
With this option you can remove and get the bark
of willow and alder trees. The bark is used in
tanning.
-------------------------------------------------------------------------------
version: 2.50
released: Mar-01-2001
*** NOTICE! Saved characters from the previous versions are NOT compatible ***
*** with this version. ***
First I would like to point out that this version is DAMN GOOD & more
reliable and exciting than ever! Secondly the following persons have
greatly helped me in development of this version:
Juho Tukkinen & Timo Ryyn�nen (Finland)
"Dax" (Soviet Union)
Chris Allcock (England)
- lots of bugs fixed, some of the most fatal ones have been
found and slained. It looks like none of them survived.
- changes in armours:
- zoom-maps improved.
- graphical improvement.
As the name says it's made from raw leather. You can
make more than one rope in one session if the leather
is big enough.
- traps improved.
There are two major changes that will affect the whole
atmosphere of the UnReal World and give you lots to learn:
----------------------------------------------------------
(1) The money doesn't make the UnReal World go round anymore.
- encounters fixed.
- trap-pits improved.
- CLIMBING-skill improved.
-------------------------------------------------------------------------------
version: 2.40
released: Mar-20-2000
With this option you can produce raw fur from animal skins.
Raw fur can be used to make fur clothes.
Skills can be used now with direct ALT + <skill key> hotkeys.
See Skills-screen to find out skill keys.
Wooden cup and bowl, fur vest, fur hood and fur footwear.
With this option you can see map of known areas of the current
campaign - map has been still leaved rough but it should be a
big help for finding ways and forming a clear view of the wide
wilderness.
Weapons will now wear out in battles and in use. This will be
indicated by percentage. For example: Club [95% left]
Eventually weapons will break down. Currently there's no way
to fix weapons - you just have to get new ones from time to
time.
Some people have now stories and tips to tell you. Try
greeting some of the villagers and the people you encounter
in the wilderness and you may up end into a nice chat.
-------------------------------------------------------------------------------
version: 2.30BETA
released: Apr-30-1999
*** NOTICE! Saved characters from previous the versions are NOT compatible ***
*** with the version 2.30. ***
- graphical revolution!
Skis and ski stick are new items. Now it's very slow and
fatiguing to walk in a deep snow so sking is essential in
order to travel longer distances or to be able to chase down
animals.
To ski simply [a]pply skis and [w]ield a ski stick.
- You'll see a map of the area and some statistics during the
random world generation.
- You can randomize world over and over again until you are
satisified for example with the number of villages or caves
or terrain in general.
You can play the game freely or select one of the three game
courses each including various tasks to keep your busy and
excited.
-------------------------------------------------------------------------------
version: 2.20
released: Nov-11-1998
*** NOTICE! Saved characters from previous the versions are NOT compatible ***
*** with the version 2.20. ***
The game uses now 640x480*256 graphics mode and looks very
much better than previously...or what?
Some game-screens have been re-arranged in order to look
and work better.
Some neat graphical candies and background pictures have
been added as well.
Graphical presentation of wounds is also new and rewritten.
Game info browser has been made graphical and there are
some pictures in addition to just a plain text.
Sleeping and dead creatures are now more clearly presented
by 'Z' or bloodstains.
- zoom-maps improved:
- new commands:
- new items:
2.It takes also some time to draw the normal bow when you
choose a <t>hrow command to shoot with your bow. So even if
you have target in your sight it may move away while you draw
your bow. This makes bows quite useless in close-combat.
- TIMBERCRAFT-skill improved:
There are few sub-skills: fall a tree, chop a tree into blocks
and chop a block into firewood. It makes difference wether you
fall trees from a thicket or try to fall a big spruce or pine.
- TRACKING-skill improved:
It takes some time to check out the tracks and the results
aren't so clear and definite as previously.
Raw meat and raw fish is are easily perishable. Breads and the
like will be preserved longer. Salting or cooking up the foods
for preservation is recommended.
