This is a list of release notes. ------------------------------------------------------------------------------ Version: 3.19 (stable) ** Saved characters from version 3.17-> are compatible with this version. ** - command and interface changes Take a note of these, but remember that pressing ? in the game and looking at menus will still reveal you the old and new game controls. - [+] works as an alternate key to bring up [M]ake menu - [l] works as an alternate key to look at distant location ([F3]) - primary key command to filter inventory is now [Tab]. [.] remains as an alternate key to filter inventory. - mouse wheel can be used to scroll inventory - in [w]ield menu pressing [-] means "wield nothing" and takes off all wielded weapons - a quick way to unwield weapons in [T]ake off menu Pressing [1] or [2] in take off menu will unwield primary or secondary weapon. This is a quick way to free a desired hand. Remember that [w]ield and [-] takes off all wielded weapons at once. - [s]kills screen remembers the last selection If you use skills via [s]kills screen the cursor is positioned at the last selection. This way [s] and [enter] can be used to repeat the last skill. - Pressing ESC is equivalent to No in "Yes/No" confirmation screens. * new menu: movement and rest actions Running, hiding, sleeping, waiting and getting up on your feet can be now activated from a single menu. You can bring up the movement and rest actions menu with [/] or [Del] keys. There are still hotkeys for all these movement and rest actions, even though some key changes have been made. Read on. * extended commands menu has been removed Extended commands menu which was previously accessed via [#] or [e] is history. New hotkeys have been assigned for the following activities, and the game will help you to memorize them. If you try to use extended commands you'll be notified about the new hotkeys. "Rise on your feet" New hotkey to get up on your feet is [u] and you'll also find this option in movement and rest actions menu. "Sleep" New hotkey to sleep is [Z] and you'll also find this option in movement and rest actions menu. There's configuration option in urw_ini.txt to define if you want a confirmation to sleep when pressing the hotkey. "Cut a carcass" New hotkey to butcher a carcass is [b] "Wounds" New hotkey to view (and also treat) wounds and injuries is [F7] * container handling changes As extended menu is history, containers are now handled via [a]pply command. All the container actions (emptying, filling with water or milk, and pouring something into) are now done via [a]pply command. After [a]pplying a container you get to select a desired container handling option from a menu. Notice that there's a change in work order of pouring something into a container: Now you first select a container you want to stuff, and then select what you want to pour in there. Default item filtering of [a]pply command now also lists containers and filled containers. And this more convenient item filtering continues when pouring something into a container. - added: two new start-up scenarios * You encounter a band of ruffians in the wilderness. * You set out into the unforgiving wilderness with a four-legged companion. Storylines written by Kerri Barnard. - added: repeat previous attack maneuver [3] also works with deathblows - added: weapon breakage & degrade system Weapons used in the battle can get damaged and break. Weapons can get damaged when they hit together as a result of a block, or fumbled counterstrikes. Resulting damage checks are based on variety of newly added weapon properties and both attacker's and defender's weapon may get damaged. In general the heaviest, best quality and fastest swinging weapon stays undamaged, but when weapons of equal attributes clang together it may be harmful for both combatants. Weapon material also matters in damage calculations - steel cuts wood and not vice versa. When weapons get damaged their [wear] bar in inventory shows up and keeps decreasing according to level of damage. The weapon quality also degrades after substantial amount of damage. Eventually damaged weapons will break completely. Sometimes a sudden weapon breakage can also take place if the delivered force of impact is massive compared to material strength and properties of a blocking weapon. The force of impact and resulting weapon damage is calculated based on strike velocity, weapon weight, impact area and materials that hit together. Chosen attack aspect (blunt, edge or point) also affects to strike velocity and impact area giving a whole new perspective to weapon usage in order to damage your opponent's weapons or shields. Weapons have the following new properties: * Impact area This refers to size of weapon head/tip/blade that actually touches the target upon impact. * Strike velocity Certain strikes with certain weapons get a velocity boost increasing the force of impact they can cause. Swords, clubs with lengthy shafts (e.g. warhammers and maces) and axes can be all considered high velocity weapons. * Wear/break/fracture levels Amount of force needed to wear/break/fracture a weapon. These all come into play when weapon damage checks are done. The factors are so far hidden but you'll soon learn what breaks what