UnReal World - Enormous Elk
3.50 beta 2 hotfix for Windows was released a few days ago, and now also OSX and Linux beta builds are up to date with the fixes. Those who are playing beta will get auto-updated.

3.50beta2 fixes, now applicable on all platforms, are:
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- fixed: spells screen background music not stopping upon exiting the screen by selecting manually performed spell

- fixed: crashes upon talking to villagers (in villages with lots of animals)

- fixed: kota villages not recognized as proper villages, and not stocked with goods either

- fixed: animals who ate carcasses dropped their own bones on the spot instead of the bones of the actual eaten species
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UnReal World - Enormous Elk
3.50 beta hotfix for Windows was just put live, and those who are playing beta will get auto-updated. Other operating systems will have to wait a little longer. The following were fixed (in Windows version) -- and naturally still persist in OS X and Linux 3.50 betas.

3.50beta2 for Windows - changelog:
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- fixed: spells screen background music not stopping upon exiting the screen by selecting manually performed spell

- fixed: crashes upon talking to villagers (in villages with lots of animals)

- fixed: kota villages not recognized as proper villages, and not stocked with goods either

- fixed: animals who ate carcasses dropped their own bones on the spot instead of the bones of the actual eaten species
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UnReal World - Enormous Elk
The special sale and celebration continues, and hereby gets supplemented with the release of the first beta of UnReal World version 3.50. It's available as beta-branch you can opt into manually at will. There's possibility of minor bugs, and the work with new goodies and features continues, but things are mostly nicely stable and good to go already.

Find the full changelog at the bottom of this post,
and now here's how to get your hands on 3.50 beta.

This is password hidden beta-relesae. The password you need to know is:
betarelease350

  • Close UnReal World if you happen to be playing it right now.
  • Right-click UnReal World in your Steam games library and select "Properties".
  • Select "Betas" tab.
  • Enter the password into 'Beta access code to unlock private betas' field, and press [CHECK CODE]. (The password is betarelease350)
  • Now 3.50 beta is available.
  • Select "3.50 beta" in the dropdown box ('Select the beta you would like to opt into').
  • Close the dialog, the game updates, and you are now ready to get going with the fresh beta.

Should you encounter some crazy problems with the beta, you can always switch back to current stable version by choosing "NONE" from the beta dropdown box.

Here comes the changelog. Let the adventures in the Far North continue. Cheers!

Version: 3.50 beta 1 changelog

BETA NOTICE:

This is a beta release. There are likely to be bugs and some of the listed improvements will be tweaked and polished further in patches to follow.
Your current Steam version characters are compatible with this version.


- 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 butchered 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 butchered 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 butchered 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.

- added: more spells

About a dozen of new spells have been added. Like explained above the spells can be learned from NPCs within quests, but there are also some new spells which every character knows from the start.

Here's vague summary about the newly added spells:

* bear skull rite

This spell is known by all the characters from the very beginning. It's crucial common knowledge about what to do with the skull of a downed bear. Killing a bear should now always call for executing this spell at least.

* bear teeth related spells

Bear teeth are powerful charms especially for hunters, and now there are spells associated with them.

* bird and hare trapping

There are new spells to better succeed with bird and hare trapping.

* ant nest related spells

Ant nests aren't merely a terrain feature but also a place for executing certain spells, once you learn them.

* spirit of the forest related spells

There are new spells for both encoutering and gifting the spirit of the forest.

* bear hunting related spells

There are new spells to better succeed with bear hunting.

- added: new spells for new characters

Upon character creation some of the new spells are now randomly assigned for a new character. Depending on the character's culture the given spells are emphasized on either hunting or fishing, or both. New characters usually start with four spells, and the spells screen is shown during character creation just like before.
Of the old rituals general sacrifice is now known by every character from the start.

- added: valuables to be found in the villages

Valuables such brooches, pendants, bracelets and so on can be now rarely found in the villages. Type of these stocked valuables depends on the culture. Even though it is not in the least common for every village to stock valuables the possibility for having acquired some them exists for every culture.

