UnReal World RPG Changelog

What's new in UnReal World RPG 3.52

Jan 22, 2019
  • Saved characters from version 3.40-> are compatible with this version. **
  • Balanced: villagers' interest to buy boards
  • Previously trading boards could be used an exploit as villagers did buy them without any reasoning. Now there's a cap for villagers' interest in boards and they only buy the amount they want to have as a reserve. This varies from village to village, and some villages are not necessarily interested in player character's board trading attempts at all.
  • Added: NPCs will store the obtained timber in the village
  • NPCs may obtain timber (eg. boards) through trading. Previously NPCs just carried the heavy loads around causing unncessary burden for themselves. Now they eventually store the timber in the village.
  • Added: roasting meat/fish decreases its weight
  • We tought this was featured already, but no. Now roasted meat/fish loses about 25% its weight in the process.
  • Updated: NORTHERN BOW game encyclopedia info + image added
  • Added: new NPC kid portrait
  • Still not much variety with kid portraits, but if you are into portrait customization more of them can be now added for kids as well -> truegfx/kid?.png
  • Fixed: character creation extra skill point issue for 0% skills
  • Increasing and then decreasing skill for 0% level skills mistakenly allowed two points then to be spent on the said skill.
  • Fixed [rare condition]: quest generation and companion rehire delays
  • Long lived migrated character might encounter extremely long intervals between new quest generation and earlier NPC companions willingness to be rehired.
  • Fixed [rare condition]: bird thief quest sages forgetting about the quest
  • This occurred only with long lived characters. Sages involved in the quest first talked about it normally, but might not recognize the quest anymore after a while.
  • Fixed: kids not recovering from wounds and injuries
  • Fixed: young animal skins were worth the same as adult animals skins
  • Now the price is reasoned according to the skin size.
  • Fixed: when trading with NPC the accepted items they couldn't carry just disappeared from their inventory after the trade
  • Now the excess items NPCs can't properly carry are put on the ground as a common village property.
  • Fixed [rare condition]: aquatic birds flying still above the frozen waters
  • This was a result of aquatic birds terrain exploration routines failing to find them new meaningful areas to check if the waters at their habitat got completely frozen.
  • Fixed [rare condition]: irrelevant quest related persons appearing in chat dialog
  • Sometimes you were given chat options to ask whereabouts of irrelevant quest related persons in the village.
  • Fixed: young animals giving as much fat as the adults
  • Now the fat yield from young animals is more or less smaller depending on the cub/calf actual age and size.
  • Fixed: nameless villagers ie. occasional blank NPC names

New in UnReal World RPG 3.51 (Jun 30, 2018)

  • Saved characters from version 3.40-> are compatible with this version. **
  • If you are new to version 3.50 scroll down and read changelogs since the first beta version. **
  • added: treat bleeding wounds of your pets and companions
  • It is now possible to try to stop bleeding of the wounds of your pets and companions.
  • The attempt is started by using physician skill, or opening [F7] wounds screen, when facing a bleeding pet
  • or companion. If bleeding wounds are found you'll be asked whether you wish to try to treat them.
  • The actual wound to treat is then auto selected based on its severity.
  • The actual game mechanics of applying physician skills to your pets and companions are the same as treating
  • your own wounds. Herbs can be used in the process, the success or failure messages are the familiar ones, and
  • so on.
  • added: crash security to overcome creature and item losses when travelling with companions and watercrafts
  • There's now extra data save added upon each map load to provide crash security and to minimize certain creature
  • and item loss potential. Previously it was quite often the case that the pets and companions you were travelling
  • with would disappear upon a crash. The same sort of crash related disappearence might also happen to the items you
  • were transporting with a watercraft - including the watercraft. This sort of losses should be history now.
  • Crashes may naturally lose some progress in the game world, but all the creatures and items should stay intact and
  • be available upon returning to post-crash UnReal World.
  • Finally, let us remind that force quitting seems to be the most usual type of unexpected UnReal World termination
  • and this addition should not in the least to be taken as an encouragement for safer force quitting.
  • balanced & fixed: weight of some clothes
  • Some were found too heavy, and a few were found too light.
  • The corrections go as follows (with old weight in parenthesis):
  • Woollen tunic - now weighs 4.6 lbs (was 5)
  • Nettle cloak - now weighs 2.6 lbs (was 6)
  • Woollen cloak - now weighs 5.3 lbs (was 6.5)
  • Fur cloak - now weighs 11.5 lbs (was 14)
  • Woollen overcoat - now weighs 6.3 lbs (was 5.5)
  • Fur overcoat - now weighs 13.5 lbs (was 15)
  • Leather leggings - now weighs 6.3 lbs (was 2.9)
  • Fur leggings - now weighs 7.4 lbs (was 3.5)
  • fixed [rare condition]: all too frequent map maintenance with some old characters
  • fixed [rare condition]: sages offering the old style teaching of new ritual for some migrated characters
  • fixed: triggered traps sometimes appearing as readied and erect
  • fixed [rare condition]: too fast melting of ice in the spring
  • fixed: animals tied in place with a rope remaining tied even if the rope was destroyed (eg. by a fire)
  • fixed [rare condition]: spiritworld related entries cluttering the data stack and causing misleading hoarding warnings
  • fixed: animal pens in the villages appearing too close to the western border
  • The problem was that your dog might end up located in the village animal pen when entering the village from the west.
  • fixed: BUTCHER_CONFIRMATION setup option not checking whether the carcass actually could be skinned
  • Now the confirmation, if enabled, is asked when applicable only if the carcass actually can be skinned.
  • fixed: wounded adventurer quest sometimes generating too lightly wounded adventurers
  • This made the intended quest giver adventurers not speak about their hardships at all even though
  • the villagers would hint about it.
  • fixed: milk from rams and bulls

New in UnReal World RPG 3.50 Beta 2 (Jan 4, 2018)

