UnReal World - Sami of Enormous Elk
Steam Open World Survival Crafting Fest 2024 is here ...
... and we welcome you into the far north with a discounted price!

In case of UnReal World it's hard to imagine more suitable Steam Fest to participate in.
First released in 1992 the game sports more than 30 years of active development with still no end in sight and has got Guinness World Records Gamer's Edition (2019) recognizition for being the first open-world survival game. Yes, these titles are always debatable but the content and eligibility is not.

UnReal World is a unique low-fantasy roguelike game set in the far north during the late-iron age.
The world of the game is highly realistic, rich with historical atmosphere and emphasized on survival in the harsh ancient wilderness.


For newcomers we'll highlight a curiosity that the game is created by devs who tend to practice what they code also in their real life. The ways of their ancestors, primitive and wilderness skills, traditional builds and crafts of many sorts.

From left to right, Erkka (co-designer) and Sami (creator) of UnReal World building something else than a computer game.

Steam Open World Survival Crafting Fest is about games where you start with nothing or very little, and eventually end up with... well, maybe still nothing. If you survive long enough though, you might find yourself with a nicely decorated base. But the threat of all of that coming down around you is ever-present.

UnReal World is completely open-ended and it's up to you how you decide or manage to live off the land. If you wish to, you can pick one of the varying start-up scenarios to send you into the far north with different conditions and rough plot to follow. Here's a brief introduction about what you would start with in these scenarios, and where they may lead you. But in the end, everything is up to you, and in the procedurally generated world not even the start-up equipment is always the same.


The Village
Starting at the village provides a safe way to start playing. You may equip your character carefully before going out to the wilderness and have a safe place to return to if you face setbacks or dangers on your journeys. Villages are also sources of quests which may lead you into looking for water spirits, encountering forest maidens, returning lost village animals from the wild, assisting with village chores, and so on.


Runaway slave
Having been slave to Njerpezit for years you finally take a step to escape from your captors.
You are lightly dressed, carrying only few weapons. If you manage to escape, surviving in the wilderness like this, without supplies, may get very hard. On the other hand fighting against superior enemy may be more foolish - even though they are carrying equipment you too could use.


Unfortunate hunting trip
Your father lies dead on the ground and the beast who killed him is still present.
If you manage to down the beast or even escape from it you are on your own in the middle of the wide, unfamiliar environment. The equipment of your late father may become very useful to you if you manage to pick them up - and that way even though you are alone in the world now, your family will be with you.


Lonely settler
You find yourself alone on a foreign ground with two unfinished cottages.
You may want to finish the cottages on your own and settle here - whatever you do there's much to learn about life and making your livelihood. However, the area where your father brought you feels like home to you now more than the unfamiliar wilderness around.


Hurt, helpless, and afraid
Wounded and left for dead, you struggle to survive in the wilderness.
This is a difficult scenario, as you have suffered rather severe injuries, making you incapable of walking. You also lack anything but your knife and a few pieces of clothing. It is very possible to die from the injuries you have suffered.


Traps and trapping
Your character is equipped with various traps and tools to make traps including wooden stakes for building fences and a shovel. Even if you can't make your livelihood immediately learning to use traps can be very interesting.


I want to be a fisherman
One night you sneaked into the fishing shed and took all the equipment you could carry. "I know
enough to make my living by fishing alone", you mumbled as you left your home for good. The days
after that weren't easy but little by little you began to learn to use you your fishing tackle better - and the further you travelled the more friendly the waters seemed to be.


Abandoned trap-fence
You find an old trap-fence in the wilderness.
This scenario gives you an idea of what kind of trap-fences you should build yourself and encourages you to learn by using this starting trap-fence. It will only need repairing and improvement rather than construction from scratch by yourself.


Abandoned camp
You find an old camp with a shelter, firewood and useful items.
What brought you here and what kind of your past is like is a matter of your imagination. You are at a camp where to ponder about the path to take. You can take items lying around as a hint, or you can make a fire and throw them into it one by one... as always everything is up to you.


Agriculture
You posses some valuable seeds and are ready to try out your agricultural skills.
At the age of sixteen you left your home not only with some clothes, weapons and necessary equipment but also with some valuable seeds. When you find a nice place to settle down you can start growing your own crops.


There be robbers!
You encounter a band of ruffians in the wilderness.
This scenario puts you face to face with possible danger. Will you take the offensive or try to escape with your skin intact? The next step is up to you. Keeping your starting equipment means risking your life and fighting the bandits off.


Not all who wander are lost
You set out into the unforgiving wilderness with a four-legged companion.
Left alone with only the supplies and tools you carry and your four-legged companion you set out into the unforgiving wilderness, just another wanderer looking for their place in the UnReal World.


Congratulations for reading this far!
If this all sounded like a lot to digest now bear in mind that this just scratching the surface.
Feel free to go discover - the fest and discount is on.

Cheers! ːurw_sageː


UnReal World - Sami of Enormous Elk
A small patch has been released to fix a few issues as follows:

Version 3.84.2

** Saved characters from version 3.80-> are compatible with this version. **

- fixed: pausable crafting item duplication

In some conditions when you finished crafting an item the work in progress item still remained on the ground.

- fixed: using TEXTILECRAFT skill displaying corrupt "Command:" prompt, eg. TEXTILECRAFTNETMAKING

- changed: Staff item type and role

Staves are now classified as timber type items rather than weapons, and considered mostly as raw material for crafting and construction purposes.
There are no changes to staff making. They are made from slender tree trunks by delimbing and debarking the trunk and cutting it to suitable lengths. A common staff is thought of being about two meters in length with a diameter that fits nicely in one's hand.