- changed: game-course completion reward "Learn three new rituals" changed to "Learn two new spells"

- added: skinned/cut/burnt carcass coloring

Skinned carcasses now appear in fleshy red color.
Cut or eaten carcasses appear dark reddish, and burnt carcasses blackish depending on the cut/burn degree.

- added: BUTCHER_CONFIRMATION configuration option (defaults to NO)

If the option is enabled a confirmation prompt appears if you try to butcher a carcass before skinning it.
This is to avoid accidentally cutting up the whole carcass and losing the skin.

To enable the option add the following line to urw_ini.txt setup file in your installation folder:
[BUTCHER_CONFIRMATION:YES]

- added: SPEND_DELAY_ADD configuration option

This option can be used to slow down the time consuming actions if you find the game turns running too fast for your taste during the time spending dialog. The given value is in milliseconds, adding that much more delay for each game turn. Good value to try slowing things down a bit would be 10 and nobody really wants to go higher than 100.

To use eg. 10 millisecond turn delay add the following line to urw_ini.txt setup file in your installation folder:
[SPEND_DELAY_ADD:10]

- added: EAT_MUSHROOM_CONFIRMATION configuration option (defaults to YES)

Yes/No confirmation is now asked if you try to eat a mushroom that is not completely known to you, or a known poisonous mushroom. Notice that this applies only to raw mushrooms. When it comes to cooking we assume characters being on track about what they want to do. The option is on by default, as it's most convenient for newcomers.

To disable the option (as it used to be) add the following line to urw_ini.txt setup file in your installation
folder:
[EAT_MUSHROOM_CONFIRMATION:NO]

- added: confirmation dialog for emptying containers (with other than liquid contents)

As the contents are discarded for good upon emptying containers the confirmation is justified, especially for newcomers. If the container has liquid content the confirmation is not asked as losing the liquid upon emptying should be quite obvious.

- adjusted: skiing fatigue rate decreased, walking in deep snow more penalized

Skiing fatigue accumulation rate is decreased which makes skiing more profitable than previously. In addition, walking in deep snow is now slightly more fatiguing than previously. As a result difference between walking in deep snow versus skiing should be more signficant now.

- adjusted: fishing equipment (eg. fishing rod) availability increased among certain cultures

Somewhat increased among kaumolaiset and kiesseläiset, and slightly increased among koivulaiset and islanders.

- added: fire burns away the ground cover

Lichen, moss etc. ground cover now gets destroyed from under a burning fire. Only very small fires may leave the ground cover intact.

- added: winter skin/fur descriptor

As we know winter furs are more valuable, and it's been like that for a long time. Now there's finally also an indication of wintertime furs and skins within the item description.
For example:
"Fine winter fox fur" or "Poor winter bear-skin"

- renewed & optimized: drawing of rain and snowfall

Previously rain and snowfall were drawn in putpixel fashion which was often more or less sluggish. Now rain and snowfall presented by tile graphics with improved look and fast rendering.

- fixed: animals with no proper dexterity/strength being able to sometimes open doors

- fixed: turnip seeds could be used as "vegetable" ingredient in cooking

- fixed [rare condition]: NPCs foolishly drowning/freezing to death in small ponds at the village yard

- fixed: bogbean anti-inflammatory herb property was mispelled in flora files and thus not effective

- fixed: fresh or untanned skins not getting destroyed by a burning fire

- fixed: villager kotas might mistakenly contain "inside of a building" tiles instead "inside of a kota" tiles

- fixed: some treasures you heard of were never to be found

The bug was caused by map maintenance being prone to mistakenly remove treasure locations.

- fixed: missing chance to get also decent quality crafts at very high skill

- fixed: companions and dogs not always attacking robbers on command

- fixed: stone-axe and some knives attack and defense class values wrong

The following weapons still lacked the intended attack/defense class changes.
Here's the list of fixed ones with "old -> new and current" attack/defense class.