  • added: wounded or starving dogs may refuse to attack on command:
  • If your dog is seriously wounded or starving it may refuse to attack on command. Even the suffering dogs
  • still defend their masters and themselves from charging predators and enemies, but are just reluctant to
  • act as war dogs who always run after a given target completely despite of their own condition. This
  • addition may encourage you to keep your dogs more safe and better fed from now on.
  • added: redrawn 8 directional tiles for watercrafts:
  • Both punt and raft now appear bigger and prettier in completely redrawn fashion. The watercraft tile
  • direction does change based on the last actually rowed direction. Credits for these tiles goes to Paulo Spinola.
  • added: specific animal purchases:
  • Upon purchasing animals you may now get to choose small or big animals from the list. NPCs still decide which
  • animals they wish to sell so the size you would prefer may not always be on the list, but the animal
  • description now always matches what you'll get. For example, if you go for purchasing a sheep with no size
  • mentioned you are guaranteed to get that average size sheep - not a big or small one.
  • added: young animals:
  • Cubs and calves have been added for relevant wild animal species eg. elks, bears, reindeer and hares.
  • In case of large species ie. elks and bears, the young ones usually remain with their mothers in the wild for
  • a year or two before becoming independent. So now you may occasionally encounter an elk mother wandering
  • together with her calf, or a bear mother followed by her cub. Mother animals may act more unexpectedly or
  • aggressively than usual when they're still taking care of their young ones -- and that's especially true in
  • case of bears.
  • added: different gender dogs:
  • In addition to plain dogs, which are male, there are now also female dogs.
  • MIGRATION NOTICE: for dogs generated in the previous version their gender is randomized upon first load.
  • added: different gender bears:
  • Male and female bears are now distinguished, females being descriped as "female bear".
  • Male bears are larger and stronger than the females, and may also appear slightly more aggressive if necessary.
  • changed: some animal descriptions:
  • There are some animal terminology and description changes as follows:
  • male elk description changed from "stag" to "bull elk"
  • bears are now descriped as plain "bear" if they're male, or "female bear" if they're female
  • domestic pigs now have gender-based description
  • Previously they were all called pigs, but are now descriped either a "sow" (female) or a "boar" (male)
  • reindeers now have gender-based description
  • Previously they were all called reindeers, but are now descriped either "reindeer doe" (female)
  • or "reindeer stag" (male). This goes for both dometic and wild reindeers.
  • MIGRATION NOTICE: animals generated in the previous version may still appear with their old names.
  • changed: resources of animal origin named in gender-neutral fashion:
  • For example, you'll now get elk cuts even if the animal gender based description would have been "bull elk".
  • Or, you'll now get pig cuts regardless of the pig having been descriped as sow or boar.
  • (However, a few exceptions to this rule may still occur here and there.)
  • added: ant nests:
  • Ant nests can be now found in the forest. They are needed in performing certain spells but currently have no
  • other use or function.
  • added: antlers & bones:
  • Antlers and bones can be now harvested from carcasses.
  • antlers
  • Male elk and both sexes of reindeers have antlers. For now, antlers simply appear on the ground when the
  • carcass has been completely [b]utchered for meat.
  • bones
  • Bones can be harvested from almost any carcass except for the birds and very small creatures. Harvested
  • bones appear on the ground when the carcass has been completely [b]utchered for meat. Currently the bones
  • you get are imagined to be the long bones (eg. leg bones) containing the marrow. Each carcass yields four
  • of such bones. The bone size naturally varies depending on the carcass.
  • Antlers and bones appear in your inventory as tools but have only little usage on their own. Dogs do like
  • bones and as they are marrow-containing ones it's also nutritiously wortwhile to feed them to your dogs.
  • Otherwise antlers and bones serve the best as trophies and new raw materials to be utilized via modding if
  • you like.
  • added: skulls & teeth:
  • Skulls can be now harvested from a few species of dead animals whose skulls, or teeth, have meaningful ritual
  • or magical usage. Currently these animals are bears and seals. Animal skull appears on the ground when the
  • carcass has been completely [b]utchered for meat. It is also possible to remove and pick teeth from a skull
  • by [a]pplying it.
  • added: meeting the spirit of the forest:
  • Naturally this otherworldy creature has existed in the game world for a long time, but now it is possible
  • for characters to actually see and meet him - although it is still a rare occasion. The spirit of the forest
  • is famous of being relatively talkative. As a ruler of the forest and its animals he likes to make remarks
  • about your relationship with the forest. In case of being very pleased the spirit of the forest may offer
  • hunting advice, or even reveal where certain animals roam.
  • added: a quest related to meeting the spirit of the forest
  • overhauled: ritual screen [F4] -> "Spells and magic means" screen:
  • It's now known as "Spells and magic means" screen and all the new spells are listed there as well.
  • "New spells" refers to spells featured in version 3.40, which are learned within quests and performed by
  • following the instructions given in spell description by using the common game mechanics and actions.
  • Previously you could view new spell descriptions only from the quest journal, but now it's all available
  • within the spells screen. Whenever a new spell is learned it will also appear in this new list of spells.
  • Spells screen also lists some relevant "old spells" which we've had in use for ages and which are performed
  • automatically upon selection. However, most of the "old spells" have been removed completely to bring
  • existence of magic means to our desired new level.
  • Bringing the selector on any spell in the list displays its information dialog. If necessary, a selection
  • is then made by mouse click or enter. In addition, there are also hotkeys for quick spell selection.
  • In most cases the spell selection merely shows the spell information dialog as the new spells are performed
  • manually by following the descriped game mechanics and actions. The old spells, eg. blood-stanching
  • incantation or general sacrifice, automatically put to action upon selection. This kind of spells are also
  • colored differently in the list.
  • changed: re-organization and removals within the old spell system and spirit world features:
  • RITUAL skill removed
  • It was truly redundant skill, serving only as an alternative way to bring up rituals screen.
  • feature of periodically learning rituals is removed, but the related messages kept and improved
  • Automatically becoming aware of new spells over time is history and now new spells can be learned only
  • from NPCs within quests. The good old occasional messages regarding how you feel about your relationship
  • with the spirits are still featured. (Eg. "You feel pleasant.")
  • Moreover, there's now a lot wider range of these spiritworld relationship related messages and they may
  • vary depending on if the pleased or angered spirits are forest or water folk.
  • most of the old rituals are removed:
  • We've saved only a few relevant rituals from the old days, and we are happy with that. Some of the old
  • rituals were seriously outdated and unbalanced in many ways. In case of migrated characters some old
  • rituals are replaced with the new (3.40 ->) spells.
  • Here's a list of removed old rituals with the replacements spells where applicable:
  • Completely removed old rituals:
  • permission to fell a tree
  • blood-stanching prayer
  • the oath of iron
  • banishing the evil water guardian
  • greet the supernatural guardian
  • the origin of fire
  • Removed old rituals with migration replacement spells:
  • permission to sleep -> replacement spell: "greeting the earth upon going to sleep"
  • hunter's request to catch a fox -> replacement spell: "making foxes to come at the bait"
  • fisher's request for a catch -> replacement spell: "gaining fisherman's luck"
  • fisher's sacrifice for a catch -> replacement spell: "rod fisherman's sacrifice"
  • favourableness of the trap -> replacement spell: "fox trap favorableness"
  • these are the old rituals that were kept as is, or improved as descriped below:
  • blood-stanching incantation
  • Works the same as previously.
  • general sacrifice:
  • The act of sacrificing is now always known by every character from the start, and has a wider
  • usage than before. It still works as an act of its own, but now also gets associated with other
  • spells as a multipurpose way to please certain spirits for a certain reason. If there's a spell that
  • requires sacrificing which is not described by other means then the general sacrifice does the trick.
  • For example, if there was a spell described as:
  • "Reindeer hunting luck is achieved by sacrificing berries on reindeer tracks in the morning."
  • Then, to perform the spell you would probably need to find reindeer tracks, be standing on them in
  • the morning and then use "general sacrifice" spell choosing berries as an item to sacrifice.
  • updated: SPELLS encyclopedia entry [F1]
  • added: VALUABLES encyclopedia entry [F1]
  • added: SACRIFICES encyclopedia entry [F1]
  • added: silver valuables as a sacrifice:
  • Previously sacrifices were limited to food items, but now sacrificing silver items is also possible and
  • necessary in rare cases. You will notice the general sacrifice item selection now allowing to pick an item
  • from both food and valuables categories.
  • However, silver sacrifices are always related to certain new spells and are not completed unless the
  • conditions are right. Upon using silver items as a sacrifice some shards of the item are cut and carved away,
  • and eventually the item gets used completely. This makes silver items both higly appreciated and costly
  • offerings.
  • The full changelog can be found here: http://www.unrealworld.fi/350b1-changelog.txt

New in UnReal World RPG 3.40 (Mar 13, 2017)

  • Saved characters from version 3.30-> are compatible with this version. **
  • added: trapped animals will eventually die
  • Depending on their nutrition and overall physical condition it usually takes from few days to a week
  • for a trapped animal to perish.
  • 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.
  • adjusted: trident breakage values
  • Tridents were too fragile and breaking too easily. With their wear/break/fracture levels corrected
  • all three tridents are significantly more durable now.
  • adjusted: attack and defense classes of some weapons
  • 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.
  • The full changelog can be found here: http://www.unrealworld.fi/340-changelog.txt

New in UnReal World RPG 3.40 Beta 3 (Jan 3, 2017)

  • This is the third beta of version 3.40. Scroll down for complete newslist for version 3.40 (beta 1).
  • Saved characters from version 3.30-> are compatible with this version. **
  • added: zoom option for map of known areas [F6]
  • 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
  • added: game encyclopedia [F1] entries of the new valuable items
  • 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: NPCs mistakenly speaking of a reward covering some of your trades in villages where no reward was given
  • 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
  • fixed [rare condition]: false automatic player character attacks getting triggered at random targets at the area
  • You might see "You attacks [creature]!" messages, or even get prompted for attack maneuvers.
  • fixed: feathers not burning in the fire
  • fixed: torches burning out while idling
  • fixed: burnt fire destroying dug holes in the ground
  • fixed: undergarment coverage
  • Women's undergarment now covers also elbows, forearms, knees and calves. Coverage of these bodyparts was mistakenly
  • absent before.
  • fixed: woollen leggings coverage
  • They now cover also the hips.
  • 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.
  • MIGRATION NOTICE: clothes obtained or generated in the previous version still carry the old values.
  • fixed: some typos here and there

New in UnReal World RPG 3.40 Beta 2 (Nov 15, 2016)

  • 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: quest related NPCs appearing in emptied/abandoned villages
  • fixed: quest dialog typos
  • "About that %s..."
  • fixed: learning old (before 3.40) rituals (was completely broken)
  • Characters never learned them during the gameplay.
  • 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.