and how easily. Most of the weapon breakage stuff should be quite obvious as the system tries to come close to sort of a realistic weapon damage behaviour. Few examples: Thrust (point) with a sword concentrates the force on much smaller area than a swing (edge). But on the other hand, sword strike has the highest velocity when it's used in a slashing movement. There is not much difference in impact area if you thrust with a large knife or a spear. But spear is heavier and can be thrusted with more velocity and this results in much more force being delivered with a spear thrust. Maces and warhammers are excellent choices for breaking shields. They have lots of mass and a proper swing with them makes the head strike with high velocity. Especially the warhammer concentrates lots of force and mass on small impact area. All in all, there's now lots of new tactics, factors and weapon usage to consider when going to battle. Effective dodging saves weapons, but if your enemy effectively keeps blocking your fierce sword strikes it may leave you with damaged weapon. Weapon breakage system is also a big balancing addition, and kind of justifies reasonable hoarding of metal weapons. Now you can't expect to keep on using your favourite sword again and again without possibly wearing it out someday. - added: configuration option to turn weapon damage off (urw_ini.txt) Weapon damage & degrade system hasn't been fully tested, and some may find it too harsh as there is not (yet) possibility to repair weapons. For these reasons there's configuration option to turn weapon damage off. Set [WEAPON_DAMAGE:YES] in urw_ini.txt to [WEAPON_DAMAGE:NO] to turn off weapon damage system. - added: worn out armours and clothes provide less protection Protection values of damaged clothes/armours are decreased by percentage of damage. - tweaked: all big rocks in fortified villages are now too steep to be climbed Previously you could just climb over them so they didn't really provide much of fortification. - tweaked: each of the two game-courses (F5) can be played and completed only once per character - added: food will become stale a day or two before turning spoiled. It's still usable, but the quality is lost. - added: an option to choose start location within your home culture Random world generation features a new option to randomize your start location within your home culture. - added: robbers There are now robber NPCs wandering around the wilderness. Robbers can be of any culture and usually move in bands of 3-6 people. If encountered, they may try to steal your equipment. Robbers rarely attack right away but often ask if you want to hand over your stuff willingly. If you don't co-operate they'll attack and rob your equipment after you've been beaten unconscious (or dead). - updated terrain type images: spruce mire (summer), pine heath (summer) - chat-screen slightly stylized - added: aggressive/escaping animals and NPCs can wade through shallow water - fixed & balanced: milking * Animals will stay put while being milked * Name of the animal (if it has one) now appears in the following milking messages: "Thank you for the milk, ." "It seems can't yield any more milk today." * Sheeps and cows don't produce any milk during wintertime. This dry period lasts about 5 months of the year. * A daily milk yield of a cow varies between 2-5 lbs. You don't always get a full tub of it anymore. - fixed & balanced: time passing Many time consuming actions are minute based in unrealistic fashion: for each spent minute NPCs get only one turn. Time passing is now more precise here and there and can handle seconds too. Some actions may appear less time consuming than they used to be, but NPCs have more turns during those more precisely measured actions. For example: previously undressing a heavy shirt could take 3 minutes, and NPCs had three turns during that time. Now undressing a heavy shirt can take only 30 seconds, but nevertheless NPCs get to make those 3 turns during that time. Precise time passing currently applies to: most skills, standing by [-], climbing, loading crossbows, dressing and undressing, eating, wound treatment, building fires, cooking, setting & re-triggering traps, fishing, milking animals - added: message log - view previous game messages, and enter your own notes Messages (that are displayed at the bottom right of the game screen) are now archived. You can view message log by [v] key command. (For manual browsing it's msglog.txt file in your character folder, human-readable format.) In message log screen you can also write your own notes to the log. These custom notes can be used as memory aid, or to add personal touch to your message chronicle. Date and location information are already encoded into message log and in the future this information will be used to allow more detailed viewing/sorting. Message log is useful for the player alone, but also provides a way to share your character's life in better detail. Sharing a screenshot about an epic situation will be even better with an epic message log. - added: automatic stand up when trying to run when prone No need to first get up and then start running. If your condition prevents you from getting up you'll be notified about it. - added: more precise