- weather improved:
Added rain:
Sleeping outside may be unpleasantly interrupted if it starts
to rain. (But You can build shelters now)
Temperatures are more effective:
It may get very cold even by the autumn now. You are unlikely
to be able to sleep outside by autumn or winter without proper
clothing or making a fire.
Regrets for those who used it and good luck learning the
tricky but more effective moving system.
- SURVIVAL-skill improved:
Added a possibility to build shelters. Shelters are useful
and sometimes essential when spending a night outside as they
keep you at least safe from the rain.
Build a fire-option improved. Now you do not select firewood
from the inventory but just set the wood you wish to burn on
the ground and set them on fire by using "Build a fire"-option
to the correct direction. There may be branches and trunks and
blocks of wood all mixed up and you can throw more firewood to
the fire if it starts to burn out too soon.
- It's easier to use punts nowadays. You don't have to use sesta
every time you wish to shove your punt ahead.
- Villages and the people in them affect a bit more to the terrain
around. You may see marks of fishing,hunting,timberwork etc. when
exploring the wilderness nearby villages - you may find this
useful sometimes.
- Chat improved:
- "New settlement":
People may build new settlements around the wilderness. You
may want to interact with these settlers for example by
trading items etc.
See game information about RITUALS and MYTHOLOGY for more info.
-------------------------------------------------------------------------------
version: 2.15
released: Jun-02-1998
*** NOTICE! Saved characters from previous the versions are NOT compatible ***
*** with the version 2.15! ***
This UrW version contains some features that are not really fully
functional and practical right now but in the next version.
UrW is going to change a lot from now on and I have so much work
that I felt an urge to release a new version now. Otherwise it would
have been taken very long to hear anything from UrW. Now that the
new version is out and some of the most urgent innovations are added in
the game I can safely and peacefully build the game further.
- clothes and armours will be automatically weared when the game starts.
- encounters may occur during the night when sleeping out in the wilderness.
When you mistype a word the browser won't take you back to
the first topic but stays in the current topic.
Scandinavian letters � and � (which are needed in some
keywords) can be typed by non-scandinavian keyboard layout
users by pressing [F1] or [F2].
Some may say they are uglier than the previous ones but they
fit much better to the world where the game is placed.
You can now start playing from various situations. You can
freely pickup a startup scenario which you find exciting in
the course of character generation. It's my intention to
much more these scenarios in the future. Different scenarios
give you different advantages or difficulties to start your
life in the UnReal World.
(Scenarios work only in the registered version!)
-------------------------------------------------------------------------------
version: 2.14
released: Dec-12-1997
*** NOTICE! Saved characters from previous the versions are NOT compatible ***
*** with the version 2.14! ***
- starvation added!
You should learn about rituals and the spiritual world during
your character's life. The hypertext game-info browser
however contains little information about rituals;
See keywords: RITUALS, RITUAL and RITUAL POINTS.
The known rituals are shown here and they are executed and
performed from this screen too. You may pop this profile
up from the regular character profile screen or by pressing
[F4].
Ritual skill reflects the fact how well you can perform
rituals. See more information from a skill-screen.
- CRTPLR improved:
*** NOTICE! Saved characters from previous the versions are NOT compatible ***
*** with the version 2.13! ***
- GRAPHICAL REVOLUTION!
Corrected names:
Hind -> Elk [Stag (male elk) remains the same]
New animals: [See game info about ANIMALS for more information]
Reindeer,
Wild Reindeer,
Beaver,
Glutton.
- descriptions of the animals added into the game info browser and
linked to the looking function.
Healers, wise men, seers etc. can be found from the villages.
They may heal your wounds or cure your illnesses. Find out
what these powerful and appreciated persons can do for you.
Dryings barns were used to dry and tresh the grain. They can
be found from villages or nearby the settlements.
- chat-mode improved.
- caves improved.
- villages improved.
- swimming improved.
- cooking improved.