New in UnReal World RPG 3.40 Beta 1 (Nov 1, 2016)

  • 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.
  • The quest system as a whole is an enormous (and laborous) addition. We haven't taken the easiest path,
  • but use verbose dialogue, procedural generation and randomization to maintain replayability and immersion.
  • Quests don't come in your way in linear or fixed fashion. Not in the the same order, not from the same NPCs,
  • not in the same locations, and so on. Some of the quests may appear several times, some only once.
  • The plots vary from everyday chores and problems to folklore and mythology based stories and incidents.
  • We've paid attention to making quests also to fill in the game world and the worldview of the player (character)
  • to good and interesting extent. There are both mundane and otherworldly things to discover, solve and learn.
  • 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:
  • Quests can be obtained by talking to people. This applies both to villagers and lone wandering NPCs, although
  • villager given quests are more commonly met. Quests can be accepted or ignored at will, so you are free to decide
  • in what to get involved. All the quests are told within the chat dialogue which is often versatile and not too
  • straightforward. The dialogue proceeds based on the chat options, questions and answers, you choose. You don't
  • always necessarily get to know all the details or tidbits. And sometimes you may learn seemingly trivial things
  • about the UnReal World in general within the quest dialogue.
  • There are basically three ways to find out about a quest
  • 1. You talk to NPC and find out about a quest.
  • 2. NPC comes talk to you and tells about a quest.
  • 3. You talk to NPC, asking "How is it going?", and they tell you about a person/situation which can be investigated
  • further and may then lead to getting involved in a quest.
  • 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.
  • quest journal [F2]:
  • 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.
  • quest related map markers:
  • 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 related area' marker indicates a specific quest related area or location somebody has told you about.
  • Quest related locations are always described also verbally within the quest dialog, but in some cases the area
  • markers appear to indicate rough whereabouts of the place in question. Size of the quest related area markers
  • can vary, and they foremostly give you an initial idea of the area where to head for further investigation.
  • Clicking the marker shows the quest in question and what the marked area is about.
  • 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.
  • get taught in skills:
  • 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.
  • village goods of your choice for free:
  • 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.
  • added & improved: valuables:
  • 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:
  • Foreign traders may now carry some valuables for trading.
  • added: treasure caches:
  • 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: meeting and seeing the spirits for real:
  • Many kind of spirits and otherworldly creatures have always existed in UnReal World, but they haven't appeared for player characters
  • in visible form - until now. Now it's remotely possible for some player characters to actually see certain spirits in the game world.
  • added: holding SHIFT down selects the whole stack when selecting items in inventory with ENTER or mouse click
  • added: telling a difference between running and walking tracks
  • 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."
  • changed: [f]ire and [b]utcher commands removed from [r]epeatable tasks
  • As these commands have hotkeys of their own it was in vain to have them occupy [r]epeat list.
  • changed: dog skin is now classified as fur
  • 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
  • fixed: boil recipe requirements order
  • A cooking pot was asked before the water, which isn't preferred order. Now it's water first, then a cooking pot.
  • fixed: wrong flatbread graphic tile
  • fixed: containers disappearing when utilizing a stack of containers filled with required ingredients/raw materials
  • optimized: hungry dog food searching routines
  • 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
  • This occasionally resulted in items becoming impossible to trade for after NPCs had stocked them back to storehouses.
  • fixed: all the village dogs wanting to follow you if you bought one of them
  • This resulted in irrelevant confirmation messages when zooming out nearby villages.
  • 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
  • corrected: woollen dress weight,
  • It was 5 lbs, which was too low. Now woollen dress weighs 6.5 lbs.

New in UnReal World RPG 3.30 / 3.20 Patch 2 (Mar 1, 2016)

  • tile graphics overhaul:
  • 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:
  • overhauled tile graphics engine:
  • 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.
  • separate files for each tile - easier modding of tile graphics:
  • 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.
  • graphical compatibility with old savegames and mods remains:
  • Despite of huge changes in tile graphics structure compatibility with savegames and even old mods should work quite well. The game corrects references to old indexed vanilla tiles on the fly and shows the applicable new tiles instead. However, updating your mods to use new tile system is advised. See usage of [TILEGFX:] tag to associate new tiles to your mods further in this newslist.
  • variety of graphical goodies and tweaks:
  • With the power vested in new tile graphics engine the following graphical goodies and tweaks have been implemented
  • enhanced missile attack graphics:
  • 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.
  • enhanced fire graphics:
  • Fires now spread a flickering circle of light around them which brightens and tints the surrouding terrain and items. The effect is most immersive (and most necessary) during the darkest hours.
  • Fires are now animated with three frames which makes them look more lively
  • Size of the fire is now represented by scaling the fire sprite instead of using multiple sprites.
  • direction-wise track graphics:
  • Tracks of creatures are now drawn to their actual direction.
  • two facing direction graphics for all the creatures; east and west
  • If a creature is facing towards NE,E,SE or S its' eastward graphic tile is used.
  • If a creature is facing towards N,NW,W or SW its' westward graphic tile is used.
  • In the future we'll be featuring creatures drawn to all eight facing direction, but this is a start.
  • The good old little blue arrow beside the creature still shows its' exact facing direction.
  • 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
  • Full changelog: http://www.unrealworld.fi/330-changelog.txt

New in UnReal World RPG 3.20 Patch 2 (Mar 18, 2015)

  • added: new winter photos for coniferous forest, spruce mire and grove terrain types
  • balanced & overhauled: TRAPPING related animal spawning:
  • 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.
  • What has changed is the spawning mechanism.
  • Previously there was a system which caused succesfully set traps to spawn animals at the area. This happened in very unbalanced fashion and resulted in far too many animals to be spawned far too close to the traps - and in far too great number. This unbalanced spawning mechanism is now removed and attractiveness of traps is replaced with a new and more delicate system.
  • As straightforward spawning of animals is removed, the harsh simplicity of trapping goes as follows: If there are animals at the area they may enter your traps depending on how succesfully these traps are set or constructed. If there aren't animals at the area your traps will remain empty. However, if there weren't animals at the area today the situation may not be the same after a couple of days. Traditional method of relying on the same traps at chosen trapping grounds for a longer period of time and checking them out on a regular basis is still valid and suitable trapping method.
  • Moreover, there's a new delicate mechanism which furthermore improves propability of catching animals with traps:
  • Even if animals at the area wouldn't be actually hungry, properly baited and succesfully set traps may attract them beyond regular feeding needs.
  • Succesfully set traps may trigger additional animal population checks for appropriate animals
  • This is different from straightforward animal spawning and works more like an increased propability of new animal populations to be created at the area. This mechanism follows the rules of general animal population creation, so commonness and relative number of animals and their natural habitats are carefully taken into account. Therefore, if the trapped area is not suitable for a certain animals or if animal populations are on a good natural level, no trap can cause extra population propability.
  • To succeed in trapping now it takes more patience, careful consideration and knowledge of animals natural habitats. Setting traps at areas where you have actually noticed marks of wildlife is often most effective. Nevertheless, knowing that bears can occupy spruce mires and setting bear traps at spruce mires even in random fashion may still prove succesfull. You can expect less catches with traps now, but it will be far more rewarding when it happens.
  • speed optimized: map drawing when passing time with NPCs in sight:
  • Map drawing is optimized so that redraw occurs only if NPC locations do actually change. This way NPCs who are in sight but standing still do not cause extra lag to passing time. Passing time with standing still companions and pets in sight is now just as fast as with no-one in sight. If there's NPC movement in sight more frequent map redraws naturally slows things down, but most often passing time is a lot faster now.
  • improved: map drawing and scaling:
  • 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:
  • Rectangular zoom in/out "effect" is removed.
  • Map view is shaded with a slight color tint when zooming in/out.
  • Terrain pictures are faded in and zoomed onto screen.
  • After the world or terrain map is loaded alpha blending transition is used in switching
  • the map view.
  • 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.
  • added: option to go prone intentionally:
  • 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.
  • added: vision restrictions when prone:
  • Character's line of sight is calculated differently when prone. Even the slight slopes do restrict the sight of prone characters.
  • improved: archery from behind an obstacle:
  • Arrows won't ever hit the adjacent obstacle when shooting from behind it.
  • added: new key commands to eat and pass a turn:
  • 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.
  • keypad 5 works as an alternative key to pass a turn
  • This is equal to pressing [.] key to pass a turn.
  • improved: HERBLORE inventory filtering:
  • Using HERBLORE to examine plants in your inventory now automatically filters for plants and foods.
  • added: key commands to wield picked up items automatically - [CTRL]+[,] and [CTRL]+[;]:
  • Press [CTRL] together with pick up commands [,] or [;] to automatically wield picked up items. Notice that when picking up multiple items this way the first selected items on the list will be wielded.
  • changed: warmth is excluded from calculations in the display of average armour protection
  • changed: [ESC] equals to "Yes" in [Yes]/[No] prompts to abort tasks:
  • 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."
  • changed: wording in aiming zone penalty descriptions "challenging" -> "tricky:
  • Aiming zone penalties are now described as "tricky" or "difficult". "TrickY" being easier than "Difficult".
  • fixed: numlock hassle - it's now always off in the game:
  • 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.
  • fixed: projectiles being told to hit slopes when shooting/throwing at creatures in the water:
  • This was a mostly a wrong message issue, but water shot/throw aiming angle also needed few adjustments.
  • fixed: foreign traders not staying in group:
  • Their "herding" behaviour was broken. Now foreigners wander around more close to each others.
  • fixed: spoiled food was just as nutritious as normal edible food:
  • Spoiled food is now only half as nutritious as normal edible food.
  • fixed: zero population settlements aka ghost villages
  • Old randomization fault which caused the smallest settlements occasionally appear completely empty of people.
  • 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
  • fixed: butchering carcass twice
  • 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