MIGRATION NOTICE: Weapon type staves obtained in previous versions do work in crafting the same way as the current version staves.

- updated: STAFF game encyclopedia (F1) entry

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

Cheers! ːurw_sageː
UnReal World - Sami of Enormous Elk
A small patch has been released to fix the following issues, which probably occurred only for a subset of adventurers.

Version 3.84.1

** Saved characters from version 3.80-> are compatible with this version. **

- fixed: continuing pausable crafting with inferior tools caused erroneous production times

If inferior tools were used to start and continue pausable crafting tasks the remaining production times were not always set correctly. This glitch occasionally initiated conditions where continued pausable crafting required seemingly endless production times.

- fixed: wrong javelin item tile

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

Cheers! ːurw_sageː
UnReal World - Sami of Enormous Elk
Version 3.84 (stable) is now released and live for all the supported operating systems.

Version 3.84 continues the ongoing transition to make all the crafting tasks pausable, features a good deal of related crafting requirement changes, adds BOWYER skill, introduces springs as a new water source and naturally offers a fistful of bugfixes too.

In the midst of big changes in regards to pausable crafting we hope for the bugs to be scarcer than average adventurer's nutrition levels. ;) And whatever is encountered we do our best to maintain a swift update cycle to overcome the issues as early on as possible.

Here's the changelog:

Version 3.84 (stable) changelog

** Saved characters from version 3.80-> are compatible with this version. **

- added: BOWYER skill

The bowyer skill is the ability and knowledge to make bows. Success in the skill determines the quality of the bows crafted. For migrated characters this skill is created upon the first load in this version.
Needless to say, the available craftable bows now call for BOWYER skill in their crafting.

- added: craftable Longbow

You can craft a longbow from [M]ake menu under "Weapons" category.

- added: pausable weapon crafting

Crafting of the items in [M]ake -> "Weapons" category are now pausable tasks allowing you to have breaks and continue at will later on. These weapons are stone-axe, stone knife, club, javelin, spruce quick-bow, shortbow, longbow and bowstring.
To continue paused weapon crafting use the same crafting option again standing beside the said partially finished item. Like the other partially crafted items these will remain on the ground and can be picked up only after they are finished. They are rendered with a different tint and described as "partially crafted", "half-crafted", "largely crafted" etc. when looking at them.

- changed: crafting times and requirements of certain weapons

Now that the weapon crafting is pausable the production times of certain weapons have been increased to more reasonable levels. There are also minor changes in some material or tool requirements.
The changes are as follows, but bear in mind that these are the average set values and poor tools and/or skills may very well double the actual production times.

* Stone-axe

Stone-axe gets the greatest time increase in the production time as on average it now takes 50 hours to make one. That's a lot, but it really is a slow process to get the stone blade knapped and grinded out to shape that is efficient for felling trees.
Thus, stone-axe now becomes a survival option which you won't take up too lightly, but only in extreme need. Crafting a stone-axe now also needs another stone for final sharpening and polishing. Also, the previous requirement for rope has been replaced with strong cordage requirement. This means you can also use for example spruce withes for securing the head in place in the handle.

* Stone knife

It now takes 5 hours on average to make and also requires a stone for final sharpening.

* Javelin

It now takes 2 hour on average to make.

* Shortbow

It now takes 12 hours on average to make. The time increase is signficant compared to the earlier, and only a skilled bowyer with quality tools may manage to craft a shortbow in one day. With mediocre skills and tools it's a process of several work days.

* Longbow

It takes 18 hours on average to make. Thus, crafting a longbow is a process of several work days even for a skilled bowyer.

* Bowstring

It now takes 2 hours on average to make a bowstring from strands of yarn, and 30 minutes on average from a ready-made cord. When using a ready-made cord it often needs to be thinned down to suitable thickness so it's not just tying of the knots.

- added: BOWSTRING game encyclopedia (F1) entry

- updated: SHORTBOW and LONGBOW game encyclopedia (F1) entries

- added: pausable haft crafting

Crafting of the spear, axe and shovel hafts are now pausable tasks.

- added: pausable item trap crafting and loop snare batch production

Crafting of the paw-board fox trap and loop snare are now pausable tasks. There are also some changes as follows;

* Paw-board

Crafting time has been increased to three hours.

* Loop snare

Loop snares can be made in batches of up to ten at a time, and it takes 20 minutes on average to craft one.

- added: pausable lumber items crafting

Crafting of the wooden stakes, staves and wood slats are now pausable tasks. There are also some changes as follows;

* Wood slat

Crafting time for a batch of 20 slats has been increased to 200 minutes.

* Wooden stake

Wooden stakes are made in sets of 5 pieces from one slender tree trunk. Previously it was 8 pieces from one trunk.

* Staff

When crafting staves one slender tree trunk can yield 3 proper straight staves. Previously it was one trunk for one staff.

- added: pausable utility article crafting for some items in the category

Crafting of the wooden shovel, birch-bark box and birch-bark basket are now pausable tasks. There are also some changes as follows;

* Wooden shovel

It is now made from a board instead of a wooden block. The crafting time has been incresed to 8 hours.

- added: springs

Springs are water sources bringing groundwater to the surface. They can be found in the terrain on zoomed-in maps at varying environments in size of one to three map tiles.
Springs do remain unfrozen even in the winter which makes them very useful water sources. A spring found in the wilderness may provide a great spot for a homestead for those who like to live in the forest further away from the lakes or rivers.
From now on the village water supply ponds are also springs. As they don't freeze they are easier to maintain and spot even in the winter.
MIGRATION NOTICE: Water supply ponds in the villages you have visited in the previous version will automatically turn into springs in this version.

