Version: 3.17 - stable Released: Aug-21-2013 ** Saved characters from version 3.15-> are compatible with this version. ** - added: prompts to abort task when attacked or a new NPC/animal enters your view There are four new instances where a prompt to abort current task is displayed: 1. A new NPC/animal enters your view. Companions and pets are always excluded unless they are aggressive at you. 2. Somebody in your sight becomes aggressive. 3. An aggressive NPC/animal in your sight gets within distance of 10 meters (5 tiles). 4. Aggressive sounds are heard. Prompts are displayed individually for every NPC/animal whose behaviour meets the rules. Answering "No" will continue the task without further prompt for the instance and NPC in question. In case of aggressive NPCs/animals far out of sight you'll be given the first prompt when they enter your view (rule #1). If you don't want to cancel the task, another prompt is given if you see them getting within distance of 10 meters (rule #2). There are also newly added configuration options in urw_ini.txt to adjust these settings separately for for humans and animals as follows: [TASK_ABORT_ANIMALS:YES/NO/HOSTILE] [TASK_ABORT_HUMANS:YES/NO/HOSTILE] NO - never prompt to abort if these creatures enter your view YES - always prompt to abort if these creatures enter your view HOSTILE - prompt to abort only if this kind of hostile creatures enter your view For aggressive sounds of any origin there's a single configurable option: [TASK_ABORT_SOUNDS:YES/NO] - added: if a weapon has only one attack aspect it is automatically selected when trying hit your enemy For example: when hitting with a club you don't need to select the only available option (Blunt) manually. - balanced: super tired characters can sleep in the rain for short periods of time It's possible When the lack of sleep has reached "ready to drop" level. - balanced: encumbrance penalty from armours and clothes being worn In case of armours and clothes being worn you start to suffer from encumbrance penalty only after their total weight exceeds one tenth of character's weight. For example: 160 lbs character can wear 16 lbs worth of armours and clothes without any penalty from them specifically. - balanced: skilled bowmen are now more accurate Success based trajectory accuracy was too much fixed and your bow mastery level didn't affect it. So 80% archer got more steady and perfect shots than 40% archer, but the accuracy of those shots was pretty much the same for both. Now your mastery level affects both the ratio of succesfull shots and the accuracy of those shots. Skilled bowmen can now expect better archery results. - balanced: 'stance' physical condition requirement removed from angling Using fishing rod now requires one good arm. - added: AUTO_WADE configuration option (urw_ini.txt) Do you want to wade automatically where possible. Possible values are YES, NO and ASK (default). - added: shields can be used to block unarmed attacks Kicks, punches and all types of animal attacks can be attempted to block with a shield. - added: restore zoomed map view to normal by pressing CTRL and 0 You can adjust map zoom level by mouse wheel, or by pressing CTRL and + (for zoom in), or CTRL and - (for zoom out). Pressing CTRL and 0 now restores the map view to 100%. - added: watercraft capacity restrictions You can transport either 40 different item stacks or 200 times the weight of your watercraft. If your punt/raft is overloaded you can't row it and notification about it will be displayed. (Weight restriction is far from realistic, but we need to allow transporting logs with watercrafts until floating timber is implemented.) - added: new character portraits All the old character portraits have been replaced with new pictures. Characters migrated from version 3.16 may have changed their portrait. This is just for starters - portrait update is far from complete. Notice that some of the male portraits are used for more than one culture group (eastern, western, northern) and some NPCs may share your portrait. This is to be fixed in the future when more portraits are added. Here's the credit list of picture contributors and sources in no particular order: Simo Nousiainen/White Hand Crafts Sue Salminen Katarina Karppinen Zaden Kulkuri Dmitry Ankudinov neulakko.net Tiuku Talvela Andre Van Pinxteren Thank you! - fixed: trapped birds flying - fixed: blank wound treatment options Some of the most severe wounds have only one applicable treatment option - that is intentional. But there was also blank treatment option which you couldn't select. These blank options have been removed now. In the future there will be new treatment options added for the most severe wounds. - fixed: placing items on newly sowed land reveals the sprout - fixed: felling trees not always unpausing properly Progress wasn't properly saved. - fixed: possibility to sleep while wading - fixed: possibility of instant