New in UnReal World RPG 3.20 (Dec 23, 2014)

  • Saved characters from version 3.18-> are compatible with this version.
  • SLD 2 migration accomplished - freely resizable game window, compatibility and future possibilities
  • 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 developer's point of view SDL 2 migration stands as an investment for the future.
  • 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:
  • In Windows a chime sound is played when using ALT+key combinations (skill hotkeys) if you have Windows sounds enabled.
  • The game needs to be started with NumLock off or otherwise numpad cursor keys are not working.
  • Keyboard repeat rate is derived directly from system repeat rate, so keyboard response is probably a bit different compared to version 3.19.
  • added: configuration options to set preferred resizing and fullscreen modes
  • LOGICAL_RESIZE option in urw_ini.txt defines if the logical size and aspect ratio should be maintained upon resizing the window or not. Possible values are YES and NO. It's set to YES by default.
  • FULLSCREEN option in urw_ini.txt defines if the game is started in normal, maximized or fullscreen window.
  • Possible values are:
  • NO - normal resizable game window. Starts at last used game window size.
  • YES - fullscreen game window at the current desktop resolution.
  • MAXIMIZED - game window is maximized upon starting the game.
  • setup menu removed - everything is now configured via urw_ini.txt:
  • 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.
  • Self-explanatory setup menu options now appear urw_ini.txt as follows:
  • AUDIO, BACKGROUND_MUSIC, AMBIENT_SOUNDS, MOVEMENT_SOUNDS, IDLE_ANIMATION
  • added: scandinavian letters allowed in character names:
  • In character folder names scandinavian letters are encoded to hex values.
  • changed: character loading menu shows true names of the characters:
  • Previously it showed (the first 8 letters of) character folder names.
  • added: an incomplete list of credits to main menu
  • 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.
  • Crop cycle is maintained year after year if there's sufficient population in the village.
  • added: two new containers - birch-bark box and birch-bark basket:
  • 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)
  • adjusted: container capacities:
  • Wooden tub can now hold 10 lbs. (was 8 lbs)
  • Bag can now hold 20 lbs. (was 10 lbs)
  • Wooden bowl can now hold 6 lbs. (was 4 lbs)
  • Wooden cup can now hold 3 lbs. (was 2 lbs)
  • MIGRATION NOTICE:
  • These factors only apply to newly created items. Containers that were created in earlier versions have the old capacities.
  • added: proper empty container weights and load calculations:
  • 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.
  • balanced and checked: farm product values:
  • No changes in grain price.
  • Root vegetables prices have been doubled.
  • Pod type plant (beans and peas) prices are increased by 50%.
  • Flour value has been halved, and it's now about 50% more valuable than the grains itself.
  • Small seeds, such as turnip seeds, aren't considered very valuable and have a low nominal price.
  • All the foodstuff prices are foremostly based on their true nutritional value, but these few adjustments give better balance to relative prices of these farm products.
  • adjusted: seed weights:
  • 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.
  • -changed: wearing armours:
  • 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.
  • overhauled: armour glossary:
  • Anachronistic armours removed, new armours & clothes added, coverages checked & adjusted, new sprites added, and armour availability & usage checked and adjusted.
  • 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:
  • Greaves are now known as shin guards.
  • Vambraces are now known as forearm guards.
  • Short hauberk is now simply known as hauberk.
  • Long cowl is now simply known as cowl.
  • 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
  • ring armours removed - all of them:
  • Ring type armour has no base in history. No actual examples of ring armour have been found on European archaeological findings.
  • variety of anachronistic iron armours removed:
  • 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.
  • new armour material: lamellar:
  • Lamellar is eastern armour type used by Njerpez. Lamellar armours are made of square or rectangular iron plates tightly fastened to each other with leather straps passed through openings along the edges of the plates. Lamellar technique is used mainly to create cuirass and hauberk type armors, but it's also suitable for some spot protection pieces.
  • Compared to mail, lamellar armour offers better protection from blunt attacks but only slightly better protection from edged attacks.
  • There are 5 lamellar armour items:
  • lamellar hauberk, lamellar cuirass, lamellar forearm guards, lamellar shin guards and lamellar rerebraces
  • new leather armours:
  • There are 3 new leather armours items which all can be crafted: leather shin guards, leather forearm guards and leather cuirass
  • hauberk coverage adjustments:
  • Hauberk (previously known as short hauberk) doesn't cover upper arms anymore. This is because there was no really relevant difference between the two hauberk types. (Long hauberk covers the upper arms and extends to the knees.)
  • undershirts shortened:
  • Undershirts now extend to the thighs. (Previously to the knees)
  • 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:
  • overcoats now extend all the way to the knee.
  • fur cloth changes and additions:
  • Fur mittens are now longer than they used to be and now cover also the forearms. (Previously they covered only hands)
  • Fur shirt is now shorter than it used to be. It's still long-sleeved shirt but extends only to cover the groin and hips. (Previously it covered also the thighs and knees)
  • new fur item: fur overcoat:
  • Long-sleeved and long coat extendeding down to your knees. Can be crafted and is a useful piece of winter clothing. More valuable, heavier and requires more raw material than a fur shirt.
  • Foreign traders and Njerpez now have a distinctive cultural difference between armours they favour and wear. In general metal armours are very rare, and even the foreign warriors need to rely mostly on fur and leather for protection. Helms, cowls and smaller metal armours for spot procetion are now far more common than valuable body armours such as hauberks.
  • 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.
  • balanced: stocking and availability of some basic tools:
  • 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.
  • added: villages stock wood and lumber:
  • You can now find boards, slender tree trunks, wooden stakes and logs in villages. Availability of these items is naturally culturally dependant.
  • added: villages stock ordinary clothes:
  • 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.
  • balanced: availability of high quality of northern bows:
  • 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.
  • added: one new character portrait (to eastern portraits)
  • added: "Stop your tasks" companion command:
  • This makes your companion to stop all the tasks he/she was doing.
  • added: group commands for pets and companions:
  • You can now give group commands to your pets and companions eg. to make them all attack the same target at once.
  • group commands for pets:
  • 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 commands for companions:
  • 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.
  • added: an option to ask NPCs what they want in a trade:
  • 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.
  • balanced: robber demands and speaking them out:
  • 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.
  • Robbers demands have been reasoned and can vary
  • 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.
  • Seal-tribe village restocking has been adjusted to feature a proper level of seal furs and meat.
  • To allow compatibility with modded tilesets there's a separate sprite files for seals: truegfx/av_gseal.png, truegfx/av_rseal.png
  • added: aquatic animals can dive under the water:
  • They do it especially when escaping. As diving animals disappear from your sight they are pretty much impossible to be hunted while diving.
  • 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.
  • You can also find naturally dropped feathers.
  • Feathers are categorized as tools.
  • 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.
  • To allow compatibility with modded tilesets there's a separate sprite file for feathers: truegfx/sp_feather.png
  • added: new birds:
  • 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:
  • Common aquatic birds breeding around inland and marine waters.
  • Goldeneyes are migratory birds. They leave in autumn and are among the first migratory birds to return in early spring.
  • Kuikka:
  • 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.
  • added: audio samples for birds:
  • 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.
  • added: birds lay eggs:
  • 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.)
  • overhauled: animal populations:
  • Creation of animal populations has been thoroughly checked, adjusted and balanced.
  • These adjustments concern not only the commonness and relative number of animals, but also their natural habitats. Frequency of big game remains quite the same as it was, and most notable changes are seen in populations of small animals and birds.
  • In general you can now expect more varied and greater number of wildlife to exist in the world, but natural habitat of animals has a much greater role than before. You can't expect to find any forest animals in any type of forest.
  • 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.
  • To learn more about changes in habitat and population adjustments see updated game encyclopedia [F1] pages for:
  • 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.
  • added: sauna stove:
  • 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.
  • improved: lighting effect of fires:
  • 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: precise time passing featured on bunch of new tasks:
  • 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.
  • added: option to stand still until not fatigued:
  • This option is available in movement and rest actions menu, or can it be activated by [ALT] + [-] hotkey.
  • added: unpaid category & standardized hotkeys to inventory filtering
  • There's now "unpaid" category within inventory filter menu (TAB) showing all your unpaid/taken items.
  • Shortcut keys for item types have been standardized.
  • w - weapons, a - armours & clothing, c - containers, h - hides & skins etc.
  • added: direction is told in sound based messages:
  • Eg. "You hear a tree falling down in the east.", "You hear rustle of wings from the north." etc.
  • changed: e[X]changing weapons if a shield is wielded now costs a turn
  • changed: raw meat and raw fish now floats:
  • To avoid accidentally losing meat or fish when operating with a kill or catch by the shore.
  • modding fix: incorrect weight of modded [patchwise] cookery items:
  • 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
  • removed: wheat bread:
  • Old item which didn't fit in the word. There's no wheat.
  • changed: clothes and armours being worn can be offered in a trade
  • changed: foreign traders don't fell trees anymore as their lagtime activity
  • changed message: "[creature] escapes." -> "[creature] flees."
  • fixed: sounds of fighting NPCs at the area occasionally being played when loading map or sleeping
  • fixed: being able to command NPCs of single house settlement to go away
  • fixed: NPCs climbing steep elevations too fast
  • fixed: being able to [a]pply animal leashes on world map
  • fixed: wrong "block of wood(s)" plural -> "blocks of wood"
  • fixed: a rare condition of trapped unconscious animals attacking
  • fixed: being able to [a]pply animal leashes on world map
  • fixed: leashed pet duplication when returning to village where your departed companion had recently returned
  • fixed: animals tied to trees occasionally roaming free Some iterations of this bug were fixed before, but a new bug prone instance was discovered. Report back if this bug still persists.
  • fixed: wading animals moving too fast
  • 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 Now aggressive NPCs will walk over unconscious ones. When selecting a target from location with multiple NPCs the conscious NPC
  • is always chosen if available.
  • fixed: humans can recognize trap-fences and understand to avoid traps there
  • fixed: cave crashes (specifically with .rpm package on Fedora)
  • 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
  • fixed: villagers knowing your breaches without seeing you in action: 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.
  • fixed: light from fires shined through obstacles:
  • Fires use line-of-sight mechanics now, and the light from fires reaches only where it actually can.
  • fixed: hiding mode not cancelled when hauling items
  • fixed: "source of livelihood" game course task was weight based:
  • Now true nutritional value of the food you are carrying is taken into account.
  • fixed: fighting leashed pets not following the player character
  • fixed: wooden tub price decreased (to one third)
  • 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:
  • There's now "The impact doesn't hurt you." alternative.
  • fixed: repairing a piece of clothing with itself
  • 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: pets staying on burning fires
  • fixed: birds couldn't fly over high cliffs
  • 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: NPC crops growing in water (on fields next to a lake)
  • 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 mproperly randomized
  • Previously only the north-west location was chosen, now there's proper randomized variety.
  • fixed: free sauna items:
  • Sauna scoops and tubs of water aren't free to take anymore.
  • fixed & balanced: skiing and walking in the snow:
  • 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: food in NPC villages/camps never spoils - old exploit
  • fixed: setting bait to a direction you can't see wasted the bait
  • fixed: hauling not cancelled when pushing a hauled carcass
  • fixed: skinning ignored carcass beneath another one
  • 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
  • fixed: sleeping or unconscious creatures prevented hiding:
  • Entering hiding mode wasn't possible if you were in "sight" of sleeping or unconscious creatures.
  • fixed: shield protection glitches:
  • 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: creatures standing on cellar were invisible
  • 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: villagers stocking stale food
  • 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.
  • fixed: spoiled food items occasionally not stacking:
  • This was related to markers of their original quality. The conflicting markers are now cleared upon spoilage. Notice that the old non-stacking spoiled food items your character may have will remain non-stacking.
  • fixed: stale tag persisting upon cooking:
  • 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 wasbadly chosen
  • fixed: drinking from containers taking too much time
  • fixed: villagers joining the robbers when they enter the village area
  • fixed: NPC/villager reactions to robbers was broken:
  • 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: terrestial animals sleeping in shallow water
  • 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: sauna scoops and wooden tubs disappearing from villages
  • fixed: carcasses tagged as partially skinned even if the skinning wasn't allowed (ie. while swimming)
  • fixed: arrow-in-loading bug: NPCs could shoot you while the map was only loading