* Stone axe

attack/defense: 2/1 -> 1/1

* Kaumolais knife & Northern knife

attack/defense: 2/1 -> 1/1

* Broad knife & Hunting knige

attack/defense: 1/1 -> 1/0

* Knife

attack/defense: 1/0 -> 0/0

MIGRATION NOTICE:
Weapons obtained or created in the previous version still carry the faulty values.

- fixed: too high quest generation interval in case of some rejected quests

Some quests (eg. robbers) might come in your way again too quickly if they were first rejected in the past.

- fixed: robbers occasionally staying at the same region for all too long

- fixed: knife price

Regular knife (called "knife") price was too low (< squirrel hide) and is now increased to intended value
of 6 squirrel hides.

- fixed: arctic fox hide price was the same as of regular fox

Now arctic fox hide is more valuable, as it should be.

- fixed: zooming out at the very left edge of terrain didn't remember the position when zooming in the next time

- fixed: buying animals decreasing quest reward credits

- fixed: depopulating a village might occasionally cause cultural area to be removed also from unvisited nearby villages

Unvisited nearby villages then appeared as vagabond villages when you entered them, but had no proper population or buildings.

- fixed: "crater" villages ie. village generation failures when the surrounding terrain was of much higher elevation

- fixed: indifferent ripe and growing tile graphics with some plants

For example lake reeds, milkweeds and heathers had the same tile graphics regardless of being ready or almost ready to harvest.

- fixed: trousers mistakenly cover feet

MIGRATION NOTICE: Trousers obtained or created in the previous version still appear with feet coverage

- fixed: animal in the forest cover quest completion troubles if the tracks got seriously messed up by other animals

The freshest tracks of the missing animal you can identify do matter. Previously it could rarely happen that you needed to burn the twigs on tracks of other animals who had replaced the original freshest tracks.

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That's all folks! ːurw_sageː

Cheers, have fun, and let's keep our fingers crossed for the bugs being little and scarce.
UnReal World - Enormous Elk
A special sale for a bunch of finnish games on Steam has started. This is to celebrate the centenary of Finland's independence and will last until 8th of December.

This 100th year of Finland's independence culminates on 6th of December, for that is our official independence day. During the centenary sales period we are also celebrating the extraordinary Indie-dependence days for it's been 25 years of playable UnReal World releases. In other words, the game has been out there for 1/4 of its development nation's official existence. We celebrate with the sales, new video greetings and finally the release of 3.50 beta version on 6th.

Now join the celebration;
finally grab that Steam copy,
or gift it to your friend,
take a look at the video greetings,
enjoy adventures in the Far North in the current version,
and stay very tuned for the beta release tomorrow.


From left to right; Erkka (co-designer), and Sami (creator) shake hands for it's the special Indie-dependence day. 1/4 centenary of playable UnReal World releases, and full centenary of Finland's independence.


Our indiedepence day video greetings are available for Steam purchaser in free Video Greetings DLC which you can add to your cart at will. The package now contains four videos, and more will follow in time. As the Video Greetings package grows we'll find ways to keep the file sizes decent, but for now it's full HD work around 900 MB in size.

http://store.steampowered.com/app/505100

If you grab the Video Greetings DLC you'll find the videos within your local UnReal World files in BonusMaterial/ folder. And the game main menu also shows BONUS MATERIAL option which guides you to the right folder.



Cheers, Thanks and Respect to all of you.
UnReal World - Enormous Elk
Very exciting times are at hand...

We've reached beta stage with the upcoming version 3.50. Test builds have been compiled and proven playable and we are shortly ready to move onto releasing the first 3.50 beta version. This will be opt-into release, for the beta usually means some bugs as well.

By the way, did you know that this year is 100th anniversary of Finland's independence? Doesn't matter if you didn't, but it's a big year for the country and it all culminates on 6th of December - for that is our official independence day.

On that very day we are celebrating the extraordinary Indie-dependence day for it's been 25 years of playable UnReal World releases. In other words, the game has been out there for 1/4 of its development nation's official existence. It's either an old game, or a young nation.