weight display for less than 1 lb items Instead of <1 lbs you'll now see the weight with one decimal precision, eg. 0.3 lbs. - added: looking at nearby location will show track info too Using [:] (examine current location) and [x] (look to a given direction) commands will display track information too. There's no actual need to use your tracking skill separately on zoomed-in map anymore as this is equivalent to skill usage and can reveal new tracks on the site too. - added: look to a given direction command [x] also accepts pressing 5 on numpad or mouse clicking the character to examine current location - added: skill dependant shooting rate for regular bows How fast your character reloads and shoots an arrow is now dependant on your BOW-skill. The effects of this are clearly shown if your BOW mastery level is lower than 25% or higher than 70%. Otherwise all the characters shoot pretty much with the same speed. The first shot is still fastest to perform if you have an an arrow already wielded ie. you are carrying the bow and arrow readied for a quick shot. - added: shield usage to protect from missile attacks Shields can be used to protect from missile attacks. When a shield is held in protective position missile attacks to covered body parts are automatically blocked as they hit the shield instead of you. NPCs can also use shields in similar fashion. There are no changes to shield usage against melee attacks. * shields can be held in many ways to cover different body parts and to protect from varying lines of attack Upon wielding a shield you get to select how to hold it. It's possible to change the chosen shield mode anytime by pressing attack commands keys [1] and [2] depending on whether you're holding the shield as a primary (1) or secondary (2) weapon. It depends on the shield size how large area it can protect. Shield modes to automatically protect from missile attacks are: CENTER - Neutral position where the shield is held in front of you close to your center. In this position roundshields protect from neck to knees. HIGH - The shield is held up in front of you. In this position roundshields protect the head and upper body. It's a good way to cover the vital upper body, but your vision is restricted as you have to peek from behind the shield. SIDE - The shield is held raised by your side. In this position roundshields protect your side from shoulder to knees. If the shield is your primary weapon it's held on your right side, otherwise on the left side. All of these shield modes make you walk and run slower as the chosen protective grip and stance is carefully maintained during movements. For this reason it's advisable to use protective shield mode only when necessary. NONE - Shield is carried in relaxed fashion and not held in protective way. As the shield moves freely along with your movements there's no automatic cover provided except for the hand and arm holding the shield. * Relative direction of missile attack and character's facing direction affect to whether the shield protects you or not. For example: if you hold the shield on your right side and are shot from the left it doesn't protect you. * Roundshields are now more commonly found even among local tribes. * Shield prices have been reasoned down to 1/3 from what they used to be. - updated: SHIELD game encyclopedia entry (F1) It's the same information as above. - added: eye injuries may cause you to lose sight Significant eye injuries will cut away according sector from your field of vision. Sight of injured eyes will return when the wound has healed to a level where it's possible to keep the eye open again. - added: blunt and broadhead arrows Many local cultures use both of these new arrow types. Blunt arrows can be also crafted by yourself. * Blunt arrows Used to hunt small game without damaging the hide. Blunt arrow impact can be enough to kill fragile animals immediately, but their ability to knock animals unconscious is just as effective in order to obtain undamaged hides. Also, they never stuck. * Broadhead arrows Arrows with the widest cutting head of all arrow types. Broadheads are designed to cause large cuts and inflict as much bleeding as possible. These arrows are effectively used to hunt large game. * there are game encyclopedia entries (F1) about BLUNT ARROWs and BROADHEAD ARROWs - added: woodsmen and adventurers may occasionally carry furs These furs are naturally culturally dependent and are often those of smaller game. - added: bears can now break down fences (if they want to) - added: NPC "prey-predator" relationships * NPCs now actively react to presence of other human beings, specifically those of another culture For now this is most notable when Njerpez meet other cultures, but later on the system will be expanded to create cultural conflicts. These NPC reactions are effective regardless of your character's presence so you may occasionally find traces of violent confrontations in the wild. Or you may now get to witness a lone woodsman espacing an aggressive Njerpez warrior, villagers attacking the Njerpez first, or your companion being attacked before you have even spotted the red shirts. * NPCs can have wider scope of attitudes towards other people In a sense variety of NPC reactions gets closer