New in UnReal World RPG 3.19 (Sep 16, 2014)

  • Picking, burning, rotting carcasses:
  • You can move, push or pick up carcasses just like any items and the common item handling commands work for carcasses while they are in your inventory. There's a new rotting mechanism for carcasses. Scavengers will keep utilizing rotting carcasses, but humans may obtain usable meat and hide only from relatively fresh carcasses. And now carcasses can be burnt - which allows kind of a burial for your dead pets and companions.
  • Weapon breakage & degrade system:
  • 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.
  • The force of impact and resulting weapon damage is calculated based on strike velocity, weapon weight, impact area and materials that hit together.
  • Shield usage to protect from missile attacks:
  • 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. Shields can be held in many ways to cover different body parts and to protect from varying lines of attack
  • Wider scope of NPC reactions to each others presence:
  • NPCs now actively react to presence of other human beings, specifically those of another culture. For now this is mostly notable when Njerpez meet other cultures, but later on the system will be expanded to create cultural conflicts. In a sense variety of NPC reactions gets closer to behaviour repertoire we already have in use with wild animals. In addition to being blunt aggressive or peaceful people may now try to avoid you, stay hidden, try to chase you away or prefer to escape upon being spotted.
  • 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).
  • UI convenience boost:
  • There's UI convenience boost for non-keyboard jockeys as the burden of memorizing key combinations is eased with automated actions, menus and new configuration options. Movement and rest actions are grouped within one menu and containers are handled via single [a]pply command. Swimming, climbing and opening doors is automatic and configurable. There's also traditional roguelike movement mode added for those who prefer it, and you're able to strafe at will.
  • And dozens fixed issues, minor additions and balancing:
  • two new start-up scenarios,
  • balanced net fishing, crossbows, time passing and movement
  • pausable cutting and skinning, improved carcass selection
  • blunt and broadhead arrows.
  • a new log to view previous game messages, and enter your own notes

New in UnReal World RPG 3.18 (Feb 27, 2014)