*** NOTICE! Saved characters from previous the versions are NOT compatible ***
*** with the version 2.12! ***
- trapping improved.
Creatures that get caught into your traps may now starve to
death (and will be found dead) if traps are checked after they
have been set long enough (usually several days).
Now you can get yourself a horse, bull or whatever you want to
(is animal is tame and willing to be leashed) and pack it up
with your stuff. There are two new commands to be used with
pack-animals; [#P]ack and [#U]npack. (Commands can be executed
by pressing [#] first and then selecting Pack or Unpack option
from the menu) [#P]ack is used to pack animals and [#U]npack
get something that has been packed. To keep the animals
following you, you should leash them with a rope.
You can now pop-up several other screens from the character
profile screen; skills-screen, wounds-screen, armour analysis -
screen and character's log. Ths should make things easier for
the rookies (no need to remember so many different key
commands) and the system more user-friendly. [SPACE] key also
works the same way as [p] so you can from now on just press
[SPACE] and the previously mentioned character related actions
in the game - including using skills.
- graphics improved.
As you attack another human or you have been attacked and the
combat ends up when you fall down unconscious, several things
may still happen and save your life:
Shopkeepers and the like usually call up the military, outlaws
and beggars may take your money and/or valuables etc.
So you are more likely to stay alive than previously.
- added temperatures:
- lighting improved.
It gets dark depending on the time of the day and the season.
Winter is the darkest season in the UnReal World; it gets dark
very early and the bright time of the day is very short.
There is also very dark in the buildings and caves where isn't
any light sources such as windows and fireplaces. This means
that sometimes your character needs some light sources to see
around. Torches, lanterns and the like can be purchased from the
villages and are very necessesary in the dungeon exploring.
Lighting of the areas is also made very realistic: you can see
fires (made by you or somebody else) from far away etc; dropped
light sources and creatures in their circle of light can be seen
easily even if you weren't too near. Also creatures (including
your character) carrying a light source can be seen from a far
and the creatures in the dark corners with no light source
usually can not be seen. All this brings up many new strategies
to utilize in the dark areas.
- throwing improved.
You can now throw your items/weapons not only to living targets
but every location you can see. This is useful when you need to
for example light out some dark area where you have heard a
frightening roars. Just wield a torch etc. and throw it to the
area you wish to see more clearly.
- randomize world improved: added roads, fields and new kind of terrain.
- added avalanches.
*** NOTICE! Saved characters from previous versions are NOT compatible ***
*** with version 2.11! ***
Bear trap is designed for large beasts and usually can hold even
a bear between it's jaws. Bear trap is used the same way as any
other trap; see TRAPS keyword from the game info browser for
more information.
Villages may now contain second hand shops where you can find
the most mixed sortiment of equipment - practically any object
that is ever made on the surface of the UnReal World.
- the fire burns! (in case you did not know ;-)
Man-made fires, forest fires etc. can be very disastrous for the
wanderer who does not understand to avoid them.
-------------------------------------------------------------------------------
version: 2.10
released: Jun-29-1996
*** NOTICE! Saved characters from previous versions are NOT compatible ***
*** with version 2.10! ***
256 color 320x200 MCGA screens and pictures added. To see them
MCGA compatible VGA adapter is required. Chat-procedure is now
fully graphical (including faces of talking characters),there is
a graphical start-up screen, graphical character profile, armour
coverage screen and help screen. Graphic system is still heavily
under development but it shows the way where we are going.
Now you will need some equipment such as bandages and water to
treat wounds. Wound treating also takes some time. For more info
see INJURIES and WOUND TREATMENT keywords from the game info
browser.
This means you don't have to give directions etc. when direction
of your function is obvious. For example when opening/closing
doors the game checks if you are heading towards a door and
opens/closes it without asking a direction.
- added shields:
Just like you zoom into the terrain by pressing [ENTER] you can
now also get back to the wilderness by pressing [ENTER] at the
zoom map. This works only when there is no other creatures on
the zoom map otherwise you must use the old method of walking
through the map border.