to behaviour repertoire we already have in use with wild animals. In addition to being blunt aggressive or peaceful people may now try to avoid you, stay hidden, try to chase you away or prefer to escape upon being spotted. And it is the Njerpez who have this new behaviour and attitude system currently in use. * Njerpez aren't always hostile, but not friendly either Njerpez behaviour of attacking with 100% certainty is history. Especially the lone warriors may very well choose to escape or stay hidden instead of attacking. Njerpez still don't want to interact with other cultures, but encountering them doesn't always lead to spilling of blood anymore. It's now possible that Njerpez circles around your camp while you are a sleep, and instead of waking up with an arrow in the eye you now just noticed his footprints. For Njerpez who are encountered in their war camps or villages attacking the intruders still remains a top priority. - new configuration options (urw_ini.txt) * swim automatically AUTO_SWIM option in urw_ini.txt defines if swimming is automatically started when necessary. Possible values are YES, NO or ASK. It's set to ASK by default. * automatically climb steep terrain AUTO_CLIMB_ELEVATION option in urw_ini.txt defines if climbing is automatically started when moving at steep terrain which requires climbing skills. Possible values are YES, NO or ASK. It's set to ASK by default. * AUTO_CLIMB option has been renamed to AUTO_CLIMB_FENCE. It's set to ASK by default. * customise inventory item type order You can change item listing order by editing INVENTORY_ORDER value in urw_ini.txt. Default inventory order goes as follows: [INVENTORY_ORDER:WEAPON,ARMOUR,CONTAINER,SKIN,TOOL,FOOD,FIREWOOD,VEHICLE,VALUABLE,PLANT,CARCASS] * open doors automatically AUTO_OPEN_DOOR value in urw_ini.txt defines whether the doors will be opened automatically or not when you walk at them. It's set to YES by default. * "traditional" movement mode Instead UrW's default facing direction based movement mode you can choose to use traditional roguelike movement by changing TRADITIONAL_MOVEMENT value in urw_ini.txt to YES In traditional movement mode character moves to a direction given by numpad or cursor keys as follows: up/8 - north, 9 - north-east, right/6 - east, 3 - south-east, down/2 - south, 1 - southwest, 4/left - west, 7 - north-west * pause after zooming in is optional PAUSE_AFTER_ZOOM value in urw_ini.txt defines if you want a pause and having to press space after zooming into a terrain. Possible value are YES and NO. It's set to NO by default. * confirmation to sleep SLEEP_CONFIRMATION value in urw_ini.txt defines if you want to be asked yes/no confirmation when you press a hotkey to sleep. It's set to NO by default, and this confirmation is never asked if you sleep via movement and rest actions menu. - added: only the first 5 items are displayed automatically when stepping on a stack of items And after those first 5 items you'll be notified how many items were left unlisted. This removes excess [SPACE] rumble. Full item list is always displayed only when specifically looking at the location. - added: strafing movement - CTRL + numpad keys You can now move to any direction without changing character's facing direction by holding down CTRL and pressing movement keys. CTRL + numpad 8/up = "strafe" to north CTRL + numpad 9/PgUp = "strafe" to north-east CTRL + numpad 6/right = "strafe" to east etc. - added: carcasses can be moved and picked up Now you can move, push or pick up carcasses just like any items. Common item handling commands (eg. throwing) also work for carcasses while they are in your inventory. Notice that when picking up items carcasses are excluded from "select all items" option [+] if there are no selections done yet. This is because we rarely want to pick up carcasses of NPCs even though we often want to quickly select and pick up all their items. - added: rotting mechanism for carcasses Carcasses now rot, decay and eventually disappear. This is relatively slow process and scavengers will utilize rotting carcasses too, but humans may obtain usable meat and hide only from fresh (< 2 days old) carcasses. In the wintertime carcasses preserve for a longer time. - added: carcasses can be burnt You can now burn carcasses, and thus have a kind of "burial" for your dead pets and companions. - added: pausable cutting and skinning & improved carcass selection * Cutting and skinning carcasses are now pausable tasks It's still encouraged to skin and cut animals in swift manner, but now it's possible take a break at will without losing the progress. If cutting is paused you'll still obtain meat cuts according to spent time. This way you can cut only small portion of big carcass if it's time critical to get some meat. Only when carcass is cut completely you'll also obtain the fat from it. * Carcass selection automation is a bit wiser and also allows player to choose preferred carcass If there's only one carcass nearby, you are standing on a carcass, or there's a carcass in front of you it will be automatically selected - in this order respectively. Otherwise you'll be asked for a direction of carcass you prefer to cut/skin. - added: people remove their dead from the village They do not arrange