  • 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: option to cancel crafting right after completing material selections
  • Prompt to start crafting now appears as: "[SPACE] to continue -- [ESC] cancel"
  • added: [a]pply command can be used to wield sesta, paddle or ski stick
  • added: possibility to skin small animals when prone
  • added: possibility to cut animals for meat when prone
  • added: possibility to fell slender tree when prone
  • added: villagers are unwilling to join you if the companions you hire go missing
  • added: naturally fallen slender trees
  • In addition to big trunks laying around on zoomed-in maps, you can now occasionally find slender tree trunks too.
  • added: bunch of fresh audio
  • new music for armour coverage screen * sound effects for skiing, walking in the now, wading and walking on soggy soil (mires)
  • added: lots and lots of new graphics
  • Majority of backgrounds, terrain type images and encyclopedia images are fresh and new. Work from several different contributors and photographers is being used. For copyrights, credits and licenses see: truegfx/credits-and-copyrights.txt
  • 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
  • new terrain images have a proper winter counterparts
  • some fresh images in start-up scenarios
  • new character portraits
  • bunch of new pictures in encyclopedia (F1)
  • wolf, bear, ermine, glutton, reindeer, squirrel punt, deadfall trap, fence...
  • Naming of images has been re-organized so background/terrain graphic mods are not compatible with this version.
  • 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 then zoomed out on wilderness map
  • fixed: pet disappearances
  • Departing companions caused pets (or NPCs) go missing.
  • fixed: any tool could be used as sesta
  • fixed: trading crashes which happened if you were demanded for payment while carrying lots of unpaid items
  • fixed: birch-bark products wouldn't burn
  • 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: foreign traders with nothing to trade
  • fixed: (bleeding) tags weren't shown in animal/NPC wound descriptions
  • 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: Njerpez items/loot being marked as unpaid/taken
  • 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: villages with no items
  • Initial village stocking failed if you approached them on zoomed-in maps.
  • fixed: advanced game course task "Kaumo furs" getting completed by entering Kaumolais village
  • fixed: NPCs not trading unpaid goods they picked
  • 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.
  • fixed: villages where you didn't have to pay for anything

New in UnReal World RPG 3.18 Beta 4 (Jan 4, 2014)

  • Find a complete newslist for version 3.18 after these beta 4 fixes and additions:
  • 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: being called "disreputable traveller" without a reason
  • NPCs might occasionally call you "disreputable" without a reason.
  • fixed: companions lighting fires under you
  • If you happened to stand on a location where NPC was building a fire
  • you could get burnt a bit.
  • 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.
  • fixed: peaceful NPCs never climbing over fences
  • 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: empty containers sometimes worked as a water source in wound treatment
  • fixed: sage (and other NPC) herds
  • In some forester or vagabonds villages you could find penned NPCs
  • instead of penned animals.
  • 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.
  • fixed: being thrown out of a village while unconscious caused village to
  • go empty
  • fixed: ghost village syndrome
  • In rare occasions all NPCs and animals could disappear from a village.
  • This often resulted in bumping into "ghost NPCs" with no description.
  • fixed: being able to haul items while swimming
  • 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
  • added: crawling is now fatiguing
  • added: two most influential penalties displayed in physical condition
  • messages:
  • 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."
  • balanced: new visitors in villages are kept on eye more closely
  • You may find some NPCs following you when you wander around the village.
  • This makes stealing more difficult.
  • fixed & balanced: bleeding wounds
  • Fixed:
  • It was possible to faint from bloodloss during trying to stop the
  • wound from bleeding. Now character always stays conscious until the
  • treatment is finished.
  • 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:
  • Poor success in an attempt to stop a wound from bleeding now foremostly
  • affects to treatment time. It's less likely that you need multiple
  • attempts to stop the bleeding from now on.
  • Changed:
  • Describing bleeding wounds.
  • "BL" abbreviation is now used to mark bleeding wounds in injury
  • screen. This replaces previously used "bleeding" tag in wound
  • descriptions.
  • 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.

New in UnReal World RPG 3.18 Beta 3 (Dec 18, 2013)

  • BETA NOTICE: This is a beta releasethere are likely to be bugs. Many of the listed improvements will be tweaked and polished further in patches to follow.
  • overhauled: trading in villages and item ownership
  • improved: one-to-one trading
  • improved: village inventory and restocking
  • added: reputation with village
  • overhauled: NPC AI and village policy for dealing with breachers
  • added: spreading of news
  • improved: selecting living targets
  • changed: key command to talk to someone is now [C]
  • improved: NPC speech
  • added: quicker access to companion commands
  • added: hunting companions
  • added: you need to keep your companions fed
  • added: more versatile world location descriptions
  • overhauled: marking of time
  • improved: character's death reason descriptions
  • overhauled: list and archive of ancestors
  • added: fresh images
  • added: CTRL and 0 now toggles between normal and maxed out map view
  • added: NPCs shut doors behind them
  • added: peaceful NPCs withdraw from your way
  • added: starving pet dogs may eat carcassess
  • modding add: [TERRAIN:] tag used in diy/biy requirements now recognizes
  • modding add: [TILE:tile name] and [NEARBY_TILE:tile name] diy/biy requirement tags
  • modding fix: inability to add new western or eastern character portraits
  • fixed: smelling when the food is ready from far too great distances
  • fixed: "hurt, helpless and afraid" scenario sometimes caused an instant death from too many wounds
  • fixed: burning stones
  • fixed: disappearing pets
  • fixed (again): pet/companion duplication
  • fixed: fighting NPCs picking up useless items such as tree trunks
  • fixed: no sprite for buckler item
  • fixed: picking up fish catch
  • fixed: pets eating food from villages
  • fixed: incorrect display of meat cuts being prepared
  • fixed: thrown staves getting stuck to target
  • fixed: clubs not working as treshing tools
  • fixed: sections of ice covered sea appeared as open water on zoomed in map
  • fixed: when pouring something to an empty container the source container wasn't emptied expectedly and something always remained.
  • fixed: fish weight being re-randomized upon loading character
  • fixed: pets leashed to a tree still followed after zoom-out
  • fixed: discrete per-minute delays when doing tasks

New in UnReal World RPG 3.17 (Aug 21, 2013)

  • added: prompts to abort task when attacked or a new NPC/animal enters your view
  • 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.
  • Prompts are displayed individually for every NPC/animal whose behaviour meets the rules. Answering "No" will continue the task without further prompt for the instance and NPC in question. In case of aggressive NPCs/animals far out of sight you'll be given the first prompt when they enter your view (rule #1). If you don't want to cancel the task, another prompt is given if you see them getting within distance of 10 meters (rule #2).
  • There are also newly added configuration options in urw_ini.txt to adjust these settings separately for for humans and animals as follows:
  • [TASK_ABORT_ANIMALS:YES/NO/HOSTILE] [TASK_ABORT_HUMANS:YES/NO/HOSTILE]
  • NO - never prompt to abort if these creatures enter your view YES - always prompt to abort if these creatures enter your view HOSTILE - prompt to abort only if this kind of hostile creatures enter your view
  • For aggressive sounds of any origin there's a single configurable option: [TASK_ABORT_SOUNDS:YES/NO]
  • added: if a weapon has only one attack aspect it is automatically selected when trying hit your enemy
  • 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.
  • balanced: encumbrance penalty from armours and clothes being worn
  • 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.
  • balanced: skilled bowmen are now more accurate
  • 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.
  • balanced: 'stance' physical condition requirement removed from angling
  • Using fishing rod now requires one good arm.
  • added: AUTO_WADE configuration option (urw_ini.txt)
  • Do you want to wade automatically where possible. Possible values are YES, NO and ASK (default).
  • added: shields can be used to block unarmed attacks
  • Kicks, punches and all types of animal attacks can be attempted to block with a shield.
  • added: restore zoomed map view to normal by pressing CTRL and 0
  • You can adjust map zoom level by mouse wheel, or by pressing CTRL and + (for zoom in), or CTRL and - (for zoom out). Pressing CTRL and 0 now restores the map view to 100%.
  • added: watercraft capacity restrictions
  • 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.)
  • added: new character portraits
  • 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.
  • fixed: trapped birds flying
  • fixed: blank wound treatment options
  • 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: placing items on newly sowed land reveals the sprout
  • fixed: felling trees not always unpausing properly
  • Progress wasn't properly saved.
  • fixed: possibility to sleep while wading
  • fixed: possibility of instant drowning
  • If a character with low swimming skill went swimming while fatigued it was possible to drown instantly. Now there's always a chance to swim for couple of turns before drowning no matter what.
  • fixed: dead pets wouldn't unleash if they were killed when tied to a tree
  • fixed: rowing in winter increases fatigue
  • fixed: timbercraft skill might improve even if the task was impossible to perform
  • This was most notable when splitting boards with poor axe.
  • fixed: few things that were possible with skis equipped
  • You can't do the following things anymore while skiing OR with skis equipped:
  • swim wade climb
  • fixed: stacking issues with tanned furs
  • Tanned furs with same properties didn't always stack up properly.
  • fixed: skill point distribution glitches during character creation
  • 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: game-course reset after Watercourse task
  • This was due to excess items on raft/punt.
  • fixed: clothmaking quality glitches
  • Certain selfmade clothes came out in lesser quality than your success and raw material would have allowed. This was the case especially when making footwear.
  • fixed: crash potential when loading character with auto climbing enabled
  • fixed: deconstructing NPC built kotas didn't return furs
  • Now you'll get those kota covers as well. They are often reindeer furs of ragged quality.