- added: "behind your back" reference to asking for NPC whereabouts

When asking the whereabouts of an NPC who is close by but not seen by the player character, the people will now point out that the target NPC is "...over there, just behind your back.".

- changed: pushing allowed to locations not visible to the player character

You can now [p]ush items around regardless of the location being visible or not. This helps to maintain character's daily life also in the pitch dark low visibility conditions.

- fixed: pausable crafts in process occasionally disappearing when finishing crafting something else beside them

- fixed: possibility to remove hafts from sickles

This was mistakenly allowed. Sickles are a special case and not yet included in the hafting mechanics.

- fixed: skin item duplication if tanning got cancelled at the requirements dialog

- fixed: villagers occasionally wandering impractically far from the village area

- fixed: low quality hafts not degrading the finished hafted weapon quality correctly

You pretty much always got fine hafted weapons even with the inferior hafts.

- fixed: "Of wolf and woman" quest related NPCs selection mess

There was a rare occurrence where the said quest dialogues didn't unfold properly due to the game engine picking the related NPCs incorrectly.

- fixed: paused craft remaining time checks

There was a rare condition where the remaining time to continue paused crafting was calculated incorrectly resulting in too fast completion of items at the end of the process.

- fixed: title song playback interruptions and cracks upon the game starting

The issue was with .ogg file loading. The troublesome audio is now loaded before the title song starts, and some .ogg audio has been replaced with .wav files.

- fixed: occasional white screen flash when player character goes to sleep

- fixed: attempt to haft an invalid target item made the item to disappear

- fixed: sickles weighted too much

Sickle item weight was mistakenly set to 3 lbs. This is fixed now, and sickles weigh 1 lbs as intended.


Cheers! ːurw_sageː
UnReal World - Sami of Enormous Elk
A new version is at hand and for starters the Windows build goes live - now.
Linux and OS X builds will be released later this week if the workflow goes as expected.

Version 3.84 continues the ongoing transition to make all the crafting tasks pausable, features a good deal of related crafting requirement changes, adds BOWYER skill, introduces springs as a new water source and naturally offers a fistful of bugfixes too.

Here's the changelog:

Version 3.84 (stable) changelog

** Saved characters from version 3.80-> are compatible with this version. **

- added: BOWYER skill

The bowyer skill is the ability and knowledge to make bows. Success in the skill determines the quality of the bows crafted. For migrated characters this skill is created upon the first load in this version.
Needless to say, the available craftable bows now call for BOWYER skill in their crafting.

- added: craftable Longbow

You can craft a longbow from [M]ake menu under "Weapons" category.

- added: pausable weapon crafting

Crafting of the items in [M]ake -> "Weapons" category are now pausable tasks allowing you to have breaks and continue at will later on. These weapons are stone-axe, stone knife, club, javelin, spruce quick-bow, shortbow, longbow and bowstring.
To continue paused weapon crafting use the same crafting option again standing beside the said partially finished item. Like the other partially crafted items these will remain on the ground and can be picked up only after they are finished. They are rendered with a different tint and described as "partially crafted", "half-crafted", "largely crafted" etc. when looking at them.

- changed: crafting times and requirements of certain weapons

Now that the weapon crafting is pausable the production times of certain weapons have been increased to more reasonable levels. There are also minor changes in some material or tool requirements.
The changes are as follows, but bear in mind that these are the average set values and poor tools and/or skills may very well double the actual production times.

* Stone-axe

Stone-axe gets the greatest time increase in the production time as on average it now takes 50 hours to make one. That's a lot, but it really is a slow process to get the stone blade knapped and grinded out to shape that is efficient for felling trees.
Thus, stone-axe now becomes a survival option which you won't take up too lightly, but only in extreme need. Crafting a stone-axe now also needs another stone for final sharpening and polishing. Also, the previous requirement for rope has been replaced with strong cordage requirement. This means you can also use for example spruce withes for securing the head in place in the handle.

* Stone knife

It now takes 5 hours on average to make and also requires a stone for final sharpening.

* Javelin

It now takes 2 hour on average to make.

* Shortbow

It now takes 12 hours on average to make. The time increase is signficant compared to the earlier, and only a skilled bowyer with quality tools may manage to craft a shortbow in one day. With mediocre skills and tools it's a process of several work days.

* Longbow

It takes 18 hours on average to make. Thus, crafting a longbow is a process of several work days even for a skilled bowyer.

* Bowstring

It now takes 2 hours on average to make a bowstring from strands of yarn, and 30 minutes on average from a ready-made cord. When using a ready-made cord it often needs to be thinned down to suitable thickness so it's not just tying of the knots.

- added: BOWSTRING game encyclopedia (F1) entry

- updated: SHORTBOW and LONGBOW game encyclopedia (F1) entries

- added: pausable haft crafting

Crafting of the spear, axe and shovel hafts are now pausable tasks.

- added: pausable item trap crafting and loop snare batch production

Crafting of the paw-board fox trap and loop snare are now pausable tasks. There are also some changes as follows;

* Paw-board

Crafting time has been increased to three hours.

* Loop snare

Loop snares can be made in batches of up to ten at a time, and it takes 20 minutes on average to craft one.

- added: pausable lumber items crafting

Crafting of the wooden stakes, staves and wood slats are now pausable tasks. There are also some changes as follows;

* Wood slat

Crafting time for a batch of 20 slats has been increased to 200 minutes.