proper burials yet, but dead community members will be removed from the village area. - balanced: agriculture * weight of pod type plant yield decreased Weight of single fistful of peas and beans has been decreased down to one tenth of what it used to be. Especially broad beans were excessively productive and now their yield weight is a lot better balanced. * animals can feed on sprouts Animals can eat plants before they are ready to be harvested and can therefore cause real damage to growing crops. Animals such as hares, badgers, elks and forest reindeers may eat variety of sprouts even if the ripe yield wouldn't fit their preferred diet. * harvesting grain crops is fatiguing and used tool matters Harvesting grain crops is now slightly fatiguing and sickle is preferred tool for the job. It's still possible to use any cutting weapon to harvest grain crops, but you lose some yield. Harvesting grain crops without a sickle is also slower and bit more fatiguing. - balanced: net fishing * Terminology change: "pulling the net up" -> "retrieving the net" It's the same action, but "retrieve" term is now used in menus and messages. * You can't set nor retrieve nets while swimming. * Setting and retrieving a net is time consuming (10-35 minutes). The actual time depends on your fishing skill, and when retrieving a net the amount of catch also matters. * Nets will wear out in use. Every time a net is set and retrieved it wears out a bit, and the bigger the catch the more it can damage the net. How fast a net wears out depends greatly on your fishing skills. A talented fisherman can handle the net so that it doesn't get tangled upon setting or retrieving, nor unnecessarily damaged upon releasing the fish. A novice fisherman is prone to handle the net in more clumsy fashion which results in wearing it out faster. - added: skill analysis messages displayed when using fishing maneuvers which are prone to physical penalties (club fishing, and setting nets) - balanced: shooting with crossbows In general crossbows are now a bit easier to shoot with. Their greatest advantage still is that they can be carried loaded, but these new tweaks bring in a few more: * Only half of your physical penalties degrade the performance when shooting a crossbow. This is because it's far less of a physical exercise to pull the trigger than to draw a regular bow. * 10% skill bonus is added to each attempt to shoot with a crossbow. They just are easier to shoot even for the unskilled. * Completely blown shots are excluded with crossbows. With regular bows a shot is most often failed during releasing the string. With crossbows releasing the string by pulling the trigger is always quite steady. * Possible cone of spread is always smaller with crossbows. With failed shots your aiming can never get as much off as with regular bows. * It's very fast to release an arrow from a loaded crossbow It's rarely possible to shoot with a regular bow within melee range because your opponent usually gets to make a move in time you draw the bowstring. But loaded crossbows can be shot fast enough to be used even within melee range. * Crossbow loading times reasoned It takes half a minute to load a regular crossbow and about a minute to load a heavy crossbow. During this time NPCs and other creatures can make up to 3-6 moves. - balanced: rowing is now moderately fatiguing - balanced: running backwards speed Running backwards is now only about half as fast as forwards. - balanced: foreign traders * Weapon skills increased. You can expect pretty much every foreign trader to be talented with pretty much every weapon he carries. * They move more tightly as a group and appear in groups of 5-8 members - balanced: getting automatically on your feet after sleep Unless it's combat/encounter situation you always automatically get on your feet after sleep if you are feeling at least lively. - fixed: spend loops sometimes not cancelled when you were attacked This resulted in having to repeatedly choose a defense maneuver. Now it gets cancelled properly and there are two messages depending on the situation: 1) You're engaged with a hostile creature... This is shown when there's an aggressive NPC/animal beside you. 2) You have been attacked... This is shown when you are actually getting hit. - fixed: unable to dry meat on walls/corners/shelter diagonal to character - fixed: being able to shoot an arrow from inventory with an injured hand - fixed: confusing free (worn) load <> encumbrance display Free load (of worn armous) was decreased from load, so total load wasn't displayed correctly. - fixed: broken burden calculations when packing animals - fixed: it wasn't possible to go back to main chat screen when buying animals - fixed: if house was built real close to the southern edge of zoomed in map the icon placement/display on the world map might fail - fixed: some raw material selection glitches When selecting raw materials from inventory sometimes a portion of unselected (and unapplicable) items were used. It's suspected, but not yet confirmed, that this also resulted in mistakenly named modded items and random items appearing in inventory. - fixed: being able to throw leashes in use - fixed: fishing improvement was possible if setting a net got cancelled