New in UnReal World RPG 3.17 Beta 4 (Jul 23, 2013)

  • added: escaping animals may attack if desperate/cornered
  • Escaping animals may now occasionally choose to attack their enemy in desperate situations. The more desperate the animal is the more easily it will attack. Animal's desperation builds up when it becomes cornered or doesn't seem to get rid of the pursuer by escaping - and it also matters a lot if the animal is wounded, and how badly. There are numerous factors in the mix, but the outcome is simple: the greater the peril, the more likely animals choose to attack as their last resort.
  • It is no longer possible to walk by cornered, wounded elk with no risk at all. And in fact, this addition touches pretty much all the animals there are. Even seemingly peaceful badgers or beavers may try to nip you if there's no other option.
  • added: [a]pply your fishing gear to use it
  • You can start fishing by [a]pplying your fishing gear; rod, net, club, trident etc.
  • added: wading through shallow water
  • 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.
  • added: islets, skerries and big rocks in the water
  • 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.
  • added: color of the water reflects its depth
  • 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.
  • added: tie animals to trees
  • 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.
  • To untie an animal, simply pick up the leash and carry on.
  • added: command your dogs without eye contact
  • 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.
  • added: dogs notify their master about a kill
  • 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.
  • removed: phobia display from character profile [P]
  • Phobias have not actually been truly in effect for some time. Character's mental profile will be implemented in better detail in the future.
  • removed: climbing trees on wilderness map
  • It was far too easy and unrealistic method to spot wildlife on wilderness map.
  • added: observing wildlife from high terrain
  • Wildlife can be observed on wilderness map from high terrain such as hills, cliffs and mountains. Spotting wildlife this way depends on your character's eyesight and animal size. The better your eyesight the further away you can spot animals, and smaller the animal the more difficult it is to spot from long distance. Even if it's possible to see large areas from good vantage points you shouldn't assume that you can spot all the animals within the view.
  • added: weapon usage restrictions with injured arms
  • 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
  • If only your right (primary) hand is in usable condition you can wield items with your left (secondary) hand. If your both hands are unusable you can not wield anything.
  • added: proper rules for two-handed weapon usage in melee
  • Any weapon can be used one-handed, but weapons intended for two-handed use suffer from penalty if wielded in one hand. This penalty depends on weapon design and applies to your skill mastery level and weapon impact. Heavy two-handed weapons such as battleaxes and battleswords can have penalty up to -30% whereas light spears and such may be only -10% more difficult to use with one hand.
  • You'll be notified about this extra penalty when using two-handed weapon with one hand only. Examining weapons with [i]nventory command will also tell you the preferred handmode and resulting penalty for using it one-handed. Clumsy
  • 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.
  • added: levels of effort and physical condition requirements for ordinary tasks
  • We do know that for example fighting and running is already fatiguing in the game, but now also ordinary physical activities have been given individual levels of effort. Moreover, your character now also needs to meet specific physical condition requirements to perform certain tasks. These two additions together make living in UnReal World quite a bit more hardcore than it used to be.
  • Level of effort has effect on character's fatigue accumulation and nutrition need. Hard work exerts more energy and burns that much more calories, making you get hungry faster. And the harder the work is, the more fatiguing it naturally is. For ordinary physical activities there are fives levels of effort: light, moderate, hard, heavy and very heavy.
  • If character's fatigue level reaches maximum (100%) during any pausable physically demanding he/she is considered too fatigued to continue and the task is automatically stopped.
  • Physical condition requirements:
  • Injuries affect to usability of your body in order to perform physical activities. This is most notable with limb injuries as usable arms, or hands, are often required. Being able to stand is also crucial in many ordinary activities. All the physical activities now have individual physical condition requirements, and failing to meet them prevents you from doing the task. Combination of wound types and level of injury determines whether a certain limb or bodypart is usable or not.
  • Level of effort of activity to be performed has also some effect on how much injury in required bodyparts is tolerated. For example: It may not possible to swing an axe (fell a tree) with badly injured arms, but you can still use them to set a light trap.
  • Basic physical condition requirements are categorized as follows: one / both arms - referring to whole limb from shoulder to hand. one / both hands - with forearm/elbow also in usable condition. stance - being able to stand.
  • There are emergency options for certain tasks. If something is usually done with both hands, you may be able to do it with only one usable hand in emergency situation. It will be more difficult and slow to complete, but plausible.
  • To get an idea about level of detail, here are some examples of newly adjusted effort levels and physical condition requirements for certain tasks:
  • 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.
  • cutting & skinning: Both arms required. Level of effort depends on animal size and can vary from light to hard.
  • fishing: Net fishing requires both arms and stance. Angling and maul fishing require at least one good arm.
  • modding add: modifiable levels of effort and physical condition requirements for do-it-yourself crafts and building
  • There are two new tags to be used in biy_* and diy_* headers:
  • [effort:value] defines level of effort.
  • Use value from 0 to 5 as follows: 0 - easy (not fatiguing at all) 1 - light 2 - moderate 3 - hard 4 - heavy 5 - very heavy
  • [phys:tags separated by commas]
  • Defines physical condition requirements.
  • Possible tags are: stance - you need to be standing arm - one arm from shoulder to hand in usable condition arms - boths arms from shoulder to hand in usable condition hand - one hand (plus forearm and elbow) in usable condition hands - both hands (plus forearms and elbows) in usable condition one-armed - it's possible to perform the task also with one arm/hand, but it will be slow and difficult. As an example, here's diy header for crafting javelin: .Javelin. [effort:1] [phys:hands,one-armed] *COMMON* /30/ [patch]
  • So it's light effort, both hands are needed for crafting, but this can be done with one hand only in emergency situation.
  • added: zoomable map view
  • You can adjust map zoom level by mouse wheel, or by pressing CTRL and + (for zoom in), or CTRL and - (for zoom out).
  • 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.
  • added: new "time counter" dialog
  • 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.
  • added: pausable building
  • It is now possible pause and continue any building jobs at will. You don't have to finish for example a section of wall at once but can select your working hours freely. Continuing a building job is possible after 5% of the construction has been completed. To pause a building job simply cancel the process. The new time counter dialog will tell you when a certain job can be continued after cancelling.
  • There's new "Continue paused building" option under BUILDING menu - that's how you continue working with unfinished buildings and constructions.
  • Deconstructing is also pausable.
  • improved: felling trees
  • Felling trees is pausable. You can start, cancel and continue at will.
  • The tree in front of you is automatically selected. If there's none you'll be asked for a direction.
  • fixed: when hauling items towards an obstacle time was spent despite of of the fact that your character didn't move
  • fixed: animal same item limit when packing
  • 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.
  • fixed: broken "fistful/bunch/pinch of" item name definitions in cookery recipes
  • Recipes using item names with said definitions were broken. "Fistful/bunch/pinch of" definitions are working now, but you can (and should) use core item names like: .Blueberries. (instead of .Fistful of blueberries.)
  • NOTICE: This was announced to be fixed in 3.16 but was still broken.
  • fixed: unsafe uninstaller script in Windows
  • Uninstaller removed the whole directory tree recursively, assuming that installation folder was game specific. If the game was installed to a folder with existing subfolders these all were wiped out upon uninstalling.
  • Uninstaller doesn't delete character folders by default anymore. For any existing character folder you will be asked if you want to remove it or not.
  • fixed: ghost injuries upon waking up
  • Injury meter displayed -10% right after waking up even though you were not injured. These injuries disappeared with your next move.
  • fixed: three skiing related issues
  • Now you can remove skis also by [T]ake off command. 2. Now you can't ski while crawling. 3. Now you can't ski without ski stick.
  • fixed: plant will be after a day, but it's not!
  • If a plant was said to be ready for harvesting "after a day", the next day it was said to be ready for harvesting "after a week".
  • fixed: oath of iron ritual worked for staves
  • fixed: aggressive animals occasionally kept on fruitless, repetitive attack-escape loop
  • They did constantly change their mind... "[Animal] attacks at you!", "[Animal] escapes!" ...but did not make any attacks in between.
  • fixed: bugged self-made food prices
  • Price of self-made foods was often derived from the last added ingredient in the recipe.