drowning If a character with low swimming skill went swimming while fatigued it was possible to drown instantly. Now there's always a chance to swim for couple of turns before drowning no matter what. - fixed: dead pets wouldn't unleash if they were killed when tied to a tree - fixed: rowing in winter increases fatigue - fixed: timbercraft skill might improve even if the task was impossible to perform This was most notable when splitting boards with poor axe. - fixed: few things that were possible with skis equipped You can't do the following things anymore while skiing OR with skis equipped: - swim - wade - climb - fixed: stacking issues with tanned furs Tanned furs with same properties didn't always stack up properly. - fixed: skill point distribution glitches during character creation If you put a point into two skills and then took them off the second skill still remained as having the point in use. - fixed: game-course reset after Watercourse task This was due to excess items on raft/punt. - fixed: clothmaking quality glitches Certain selfmade clothes came out in lesser quality than your success and raw material would have allowed. This was the case especially when making footwear. - fixed: crash potential when loading character with auto climbing enabled - fixed: deconstructing NPC built kotas didn't return furs Now you'll get those kota covers as well. They are often reindeer furs of ragged quality. ------------------------------------------------------------------------------ Version: 3.17 - beta 4 - added: escaping animals may attack if desperate/cornered Escaping animals may now occasionally choose to attack their enemy in desperate situations. The more desperate the animal is the more easily it will attack. Animal's desperation builds up when it becomes cornered or doesn't seem to get rid of the pursuer by escaping - and it also matters a lot if the animal is wounded, and how badly. There are numerous factors in the mix, but the outcome is simple: the greater the peril, the more likely animals choose to attack as their last resort. It is no longer possible to walk by cornered, wounded elk with no risk at all. And in fact, this addition touches pretty much all the animals there are. Even seemingly peaceful badgers or beavers may try to nip you if there's no other option. - added: [a]pply your fishing gear to use it You can start fishing by [a]pplying your fishing gear; rod, net, club, trident etc. - added: wading through shallow water If the water is shallow enough you can wade through it. Shallow areas can be found in any body of water, but usually you can wade only few meters from the shore. Fords are an exception. A confirmation to step into water will be asked upon entering shallow water. If you reach deep water while wading you'll be told it's not possible to wade there. If you find a shallow area when swimming, wading is automatically started. - added: fords Fords are shallow and narrow river sections where one can cross by wading. Ford has a tile of its own which is noticeable on the world map. MIGRATION NOTICE: fords are generated also for migrated world maps. In this case fords can appear only in river sections you have not visited yet on zoomed in map level. So even the seemingly familiar rivers are worth of re-exploring for finding fords. - added: islets, skerries and big rocks in the water These new terrain formations can be found in almost any body of water. Islets and skerries appear most commonly by shallow lake sections. Big rocks sticking out of the water are characteristic for rivers, rapids and fords. When crossing the waters by swimming or wading islets and skerries can be used as a place to rest for a while. However, some skerries may be impossible to climb on while in the water. - added: color of the water reflects its depth Deeper the water, deeper the color. Shallow water sections appear in lighter color. This way you can get a rough idea about depth of the water just by looking at it. - added: tie animals to trees You can now tie leashed animals to trees to secure them in place for a period of time. Just [a]pply the leash in use and dialog to unleash or tie will appear. Tie option allows lashing the animal to a nearby tree or fence. Leash item will then appear on the ground and the animal will stay put. To untie an animal, simply pick up the leash and carry on. - added: command your dogs without eye contact Even if your dog is out of sight you can still try to command it. Upon using talk option (#t) a list of pets you can shout to will appear. Dogs that are out of sight can be commanded to attack and and come. Rest of the dog commands still need an eye contact. - added: dogs notify their master about a kill Dogs will now stay beside their kill and bark in order to call their master at the scene. This helps you to find the carcass if your dog has downed an animal far away. Dogs keep on barking beside the kill quite persistently