- bugs fixed.
-------------------------------------------------------------------------------
version: 2.09
released: Jan-19-1996
*** NOTICE! Saved characters from previous versions are NOT compatible ***
*** with version 2.09! ***
Press [F1] to start the game info browser. You will find many
sections and topics concerning the game and learn more and more
about The UnReal World. Hypertext links make it easy to jump
from the topic to another and see detailed information about
some individual matter. All information which can be obtained
for example from the inventory screen ( by examining items) can
be found from the game info browser. Most of the information in
the textfile URW.DOC has been transferred to the browser to be
available in the game so the documents do not contain much
to read anymore - but the browser does.
Some game screens also include possibility to activate the game
info browser immediately from the current topic just by pressing
[F1]. This shortcut feature is clearly shown in such screens so
you can't miss it if it's there.
When using [q]uaff-command from now on, you will be asked if you
wish to drink some natural liquid available (lakes etc.) or some
of your equipment.
- Statistics-screen re-arranged:
You will now see your character's full physical penalty (injury,
encumbrance + fatigue) in percents and also percetange value
of your injury penalty in together with good old Injury-meter.
Penalty values are shown in the upper right corner of the screen
like this:
Carried load: <load in lbs> [encumbrance penalty]
Fatigue : <level of fatigue> [fatigue penalty ]
Injury : <injury meter> [injury penalty ]
[===================]
[full physical penalty]
For more info about penalties, start the game info browser and
type keyword PENALTIES.
- creature revolution:
- poisoning improved.
When examing armours in the inventory screen you will now see
description of the armour itself instead of armour material.
Description of the armour material can be however easily find
by following links in the game info browser.
- foods rearranged.
Every shop has now a sign over their doors indicating which kind
of goods the shop is shelling.
There are now two kinds of coins; silver and copper pennies.
One silver penny is worth of hundred copper pennies. When you
deal with money you don't have to worry about differenet kinds
of coins - the game splits your silver pennies to copper pennies
if needed. The silver penny is still most usual coin and copper
pennies are used only when it would be a overcharge to ask
somebody to pay a whole silver penny for something.
- digging improved.
When digging a solid rock you will now first get a boulder which
you can break apart or roll away.
- added traps.
Notice that Fox Trap can hold such creatures as foxes, cats etc.
but will only slow down and maybe even provoke such things as
bears, lions etc.
Readied traps can be triggered by knocking them with some weapon
or by kicking them etc.
- FISHING improved:
- added cultures:
Start game info browser with CULTURES keyword for more info.
Cultures currently have an influence only in the course of
character generation (CRTPLR.EXE). There are currently three
player selectable cultures available. Different cultures
currently affect only to characters attributes, start-up skills
and their mastery levels and start-up equipments. In the future,
cultures will be having a major role in the game.
Frame tells how the character is bodily build and affects to the
character's weight. Frame can be scant, light, average, heavy or
massive.
-------------------------------------------------------------------------------
version: 2.08
released: Jul-31-1995
*** NOTICE! Saved characters from previous versions are NOT compatible ***
*** with version 2.08! ***
Once you have attacked your enemy you can repeat the maneuver by
using this command so you don't have to enter weapon aspect and
aiming zone again, only the direction.
- mountains improved.
You just can't walk on them anymore. Now you have to climb on
them which may be quite risky sometimes.
It depends on your will and hunger if you can eat raw meat or
not.
- FISHING-skill improved.
Actually only net fishing has been improved: Now you must leave
your net into the water for some days before any fish gets
stucked into it. Picking the net (after throwing it by using
FISHING-skill) can be done by regular pick commands: [;] or [,].
- Leather Belt
- Sandals
- Hunting horn
- Skin (can usually contain 2-3 litres of liquid)
- fixed lotsa bugs (I was doing things too hurry. Shame on me!):