New in UnReal World RPG 3.16 (Apr 29, 2013)

  • improved: wielding a new weapon when both hands are in use
  • 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.
  • fixed: possibility to climb while hauling items
  • This was not intentional, and doesn't work anymore. [p]ush items to bring a heavy load on the other side of a fence etc.
  • fixed: dogs being attracted by baited traps
  • They did not enter traps, but failed to notice safer food options nearby.
  • fixed: dogs eating from cellars
  • fixed: fat not accepted as raw meat
  • It's accepted now..for those who want their fat cooked.
  • added: simple configuration file to customize some game options
  • View and edit urw_ini.txt in your installation folder to customize the following options:
  • Keep examine distant location (F3) dialog active for repeated selections until cancelled?
  • Ask to climb fences, or climb them automatically?
  • Ask a confirmation to exit zoomed in map if dogs or companions are left behind?
  • fixed: dogs can hurt animals in a tree
  • fixed: occasional meat description changes if different types of meat was prepared at the same location
  • balanced: dogs - the price and behaviour
  • Changes apply mostly to their hunting behaviour, which resembled more that of a well-trained war dog rather than a common hunting dog.
  • Hunting large animals:
  • Dogs now primarily aim to block animal's escape route by heading in front of it in order to make it stop or to change its course. Most importantly hunting dogs now bark in alarm when they've got the animal cornered or momentarily stopped.
  • Hunting small animals:
  • Same tactics as with large animals, but dogs also tend to make occasional attacks and usually manage to injure their prey quite effectively.
  • Hunting aggressive animals:
  • No relevant changes. Dogs fight as bravely as they always do, with some individual variations in the mix. If cornered animal turns aggressive, the dog will fight it. If the prey animal escapes again, the dog tries to block its escape route and lets you know about it by barking.
  • Dogs are now more valuable. Their price is tripled.
  • added: NPC/animal fatigue information displayed
  • Upon looking at creatures (F3) their fatigue level is displayed: "It looks [slightly fatigued/fatigued/very fatigued/breathless]."
  • added: "Yes/No" dialog to ask if you want to climb the fence when you move on it.
  • added: hide quality depends on how damaged the carcass is
  • If the carcass to be skinned is partially eaten or otherwise damaged the quality of resulting hide is accordingly lower, and skinning is more difficult.
  • 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.
  • There's a damage tag displayed upon looking at the carcass: harmed/torn/hacked/mangled/grisly
  • If there's no tag displayed the carcass is intact in terms of utilizing the hide.
  • fixed: cancelling aiming zone/weapon aspect in counterstrike
  • 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: sacrificing unknown plants reveals their true name
  • fixed: leashed animals not always following you upon zooming out
  • If they were stuck behind trees, walls, other creatures, they would stay on zoomed in maps.
  • added: zoom in/out confirmation dialog if your companions/dogs are getting left behind
  • If companions or dogs can't follow you upon zooming in/out you'll be notified and asked if you really want to leave the area.
  • added: name of your leashed pet is displayed in character's inventory with the leash in use
  • added: press [ESC] to skip "more" prompt in message display
  • Rest of the messages for given turn will be displayed without pausing on every screenful of messages.
  • changed: key command to show character profile screen is now [P]
  • removed: access to other profiles (rituals, skills etc.) from character profile screen has been removed
  • It wasn't that useful.
  • fixed: non-stacking items
  • Traded items, or items gotten from NPCs, did not always stack with same kind of self made items.
  • fixed: animals occasionally "freezing" beside traps without entering nor passing them
  • fixed: occasional plant alteration during threshing
  • You threshed some rye, but got blueberries. (It was about berry eating animals nearby messing up the data)
  • 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.
  • fixed: numpad issues after switching tasks
  • fixed: sleeping disorders
  • Short, interrupted sleeps were often more refreshing than long uninterrupted sleeps.
  • added: sleeping on furs for extra warmth and comfort
  • The fur needs to be of decent size to act as proper ground cover or blanket. Several smaller furs can be used instead of one big pelt.

New in UnReal World RPG 3.16 Beta 3 (Apr 5, 2013)

  • added: automatic item type filtering for variety of item selections
  • Automatic item filtering was most notably missing from crafting selections. Item filtering in crafting equipment selection follows the general idea to list only applicable item types by default.
  • added: drinking messages
  • 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.
  • added: options to feed your dog
  • 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.
  • a) throw food at your dog
  • Choose your dog as a target. As long as you are throwing food it's considered a feeding option, not a missile attack.
  • b) talk to your dog and command it to "eat"
  • 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.
  • added: pet dogs now follow you without a leash
  • 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.
  • added: options to command your pets
  • 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
  • Encourage your dog to search for food and eat it.
  • 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
  • Give your pet a 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.
  • changed: checks to determine if your pets/companions can follow you upon zooming out from local map
  • Previously your pets/companions were magically able follow you in all occasions regardless of their whereabouts on zoomed in map. If you zoomed out, they always zoomed out with you. Now a waypoint check is made for pets/companions that are following you to determine if they actually can reach your location and are able to follow you. If they are not able to reach your location they will stay on zoomed in map.
  • Coming back and grouping up again is naturally possible.
  • Now that dogs follow you without a leash these changes are necessary, but they also bring team spirit up to a new level:
  • 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.
  • If your pet/companion is far away and their route back to you is obstructed, they may not be able to reach you when you zoom out.
  • In difficult terrain, and in difficult situations, you need to group up to ensure that the whole party will travel together.
  • In general pets/companions have no trouble reaching your location when zooming out, even if they are hundred of meters away. But sometimes you need to pay attention and think to yourself that you don't leave your companion.
  • added: descriptions of known creatures shortened in game messages
  • 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].
  • fixed: companions with axes nagging about requiring proper tree-felling equipment
  • fixed: foodstuff alteration/blankage upon spoiling
  • 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: oath of iron ritual occasionally removing or transforming selected weapon
  • fixed: oath of iron ritual working for javelins
  • 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: occasional problems with cutting/skinning a carcass from an adjacent tiles
  • fixed: being able to buy animals in a village from your party members
  • fixed: waking up to "strange noises" if you were [R]unning when going to sleep
  • fixed: "hoard wisely" warning message popping up without proper reason
  • As this now works as intended be sure not to overlook the message anymore - it is displayed if zoommap item limit is soon to be reached.
  • 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 this warning message advices you to spread your stuff over a larger area.
  • fixed: movement sound for walking being played when swimming
  • fixed: unable to wield weapons picked from your companions
  • 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: watercrafts disappearing after zoom in/zoom out sequence if you didn't make any moves in between
  • fixed: penalty statistics (from carried load) not updating immediately after unpacking animals
  • fixed: 'Cover for kota' selected automatically
  • This is was not intended. Most often you want to manually select the hides to use rather than have the best ones automatically selected.

New in UnReal World RPG 3.16 Beta 2 (Mar 28, 2013)

  • fixed: game freezing upon map item limit being reached
  • added: warning message if zoommap item limit is soon to be reached
  • fixed: sticky ALT-key after switching windows by alt-tabbing
  • fixed: hiding being sometimes not possible even though no one was around to see you
  • fixed: it was possible pick up a punt/raft while rowing
  • added: '=' key (equals sign) works as an alternate key for '+'
  • added: item selection dialog remembers the page and location of your last selection
  • fixed: broken cow & sheep audio definitions -> samples were not played
  • fixed: unnecessarily long human meat descriptions causing crashes
  • fixed: pressing [esc] to skip optional item selection (e.g. seasoning in cookery, herbs in wound treatment) cancelled the following task as well.
  • fixed: pets dogs occasionally refusing to eat the food available