until their master arrives, or they find more important tasks to do eg. another prey/enemy to attack. - removed: phobia display from character profile [P] Phobias have not actually been truly in effect for some time. Character's mental profile will be implemented in better detail in the future. - removed: climbing trees on wilderness map It was far too easy and unrealistic method to spot wildlife on wilderness map. - added: observing wildlife from high terrain Wildlife can be observed on wilderness map from high terrain such as hills, cliffs and mountains. Spotting wildlife this way depends on your character's eyesight and animal size. The better your eyesight the further away you can spot animals, and smaller the animal the more difficult it is to spot from long distance. Even if it's possible to see large areas from good vantage points you shouldn't assume that you can spot all the animals within the view. - added: weapon usage restrictions with injured arms You can't wield items with badly injured hands. Items will slip from your grasp if the hand wielding them becomes unusable. Wielded weapon slots are assigned as follows: Primary = right hand Secondary = left hand If only your right (primary) hand is in usable condition you can wield items with your left (secondary) hand. If your both hands are unusable you can not wield anything. - added: proper rules for two-handed weapon usage in melee Any weapon can be used one-handed, but weapons intended for two-handed use suffer from penalty if wielded in one hand. This penalty depends on weapon design and applies to your skill mastery level and weapon impact. Heavy two-handed weapons such as battleaxes and battleswords can have penalty up to -30% whereas light spears and such may be only -10% more difficult to use with one hand. You'll be notified about this extra penalty when using two-handed weapon with one hand only. Examining weapons with [i]nventory command will also tell you the preferred handmode and resulting penalty for using it one-handed. Clumsy Two-handed weapons are used with both hands when you have only that one weapon wielded. If you have two weapons wielded, each weapon is used one-handed. - added: levels of effort and physical condition requirements for ordinary tasks We do know that for example fighting and running is already fatiguing in the game, but now also ordinary physical activities have been given individual levels of effort. Moreover, your character now also needs to meet specific physical condition requirements to perform certain tasks. These two additions together make living in UnReal World quite a bit more hardcore than it used to be. * Level of effort has effect on character's fatigue accumulation and nutrition need. Hard work exerts more energy and burns that much more calories, making you get hungry faster. And the harder the work is, the more fatiguing it naturally is. For ordinary physical activities there are fives levels of effort: light, moderate, hard, heavy and very heavy. If character's fatigue level reaches maximum (100%) during any pausable physically demanding he/she is considered too fatigued to continue and the task is automatically stopped. * Physical condition requirements Injuries affect to usability of your body in order to perform physical activities. This is most notable with limb injuries as usable arms, or hands, are often required. Being able to stand is also crucial in many ordinary activities. All the physical activities now have individual physical condition requirements, and failing to meet them prevents you from doing the task. Combination of wound types and level of injury determines whether a certain limb or bodypart is usable or not. Level of effort of activity to be performed has also some effect on how much injury in required bodyparts is tolerated. For example: It may not possible to swing an axe (fell a tree) with badly injured arms, but you can still use them to set a light trap. Basic physical condition requirements are categorized as follows: one / both arms - referring to whole limb from shoulder to hand. one / both hands - with forearm/elbow also in usable condition. stance - being able to stand. There are emergency options for certain tasks. If something is usually done with both hands, you may be able to do it with only one usable hand in emergency situation. It will be more difficult and slow to complete, but plausible. To get an idea about level of detail, here are some examples of newly adjusted effort levels and physical condition requirements for certain tasks: - threshing: When done with flail, stance and and both arms are required, hard effort. Otherwise one good hand is required, light effort. - preparing soil: Heavy effort, both arms and stance required. - grinding flour: Both arms required, moderate effort. One-armed possibility in case of emergency. - building a fire: Both hands, light effort. One-armed possibility in case of