* Wooden stake

Wooden stakes are made in sets of 5 pieces from one slender tree trunk. Previously it was 8 pieces from one trunk.

* Staff

When crafting staves one slender tree trunk can yield 3 proper straight staves. Previously it was one trunk for one staff.

- added: pausable utility article crafting for some items in the category

Crafting of the wooden shovel, birch-bark box and birch-bark basket are now pausable tasks. There are also some changes as follows;

* Wooden shovel

It is now made from a board instead of a wooden block. The crafting time has been incresed to 8 hours.

- added: springs

Springs are water sources bringing groundwater to the surface. They can be found in the terrain on zoomed-in maps at varying environments in size of one to three map tiles.
Springs do remain unfrozen even in the winter which makes them very useful water sources. A spring found in the wilderness may provide a great spot for a homestead for those who like to live in the forest further away from the lakes or rivers.
From now on the village water supply ponds are also springs. As they don't freeze they are easier to maintain and spot even in the winter.
MIGRATION NOTICE: Water supply ponds in the villages you have visited in the previous version will automatically turn into springs in this version.

- added: "behind your back" reference to asking for NPC whereabouts

When asking the whereabouts of an NPC who is close by but not seen by the player character, the people will now point out that the target NPC is "...over there, just behind your back.".

- changed: pushing allowed to locations not visible to the player character

You can now [p]ush items around regardless of the location being visible or not. This helps to maintain character's daily life also in the pitch dark low visibility conditions.

- fixed: pausable crafts in process occasionally disappearing when finishing crafting something else beside them

- fixed: possibility to remove hafts from sickles

This was mistakenly allowed. Sickles are a special case and not yet included in the hafting mechanics.

- fixed: skin item duplication if tanning got cancelled at the requirements dialog

- fixed: villagers occasionally wandering impractically far from the village area

- fixed: low quality hafts not degrading the finished hafted weapon quality correctly

You pretty much always got fine hafted weapons even with the inferior hafts.

- fixed: "Of wolf and woman" quest related NPCs selection mess

There was a rare occurrence where the said quest dialogues didn't unfold properly due to the game engine picking the related NPCs incorrectly.

- fixed: paused craft remaining time checks

There was a rare condition where the remaining time to continue paused crafting was calculated incorrectly resulting in too fast completion of items at the end of the process.

- fixed: title song playback interruptions and cracks upon the game starting

The issue was with .ogg file loading. The troublesome audio is now loaded before the title song starts, and some .ogg audio has been replaced with .wav files.

- fixed: occasional white screen flash when player character goes to sleep

- fixed: attempt to haft an invalid target item made the item to disappear

- fixed: sickles weighted too much

Sickle item weight was mistakenly set to 3 lbs. This is fixed now, and sickles weigh 1 lbs as intended.


Cheers! ːurw_sageː
UnReal World - Sami of Enormous Elk
Springtime is busy time - both out in the nature and inside the development chambers. See, we're preparing for a new version release still this month, so let's have a sneak peek at upcoming features.

Pausable crafting proceeding strongly
Quite a batch of craftable items will be using the recently featured pausable crafting mechanics allowing player character to have breaks and continue the crafting at will later on.
At this point the pausable crafting mechanics will cover all the weapons, lumber items, hafts and item traps such as paw-board fox trap and loop snare - and some more are likely to be added. So, with the upcoming version more than half of the craftable items will become pausable tasks. And in the version after that we'll likely manage to have all the crafts pausable as a default - and that's really something.

BOWYER skill and craftable longbow
A new skill, bowyer, will be added. It's quite self-explanatory that this is the ability and knowledge to make bows and the craftable bows now call for bowyer skills in their crafting.
And longbow will be made available as a new craftable bow type for the player character.

Crafting adjustments
With pausable crafting mechanics the production times of certain items can be now increased to more reasonable levels. With some items, eg. a longbow or stone-axe , the changes are quite significant and crafting them is a process of several workdays rather than several hours. Little tweaks to crafting requirements here and there can be also expected.

Continuing to craft a longbow in the making. For this character it will still take a few days with not the most suitable tools and mediocre bowyer skills.

Springs
It's springtime for real! We'll be adding springs, water sources bringing groundwater to the surface, in the terrain generation. Springs can be found at varying environments on zoomed-in maps.
A spring found in the wilderness may provide a great spot for a homestead for those who like to live further away from the lakes or rivers. And moreover, springs remain unfrozen even in the winter.

A spring has been found in the wilderness! The water is cold and fresh.

So, for the next few versions we'll be working mostly on item related additions, and hope to have these released in decent pace. After that, when all the crafting is pausable and likely some other marvelous things have been accomplished as well, we'll move into adding new quests. Some of these will be small and casual, but some will be most exciting for the players who'd enjoy the presence of marriage or permanent companions. Let that be a sneak peek in advance further into this year's plans.

Cheers! Stay tuned. ːurw_sageː
UnReal World - Sami of Enormous Elk
A quick hotfix update to remedy occasional lag on zoomed-in maps has been released.
This issue was met with version 3.83 most notably on Windows 11 systems.
No other changes. Cheers, and happy adventures! ːurw_sageː
UnReal World - Sami of Enormous Elk
Version 3.83 is now released and live!

Bugs found during the beta period were very scarce, so for those who were playing the beta version already the changelog doesn't bring any additions. The most notable features in version 3.83 are weapon/tool hafting and the haft wear out mechanics, and pausable arrowmaking and tanning.

This version has also undergone upgrade of SDL and SDL_mixer libraries, which will hopefully prove stable and clear few rarely encountered audio oddities with some system setups and sound cards/drivers.