We try to aim beta release to take place on 6th - but depending on our schedules it might come either a bit earlier or later.

Because of the special anniversary a portion of finnish games on Steam are also taking part in special sale period arranged for us. Before the sale is going on we can't exactly say when it starts or ends, but you should know that UnReal World celeberates with the sale, and it's around the corner.

We'll be also releasing a little indiedependence day video within the video greetings DLC to celebrate the occasion.

It's three nights, at the most.
UnReal World - Enormous Elk
For more than half a decade already we've had a habit of creating characteristic video greetings with varying themes to thank and delight UnReal World buyers and supporters. About a year ago we started bringing the video works on Steam as a free DLC for UnReal World Steam players.

A fresh video greeting "Greetings from Horseback" is now up in the video greetings DLC package.



Feel free to add Video Greetings to your cart if you like. The package now contains three videos to start with, and more will follow in time. As the Video Greetings package grows we'll find ways to keep the file sizes decent, but for now it's full HD work around 500 MB in size.

http://store.steampowered.com/app/505100

If you grab the Video Greetings DLC you'll find the videos within your local UnReal World files in BonusMaterial/ folder. And the game main menu also shows BONUS MATERIAL option which guides you to the right folder.

If you're curious about what the video greetings may be about you can browse the older stuff at:
Enormous Elk YouTube channel.

Cheers!
UnReal World - Enormous Elk
Six Cards for the adventurers under the northern sky,
Five Backgrounds for the settlers in their cabins of wood,
Nine emoticons for the community bound to cheer and sigh,
One badge, six levels, for the players struggling to survive for good
in the ancient north where you are free to roam or to settle.


Umm... you get the picture, right?

So...

UnReal World trading cards are here

Yes, our Trading Cards are now live and released.
And naturally with the finely tailored badges, emoticons and backgrounds included in the set.

There you go...


One background, one trading card, one badge -- and one developer -- in action.


Trading Cards and Backgrounds -- unique glimpses of the game world

It's all about deep thought, ambition, setting suitable design and talent.
Thus, Trading Card and Background artwork is drawn by Finnish comic artist Tuuli Hypén. Her creations are completely fresh moody imagery of carefully cherished and selected scenes. Beautiful, collectible, profile decorating unique glimpses of the game world for you.


Emoticons and Badges -- something old, something new

The badges kind of represent a coming-of-age story...
It's the familiar looking survivor, now only in hi-res and detailed, progressing through the course we have used to follow with many characters. Slowly acquiring wealth, equipment and skills on the way. And if you pay great attention to the details, in our setting appropriate badge artwork also the beard length is a sign of progress.

The emoticons come from the game world and tiles...
There's Noaidi's mushroom, and there's Elk.
There's Njerpez Warrior and there is Fire.
And a few others, to boost your communications.


Umm, but what are Steam Trading Cards?

Oh, you are new to Steam Trading Cards?
Well, they are virtual cards earned by playing games on Steam. Sets of cards can be turned into game badges and tradable Steam community items.

Check out the introduction page, and find detailed FAQ at the bottom:
http://steamcommunity.com/tradingcards


And What is UnReal World?

Oh, you are new to UnReal World?
Well, it's the cult classic open-ended wilderness survival roguelike RPG taking place in the ancient North during the late iron-age. Throughout the years, UnReal World has been praised for its incredible depth, realism, atmosphere and immersion. With more than two decades of development it also sports Guinness World Record for Longest Update Support For a Game.

Well, it's also turn-based, content over graphics, requires you to read and think quite a bit, and keyboard controlled. But if you can survive that then lose yourself in the intricate, detailed and enchanting iron-age game world in which northern folklore, knowledge and way of life play an important part.


Into the far north we shall take you...
...and have some trading cards drop on your way as well.
UnReal World - Enormous Elk
You dream of a summer release. You aim your fingers at the keyboard and code. You fail to deliver a summer release.