emergency. - digging: Stance and both arms required. Heavy effort. - setting/disarming traps: Stance and both arms required for bigger traps, one good hand for small traps. - cutting & skinning: Both arms required. Level of effort depends on animal size and can vary from light to hard. - fishing: Net fishing requires both arms and stance. Angling and maul fishing require at least one good arm. - modding add: modifiable levels of effort and physical condition requirements for do-it-yourself crafts and building There are two new tags to be used in biy_* and diy_* headers: [effort:value] defines level of effort. Use value from 0 to 5 as follows: 0 - easy (not fatiguing at all) 1 - light 2 - moderate 3 - hard 4 - heavy 5 - very heavy [phys:tags separated by commas] Defines physical condition requirements. Possible tags are: stance - you need to be standing arm - one arm from shoulder to hand in usable condition arms - boths arms from shoulder to hand in usable condition hand - one hand (plus forearm and elbow) in usable condition hands - both hands (plus forearms and elbows) in usable condition one-armed - it's possible to perform the task also with one arm/hand, but it will be slow and difficult. As an example, here's diy header for crafting javelin: .Javelin. [effort:1] [phys:hands,one-armed] *COMMON* /30/ [patch] So it's light effort, both hands are needed for crafting, but this can be done with one hand only in emergency situation. - added: zoomable map view You can adjust map zoom level by mouse wheel, or by pressing CTRL and + (for zoom in), or CTRL and - (for zoom out). There are four zoom levels: 100%,80%,60%,50%. Zoomed out map view can be very useful for it displays larger viewspace of the area. Certain zoomed out modes can be a bit laggy compared to 100% view but this will be optimized in the future. - added: new "time counter" dialog Time counter dialog which pops up when doing time consuming tasks has a fresh outlook. The new outlook features level of effort and progress bar displayed. - added: pausable building It is now possible pause and continue any building jobs at will. You don't have to finish for example a section of wall at once but can select your working hours freely. Continuing a building job is possible after 5% of the construction has been completed. To pause a building job simply cancel the process. The new time counter dialog will tell you when a certain job can be continued after cancelling. There's new "Continue paused building" option under BUILDING menu - that's how you continue working with unfinished buildings and constructions. Deconstructing is also pausable. - improved: felling trees * Felling trees is pausable. You can start, cancel and continue at will. * The tree in front of you is automatically selected. If there's none you'll be asked for a direction. - fixed: when hauling items towards an obstacle time was spent despite of of the fact that your character didn't move - fixed: animal same item limit when packing If you packed more than 255 same items on an animal some of them disappeared. This is fixed so that more than 255 same items will be now distributed in separate item stacks. - fixed: broken "fistful/bunch/pinch of" item name definitions in cookery recipes Recipes using item names with said definitions were broken. "Fistful/bunch/pinch of" definitions are working now, but you can (and should) use core item names like: .Blueberries. (instead of .Fistful of blueberries.) NOTICE: This was announced to be fixed in 3.16 but was still broken. - fixed: unsafe uninstaller script in Windows Uninstaller removed the whole directory tree recursively, assuming that installation folder was game specific. If the game was installed to a folder with existing subfolders these all were wiped out upon uninstalling. Uninstaller doesn't delete character folders by default anymore. For any existing character folder you will be asked if you want to remove it or not. - fixed: ghost injuries upon waking up Injury meter displayed -10% right after waking up even though you were not injured. These injuries disappeared with your next move. - fixed: three skiing related issues 1. Now you can remove skis also by [T]ake off command. 2. Now you can't ski while crawling. 3. Now you can't ski without ski stick. - fixed: plant will be after a day, but it's not! If a plant was said to be ready for harvesting "after a day", the next day it was said to be ready for harvesting "after a week". - fixed: oath of iron ritual worked for staves - fixed: aggressive animals occasionally kept on fruitless, repetitive attack-escape loop They did constantly change their mind... "[Animal] attacks at you!", "[Animal] escapes!" ...but did not make any attacks in between. - fixed: bugged self-made food prices Price of self-made foods was often derived from the last added ingredient in the recipe. ------------------------------------------------------------------------------