.....aaaand here's the changelog:

Version 3.83 (stable) changelog

** Saved characters from version 3.80-> are compatible with this version. **

- added: hafting spears, axes and shovels - and their separate heads and hafts

Axe and spear items now consist of two parts; the heads and hafts. Shovel item now also consists of two parts; the iron blade and haft. Wooden shovel is an exception as it's made out of single piece of wood.
Haft refers to the wooden handle or shaft, which can break over time or upon damage. When the haft breaks the separate head remains, and can be hafted again. Hafting is a process of attaching axe or spear head, or shovel blade to a new haft, making it a complete working weapon or tool.
For hafting, there are now new craftable "axe haft", "spear haft" and "shovel haft" items. In reality the haft shape and proportions do vary depending on the axe or spear type, but in order not to make things overly complex the two generic spear and axes hafts work for all the different types of spears and axes.
The different axe and spear heads now also exist as separate items. For the axes there are handaxe head, carving axe head, broad axe head, woodsman's axe head and so on. And for the spears there are kaumolais spear head, northern spear head, and so on. Blacksmiths still sell these weapons readily hafted so the heads aren't commonly found on their own.
When the haft breaks the head and broken haft do drop on the ground, along with pause prompted game message. You can then carve a new haft and haft the head to assemble a working weapon or shovel again. The broken hafts are of no use and are best utilized as firewood.
Crafting hafts and the process of hafting can be found from [M]ake menu under a new [H]afting category. The following self-explanatory options are available there:
* Axe haft
* Spear haft
* Shovel haft
* Haft a weapon or tool
* Remove the haft
The first three options are used to craft a new haft, followed by the actual hafting option to assemble a working weapon or shovel. You may also remove the haft at will for example to replace worn out haft early on. However, removing the haft may damage it a little bit so it's not recommended to do unless necessary.
Both crafting the haft and hafting task itself require CARPENTRY skills. The haft quality and success in hafting has significant impact on the finished weapon or tool usability. Poor hafting may result in lowering the item quality even below the head quality itself. Thus the finished axe, spear or shovel quality now refers to overall usability with the used haft, and the success in hafting. On the other hand, you may also manage to raise the finished weapon quality higher than the head quality itself with a perfect and perfectly fitted haft.
There are new game encyclopedia (F1) entries for the relevant topics: AXE HEAD, AHE HAFT, SPEAR HEAD, SPEAR HAFT, SHOVEL BLADE and SHOVEL HAFT

- added: hafts wearing out in use

Hafts of the axes, spears and shovels now wear out in use, and will eventually break.
Axe hafts wear out in all the regular woodworking and timbercraft tasks where they are used. Shovel hafts and wooden shovels wear out in digging pits and preparing the soil. Spear hafts mostly wear out in combat.
In all the cases the wear is relative to the task the weapon or tool is used for. Thrusting a spear into a large moving animal such as elk or bear may put the haft under serious strain. Likewise, felling big timber is more strenuous for the axe haft than doing casual carving.
The haft wear out level can be noticed in character's inventory with the progressing wear bar.
Hafts are in the risk of breaking apart when they've worn to about 80% of the original condition. Accumulating haft damage can also lead to decrease in the axe or spear overall quality.

- modding add: new crafting requirement entries

{Hammering tool}
This defines requirement for a tool that is used to hammer things in place. It's used in hafting an axe.
The butt of an axe is commonly used as a hammering tool, but clubs, pieces of firewood or stones can be also used as a substitute.

{Axe or carving knife}
This defines requirement for a tool used in rough woodworking and carving. It's used in crafting hafts to carve out their rough shape from a slender tree trunk.
Axe is the preferred tool here and always the best option, but usage of knives is allowed as a substitute - even though they make the task significantly slower.
The common woodworking axes such as handaxe, carving axe, and woodman's axe are the most suitable ones. If a knife is used the sturdy ones such as skramasaksi, northern knife, kaumolais knife or hunting knife work the best.

Both of these entries can be utilized in diy_*.txt and biy_*.txt modding at will.

- modding add: [nowear] and [wearpct:num] tags to specify haft wear out accumulation rate

Axe, spear and shovel hafts wear out also when they are used as tools in crafting or building tasks.
There are these two new tags to customize the wear accumulation rate as the intensity of tool usage varies depending on the task.

[nowear] tag means that the used tool doesn't wear out at all.
[wearpct:num] specifies custom wear out percentage rate (1-100) in relation to the highest rate (100) where tool is used intensely during the whole task.

Examples:

{Axe} <Carving axe> [nowear]
Here an axe is needed, preferably a carving axe, and it doesn't wear out at all in the said crafting/building task.

{Cutting_weapon} <Axe> [wearpct:25]
Here a cutting weapon, preferably an axe, is needed. It wears out in 25% rate compared to the continuous intense axe work. Maybe the axe is needed only 25% of the time in this crafting/building task.

- removed: hard staff and throwing axe

These two weapons have been removed for being somewhat anachronistic and not that important.

- added: pausable tanning

Tanning is now pausable task allowing you to have breaks and continue at will later on. To continue paused tanning simply use the tanning option again standing beside the partially finished item.
This applies only to the last and most laborous stage of the tanning process which is softening the hide with a beater. The preceeding, faster processes of cleaning the skin need to be done in one go.
Partially tanned hides will remain on the ground and can be picked up only after they are finished. They are rendered with a different tint and described as "partially crafted", "half-crafted", "largely crafted" etc. when looking at them.