You know, that's what has happened to me.
Like mentioned in earlier posts I dreamed of a summer release, and a proper long holiday afterwards. But...we're behind the schedule with several planned goals and just can't make it.
Deadlines and summer - I should have known they don't go together.

So, hopes to come up with a new patch is thus postponed after the summer.
I'll be entering summer vacation shortly, for the whole august.
This means I'll be more absent in regards to game related forums and e-mail activity.
Coding is to be continued in the autumn then, but some additional content is still to be expected sooner...

Steam Trading cards

Yeeees, the trading cards. That's what we will be releasing before I leave the development chambers. It's actually the trading cards (with emoticons, badges and all that extra) which have postponed my general working schedule more than expected. Ambitions can take time, you know, but we already love the outcome ever so much. So at least for Steam players there will be something new in UnReal World to browse during the summer.
A proper, loud and clear announcement of Trading Card release will be posted when the time is at hand.
You can still prepare yourselves, foreign and domestic card traders -- it's going to be beautiful!


Greetings from horseback

You aim your bow at a target from the horseback and shoot. You are doing horseback archery.

You know, and speaking of dreaming, that has also happened to me.

For as long as I've been doing primitive and traditional archer I've dreamed of one day going for horseback archery. Until this summer it's been horseback riding and archery separately, but this very year I've picked up and entered this form of archery and horsemanship I've always craved for. This is going to be a dedicated horseback archery year for me, and whether I'm on a vacation or not, we just might see the next video greetings consisting of horseback archery footage.

Meanwhile, I'll leave you with these few still shots. First from the horseback, then by the tranquil summer lakes around my neighborhood.






Best wishes. We'll catch up with everything in the autumn. But I'm sure at some point I'll be tempted to post a few holiday greetings as well.
UnReal World - Enormous Elk
Summer it is, and we've been steadily trucking towards yet another version.
Once it's wrapped up it's gonna be summer holidays for me, and new features in UnReal World for you. Summer it is, despite of the current weather in Finland including little snow and sleet every now and then, chilly days and almost frosty nights. But the weather engine still isn't bugged ;)

What's cooking then -- and when the soup is ready?

I wouldn't want to speak of schedules but I put my hope in July. We'll have some fresh stuff out then...at the latest...I suppose. And this summer we don't release only yeat another new version of the game, but also our first Steam feature... ta-daa... Trading Cards!

UnReal World Trading Cards

Trading Cards for UnReal World are coming this summer. Yet again we like to do things with deep thought, love, ambition and talent and that's why the card artwork is drawn by Finnish comic artist Tuuli Hypén. (Some of you may remember her classic "conflict in the woods" drawing based on the old title screen.)
We've cherished and talked about the card themes and plots during the spring, the creation is in progress, and below you can find a sneak preview collage consisting of drafts, sketches and semi-finished artwork.

Trading Cards are likely to be launched even before the actual next version is finished. We'll start with six cards, and most likely expand the pack in the future. Prepare yourselves, foreign and domestic card traders!



Upcoming game content features

Then, a few words and screenies about the upcoming new game content -- to be expected this summer. Like always, we're adding new freatures on many different fronts but let's highlight some of the probably most widely interesting here:

* Bones and antlers

Antlers and bones can be now harvested from carcassess.
They have only little usage on their own but do serve as trophies and new raw materials to be utilized via modding if you like.

* Skulls and teeth

Skulls can be now harvested from a few species of dead animals whose skulls (or teeth) have meaningful ritual or magical usage. Skulls can be furthermore applied to pick teeth from them. Bear teeth for example are well-known for their magical powers.

Screenshot: By the sacred bear memorial rite tree Panu takes a look at the sturdy bones after hanging the bear skull in place.


* New spells, more spells, spells screen overhaul

We're giving up the old ritual system for good, and now focusing on the new kind of spells and spells system first showcased in version 3.40. This means removal of some of the old spells, but also featuring more and more new spells.

Ritual screen will be 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.

Currently you can view new spell descriptions only in the quest journal, but now it all will be available within the spells screen. Whenever a new spell is learned it will also appear in this new list of spells.