- added: pausable arrowmaking and arrow shaft crafting

Making arrows and arrow shafts is now pausable task allowing you to have breaks and continue at will later on. To continue paused arrowmaking simply use the same option to make arrows or arrow shafts again standing beside the said partially finished items.
For blunt arrows this means using [M]ake -> "Arrows" -> "Blunt arrow" option. For all the other kind of tipped arrows use [M]ake -> "Arrows" -> "Arrow" option. And for the arrow shafts you would naturally use [M]ake -> "Arrows" -> "Arrow shaft".
Like the other partially crafted items these will remain on the ground and can be picked up only after they are finished. They are rendered with a different tint and described as "partially crafted", "half-crafted", "largely crafted" etc. when looking at them.

- changed: maximum number of arrows or arrow shafts to craft in one batch

The maximum arrow or arrow shaft batch production quantity is increased up to 10 at one go.

- changed: arrow shaft crafting time

Now that the making of arrow shafts is pausable the time required to craft one is increased to more reasonable level of 90 minutes.

- changed: blunt arrow crafting requirements

Now that the blunt arrow making is pausable the time required to craft one is increased to more reasonable level of 2 hours. <br>
Number of slender tree trunks required is also modified so that you can craft three blunt arrows out of one slender tree trunk.
Blunt arrows are now also prone to outcome quality modifiers, so your tools and expertise determines if the finished blunt arrows will be curved or superior or something in between.

- modding add: [yield:num] tag

[yield:num] tag is used to specify for how many produced items the single raw material entry is enough for. Ie. how many finished items it can yield. The tag is used in diy_glossary.txt for making blunt arrows as follows:

{Slender trunk} [yield:3]

This means one slender tree trunk can yield three produced items ie. blunt arrows. So, for example to craft six blunt arrows you would need 2 trunks. Crafting 7-9 blunt arrows you would need 3 trunks, and so on.

- enhanced: rendering of the terrain type images

Terrain type images on zoomed-in map are now rendered directly to the screen using the available resolution. This makes the images appear more crisp and clear.

- fixed: being able to fish facing away from the water

- fixed: companions performing some tasks too fast

Due to miscalculations in companion time counters they managed to complete some tasks, eg. felling trees, all too fast. The issue was mostly noticed in woodworking tasks, but you may find some other companion performed tasks also to appear in slower more reasonable pace now.

- fixed: villagers not reacting if you attacked a hired companion of their own group in their own village

- fixed: villagers accepting too many items if they were offered in one go during the first trade

- fixed: terrain type image not updating when climbing across terrain boundary

This happened only when using the climbing skill.

- fixed: the fish splashing and spawning despite of the ice

Occasionally you might find fish splashing in the water even at locations with ice cover. This happened if the water froze again after the spawning had already started in the open water.

- fixed: Bewitched Wolf quest not generating correctly

This quest might have been missing for few versions, so enjoy if it now comes your way.

- fixed: triggered item traps remaining in set status

This might rarely happen with loop snares and paw-boards. The graphics also show the traps being set and ready, despite of the fact that they were actually triggered already.

- fixed: placing any items to a pine tree with bear skull produced the bear skull placement message



Cheers! ːurw_sageː
UnReal World - Sami of Enormous Elk
The work with new version, 3.83, is soon finished and we hereby ease the anticipation with an early beta release for Windows. Thus, version 3.83 beta for Windows is now available as a beta branch you need to opt-into at your Steam Library. This will be explained below.

Once the Windows version stability is confirmed, wrapping things up for all the supported operating systems will follow and we aim to have have 3.83 stable version released this month.

The most notable additions in version 3.83 are weapon/tool hafting and the haft wear out mechanics, and pausable arrowmaking and tanning. Find full changelog at the end of this post, but first let's have a closer look at the hafting and haft wear out mechanics.

Hafting spears, axes and shovels - and their separate heads and hafts

Axe and spear items now consist of two parts; the heads and hafts. Shovel item now also consists of two parts; the iron blade and haft. Haft refers to their wooden handle or shaft, which can break over time or upon damage. Hafting is a process of attaching axe or spear head, or shovel blade to a new haft, making it a complete working weapon or tool.

Both crafting the haft and hafting task itself requires CARPENTRY skills. In this list of hafting requirements there's a new "hammering tool" entry. Axe haft needs to be pounded tightly into the eye of the head, so a hammering tool is required. The butt of another axe, if available, is the best option but you can do this hammering also with a club, solid firewood or even a stone.

Hafts wearing out in use

Hafts of the axes, spears and shovels now wear out in use, and will eventually break.
Axe hafts wear out in all the regular woodworking and timbercraft tasks where they are used. Shovel hafts and wooden shovels wear out in digging pits and preparing the soil. Spear hafts mostly wear out in combat.
In all the cases the wear is relative to the task the weapon or tool is used for. Thrusting a spear into a large moving animal such as elk or bear may put the haft under serious strain. Likewise, felling big timber is more strenuous for the axe haft than doing casual carving.

Here's a bear fighting scene with a companion called Aimo.
Aimo's spear haft breaks at the critical moment, but he wisely proceeds to grab the fallen spear head.
If need be, spear heads can be used as sort of substitute for a weapon, although far less effectively than a proper spear.


How to opt-into 3.83 (beta) for Windows

  • First, quit the game if you were playing it.
  • Right-click UnReal World in your Steam Library, and select Properties from the drop-down menu.
  • Click BETAS and you'll see a dialog where to enter beta access code.


  • The access code for this release is urwbeta383win
    Type in the access code and press Check Code button.
  • Selection to Opt into 3.83 (beta) appears. Click it, the update starts, and you've got it!
Should you encounter showstopping problems with this beta version just go back to BETAS selection and choose None from Select the beta you would like to opt-into drop-down menu.
This returns your game back to the previous stable version 3.82.