Bringing the selector on a 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 case of the new manually and mechanically performed spells the spell selection merely shows the spell description and instructions to follow in order to perform the spell.
The old spells (eg. blood-stanching incantation) are colored differently and automatically put to action upon selection.

Screenshot: The new spells screen with quite a bit of spells known. Hovering the selector over the first spell shows the description.


* Cubs and calves - rise of the young animals

Cubs and calves have been added for relevant wild animal species eg. elks, bears, reindeer, hares etc.
In case of large species ie. elks and bears, the young ones usually follow their mothers in the wild for a full year after the birth. 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.

Few screenshots - the adventures of fghfg among cubs and calves :)
Bear mother with its cub. Careful now. You don't want to position yourself in between those two.


Ooo.. isn't that sweet... not a hunting day today.


* Ant nests

For some this is a mere curiosity, for some an absolute necessity. Anyhow, ant nests can be now found in the forest. They are needed in performing certain spells but have no other use to the player character currently.

Screenshot: It's raining - and it's ant nest!


Stay tuned... Deeper and deeper into the Far North we shall take you...
UnReal World - Enormous Elk
The spring is in the air.

Here's a squirrel in a big pine tree at my backyard. It said to me that today we should release a new patch.


So we did, and here's the changelog. With this last fistful of crucial fixes and a few additions we'll tag version 3.40 stable.

---------------------------------------------------------------------------------------------------------------

Version 3.40 stable changelog:

- 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.

* Broad axe

attack/defense: 3/1 -> 1/1
weight: 8.5 lbs -> 5.5 lbs

* Carving axe

attack/defense: 2/2 -> 2/1

* Woodsman's axe

attack/defense: 3/1 -> 2/1

* Stone axe

attack/defense: 2/1 -> 1/1

* Spear

attack/defense: 3/2 -> 4/2

* Kaumolais spear

attack/defense: 4/2 -> 5/2

* Small trident

attack/defense: 3/2 -> 3/1

* Wide trident

attack/defense: 4/4 -> 4/2

* Club

attack/defense: 3/1 -> 2/1

* Kaumolais knife & Northern knife

attack/defense: 2/1 -> 1/1

* Broad knife & Hunting knige

attack/defense: 1/1 -> 1/0

* Knife

attack/defense: 1/0 -> 0/0

* Grainflail

attack/defense: 4/1 -> 3/2

MIGRATION NOTICE:
Weapons created or obtained in the previous version still carry their previous version values.

- added: default setup options file (defaults/urw_ini.def) to be copied in place if needed

There is a new defaults/ folder containing urw_ini.def file which is the original setup file.
Upon first starting the game this file is copied into game's installation folder as urw_ini.txt which
is then our editable setup file. (If urw_ini.txt already exists no copying occurs.)

- fixed [quest]: wounded adventurer occasionally generated out of village boundaries

The bug usually manifested with a false adventurer figure appearing on the overworld map far away from
the village.

- fixed: armour coverage screen showed bodyparts with zero protection value with the last displayed color

This was the case for example when checking out blunt or squeeze protection values for nettle and linen clothes.
Now zero protection value is shown with very dark (almost black) red color.

- fixed: dead NPC with seemingly zero weight in "Not all who wander are lost" start-up scenario

- fixed [modding]: {[TERRAIN:]} crafting requirement tag not properly recognizing "sea" terrain type

- fixed [quest]: escorting NPC to a village mistakenly accepted arriving at Njerpez villages

- fixed: "How is it going?" chat option occasionally missing from certain NPCs

- fixed: troubles of shooting arrows from frozen water puddles at mires

The arrows did prematurely hit the ground due to faulty terrain elevation calculations.

- fixed: withered mushrooms had no visible tile graphics

- fixed [rare condition]: buried treasures being generated on mire islands where it's impossible to dig them up

- fixed [rare condition]: all the start menu entries bringing up "About" screen

---------------------------------------------------------------------------------------------------------------

Cheers!
...

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