Changelog

Version 3.83 (beta) changelog

** Saved characters from version 3.80-> are compatible with this version. **

BETA NOTICE:

This is a beta release. There are likely bugs, things are still somewhat under construction, and some of the listed improvements will be tweaked and polished further in patches to follow.


- added: hafting spears, axes and shovels - and their separate heads and hafts

Axe and spear items now consist of two parts; the heads and hafts. Shovel item now also consists of two parts; the iron blade and haft. Wooden shovel is an exception as it's made out of single piece of wood.
Haft refers to the wooden handle or shaft, which can break over time or upon damage. When the haft breaks the separate head remains, and can be hafted again. Hafting is a process of attaching axe or spear head, or shovel blade to a new haft, making it a complete working weapon or tool.
For hafting, there are now new craftable "axe haft", "spear haft" and "shovel haft" items. In reality the haft shape and proportions do vary depending on the axe or spear type, but in order not to make things overly complex the two generic spear and axes hafts work for all the different types of spears and axes.
The different axe and spear heads now also exist as separate items. For the axes there are handaxe head, carving axe head, broad axe head, woodsman's axe head and so on. And for the spears there are kaumolais spear head, northern spear head, and so on. Blacksmiths still sell these weapons readily hafted so the heads aren't commonly found on their own.
When the haft breaks the head and broken haft do drop on the ground, along with pause prompted game message. You can then carve a new haft and haft the head to assemble a working weapon or shovel again. The broken hafts are of no use and are best utilized as firewood.
Crafting hafts and the process of hafting can be found from [M]ake menu under a new [H]afting category. The following self-explanatory options are available there:
* Axe haft
* Spear haft
* Shovel haft
* Haft a weapon or tool
* Remove the haft
The first three options are used to craft a new haft, followed by the actual hafting option to assemble a working weapon or shovel. You may also remove the haft at will for example to replace worn out haft early on. However, removing the haft may damage it a little bit so it's not recommended to do unless necessary.
Both crafting the haft and hafting task itself require CARPENTRY skills. The haft quality and success in hafting has significant impact on the finished weapon or tool usability. Poor hafting may result in lowering the item quality even below the head quality itself. Thus the finished axe, spear or shovel quality now refers to overall usability with the used haft, and the success in hafting. On the other hand, you may also manage to raise the finished weapon quality higher than the head quality itself with a perfect and perfectly fitted haft.
There are new game encyclopedia (F1) entries for the relevant topics: AXE HEAD, AHE HAFT, SPEAR HEAD, SPEAR HAFT, SHOVEL BLADE and SHOVEL HAFT

- added: hafts wearing out in use

Hafts of the axes, spears and shovels now wear out in use, and will eventually break.
Axe hafts wear out in all the regular woodworking and timbercraft tasks where they are used. Shovel hafts and wooden shovels wear out in digging pits and preparing the soil. Spear hafts mostly wear out in combat.
In all the cases the wear is relative to the task the weapon or tool is used for. Thrusting a spear into a large moving animal such as elk or bear may put the haft under serious strain. Likewise, felling big timber is more strenuous for the axe haft than doing casual carving.
The haft wear out level can be noticed in character's inventory with the progressing wear bar.
Hafts are in the risk of breaking apart when they've worn to about 80% of the original condition. Accumulating haft damage can also lead to decrease in the axe or spear overall quality.

- modding add: new crafting requirement entries

{Hammering tool}
This defines requirement for a tool that is used to hammer things in place. It's used in hafting an axe.
The butt of an axe is commonly used as a hammering tool, but clubs, pieces of firewood or stones can be also used as a substitute.

{Axe or carving knife}
This defines requirement for a tool used in rough woodworking and carving. It's used in crafting hafts to carve out their rough shape from a slender tree trunk.
Axe is the preferred tool here and always the best option, but usage of knives is allowed as a substitute - even though they make the task significantly slower.
The common woodworking axes such as handaxe, carving axe, and woodman's axe are the most suitable ones. If a knife is used the sturdy ones such as skramasaksi, northern knife, kaumolais knife or hunting knife work the best.

Both of these entries can be utilized in diy_*.txt and biy_*.txt modding at will.

- modding add: [nowear] and [wearpct:num] tags to specify haft wear out accumulation rate

Axe, spear and shovel hafts wear out also when they are used as tools in crafting or building tasks.
There are these two new tags to customize the wear accumulation rate as the intensity of tool usage varies depending on the task.

[nowear] tag means that the used tool doesn't wear out at all.
[wearpct:num] specifies custom wear out percentage rate (1-100) in relation to the highest rate (100) where tool is used intensely during the whole task.

Examples:

{Axe} <Carving axe> [nowear]
Here an axe is needed, preferably a carving axe, and it doesn't wear out at all in the said crafting/building task.

{Cutting_weapon} <Axe> [wearpct:25]
Here a cutting weapon, preferably an axe, is needed. It wears out in 25% rate compared to the continuous intense axe work. Maybe the axe is needed only 25% of the time in this crafting/building task.

- removed: hard staff and throwing axe

These two weapons have been removed for being somewhat anachronistic and not that important.

- added: pausable tanning

Tanning is now pausable task allowing you to have breaks and continue at will later on. To continue paused tanning simply use the tanning option again standing beside the partially finished item.
This applies only to the last and most laborous stage of the tanning process which is softening the hide with a beater. The preceeding, faster processes of cleaning the skin need to be done in one go.
Partially tanned hides will remain on the ground and can be picked up only after they are finished. They are rendered with a different tint and described as "partially crafted", "half-crafted", "largely crafted" etc. when looking at them.

- added: pausable arrowmaking and arrow shaft crafting

Making arrows and arrow shafts is now pausable task allowing you to have breaks and continue at will later on. To continue paused arrowmaking simply use the same option to make arrows or arrow shafts again standing beside the said partially finished items.
For blunt arrows this means using [M]ake -> "Arrows" -> "Blunt arrow" option. For all the other kind of tipped arrows use [M]ake -> "Arrows" -> "Arrow" option. And for the arrow shafts you would naturally use [M]ake -> "Arrows" -> "Arrow shaft".
Like the other partially crafted items these will remain on the ground and can be picked up only after they are finished. They are rendered with a different tint and described as "partially crafted", "half-crafted", "largely crafted" etc. when looking at them.

- changed: maximum number of arrows or arrow shafts to craft in one batch

The maximum arrow or arrow shaft batch production quantity is increased up to 10 at one go.

- changed: arrow shaft crafting time

Now that the making of arrow shafts is pausable the time required to craft one is increased to more reasonable level of 90 minutes.

- changed: blunt arrow crafting requirements

Now that the blunt arrow making is pausable the time required to craft one is increased to more reasonable level of 2 hours. <br>
Number of slender tree trunks required is also modified so that you can craft three blunt arrows out of one slender tree trunk.
Blunt arrows are now also prone to outcome quality modifiers, so your tools and expertise determines if the finished blunt arrows will be curved or superior or something in between.

- modding add: [yield:num] tag

[yield:num] tag is used to specify for how many produced items the single raw material entry is enough for. Ie. how many finished items it can yield. The tag is used in diy_glossary.txt for making blunt arrows as follows:

{Slender trunk} [yield:3]

This means one slender tree trunk can yield three produced items ie. blunt arrows. So, for example to craft six blunt arrows you would need 2 trunks. Crafting 7-9 blunt arrows you would need 3 trunks, and so on.

- enhanced: rendering of the terrain type images

Terrain type images on zoomed-in map are now rendered directly to the screen using the available resolution. This makes the images appear more crisp and clear.

- fixed: being able to fish facing away from the water

- fixed: companions performing some tasks too fast

Due to miscalculations in companion time counters they managed to complete some tasks, eg. felling trees, all too fast. The issue was mostly noticed in woodworking tasks, but you may find some other companion performed tasks also to appear in slower more reasonable pace now.

- fixed: villagers not reacting if you attacked a hired companion of their own group in their own village

- fixed: villagers accepting too many items if they were offered in one go during the first trade

- fixed: terrain type image not updating when climbing across terrain boundary

This happened only when using the climbing skill.

- fixed: the fish splashing and spawning despite of the ice

Occasionally you might find fish splashing in the water even at locations with ice cover. This happened if the water froze again after the spawning had already started in the open water.

- fixed: Bewitched Wolf quest not generating correctly

This quest might have been missing for few versions, so enjoy if it now comes your way.

- fixed: triggered item traps remaining in set status

This might rarely happen with loop snares and paw-boards. The graphics also show the traps being set and ready, despite of the fact that they were actually triggered already.

- fixed: placing any items to a pine tree with bear skull produced the bear skull placement message



Cheers! ːurw_sageː
UnReal World - Sami of Enormous Elk
The best of 2024 to all of you who roam the unreal world!

We'll open the new year with a glimpse into what's cooking in the development chambers at the moment. And that is, hafting of the axes and spears is underway.
It's relatively complex and fundamendal addition and I guess we'll be putting out a new release when it's all finished. There's still lots of work to do, but here's a first sneak preview of the upcoming hafting mechanics.

So, in the next release axe and spear items will consist of two parts; heads and hafts.
Haft refers to their wooden handle or shaft, which can break over time or upon damage.
When a haft breaks the separate head remains, and can be hafted again. Hafting is a process of attaching axe or spear head to a new haft, making it a complete working weapon again.

Now let's meet our test character Terhi and let her show how the hafting in UnReal World goes.


One day the haft of her trusty woodsman's axe broke leaving the head lying on the ground.
For all the different axes and spears their heads now also exist as separate items.
Blacksmiths still sell these weapons readily hafted, so the heads aren't commonly found until the axe or spear haft breaks.



Crafting the hafts and the process of hafting can be found from [M]ake menu under a new [H]afting category. The first two options are used to craft a new haft, and the latter for actual hafting to assemble a working weapon with the head and the haft.
Terhi now proceeds to craft a new axe haft.



Both crafting the haft and hafting task itself requires CARPENTRY skills. Terhi has managed to craft a fine axe haft, and then she proceeds to actual hafting.
In this list of hafting requirements there's a new "hammering tool" entry. Axe haft needs to be pounded tightly into the eye of the head, so a hammering tool is required.
The butt of another axe, if available, is the best option but you can do this hammering also with a club, solid firewood or even a stone.



The hafting is done and she managed to assemble a decent woodsman's axe. Let the timberwork continue!


The haft quality and success in hafting has significant impact on the finished axe or spear usability. Poor hafting may result in lowering the weapon quality even below the head quality itself. The finished axe or spear quality thus now refers to overall usability with the used haft, and the success in hafting.
On the other hand, you may also manage to raise the finished weapon quality higher than the head quality itself with a perfect and perfectly fitted haft.

So, this is how 2024 starts feature wise. Stay tuned. ːurw_sageː

These are future features - not yet functional in current version 3.82.
...

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