by the player, or due to physical condition requirements - fixed: swimming fatigue increased slower in winter - fixed: NPCs getting blocked by small traps People can now walk over small traps. Previously you could block their route even with loop snares. - fixed: items disappearing from character's inventory if new stuff is obtained when inventory is full This could happen when you crafted an item but were out of inventory slots (max. 90). Now excess obtained items are put on the ground and a warning message is displayed. - fixed: surrounding cultural area not cleared upon wiping out villages Now uninhabitated cultural areas within 3x3 culture block are properly cleared if village is wiped out. - fixed: "in use" status mistakenly persisting for some triggered traps Sometimes you could't reset triggered traps without re-releasing them first by kicking. This is fixed now. - fixed: "falling upwards" when climbing down If you fell when climbing down you returned back up where you started. This is fixed and now you fall all the way down getting where you wanted - not always without injuries though. - fixed: deconstructing NPC buildings returns wrong or none items - fixed: deconstructing certain tiles built with mods (eg. well, road etc.) returns wrong or none items - fixed: wrong cause of death displayed upon dying to mushroom poisoning - fixed: building (a house) game course task getting completed upon building anything at all - fixed: endless loop if last empty line in mods was missing Reading of diy/biy/cookery files didn't properly stop to end of file, and if there was no empty line after the last item specifications it resulted in endless loop. - fixed: effort levels for variety of timbercraft options weren't active Carving logs, chopping trunk into blocks etc. were all "easy" efforts. - fixed: climbing over map borders prevented loading of new maps This happened for example when climbing a long distance on fences and resulted in encountering empty map blocks. - fixed: necklace item sometimes appeared as fistful of blueberries - fixed: sickle could be used to fell down big trees - fixed: trading quirks when trying to re-purchase items that you had once returned If you returned items to villagers because of not being able to pay for them these items might occasionally became un-purchaseable; you were asked to pay, but nothing was shown in the debt list thus making trading of these items impossible. MIGRATION NOTICE: The bug is fixed now, but items that got corrupted this way in earlier version still remain un-purchaseable in villages you had visited. - fixed: culture reset bug Cultural areas might reset upon crash/power loss resulting in whole map appearing as kaumolais area. Now cultural area data is occasionally backuped and restored if something goes wrong. The game will also notify you if culture reset bug happens so that you can give more detailed bug report about what just happened. - fixed: arrow stacking issues - fixed: sleepwalking issues & zoomed in map glitches when sleeping near map boundaries - fixed: incorrect animal packing times - fixed: crash potential with lengthy material usage messages It might happen if you used lots of different raw material stacks/items on the ground. - fixed: fires didn't burn out properly if you left the area Even after several days spent away from the area you might still find your campfire burning. That's fixed now. - fixed: rowing/wading/swimming movement noise was too silent As a result it was too easy to approach for example aquatic birds. - fixed: beavers fatiguing themselves by swimming Now aquatic animals can swim extremely long distances without getting fatigued, and it's practically impossible to catch them by rowing. - fixed: sleeping aquatic birds in the water had no sprite displayed - fixed: craftsmen didn't ever sleep - fixed: world location descriptions not always correctly based on nearest culture - fixed: harvested flowering plants not yielding flowers when treshed This bug happened if you picked up harvested plants before threshing them. - fixed: being able to leash pets with multiple ropes -> pet duplication You could do this by mistake and it resulted in pet duplication. For example: you had a pet tied to a tree and then applied a rope from your inventory to leash it (again). The game allowed this, and the pet got double-leashed and then duplicated. ------------------------------------------------------------------------------ Version: 3.18 (stable) Released: 27-Feb-2014 ** Saved characters from version 3.17-> are compatible with this version. ** (If you are new to version 3.18 be sure to scroll down for a complete newslist for version 3.18 since the first beta version.) - balanced: character made clothes are now worth of only 20% of regular cloth value And that's because there's no actual skill required and making clothes is way too fast. This removes the exploit of too easy trading with character made clothes. - added: making a log, boards or blocks of wood also cuts branches from the trunk And couple of dozen branches will appear lying on the ground. These are always just plain branches as fallen tree type isn't (yet) distinguished. - added: option to cancel crafting right after completing material selections Prompt to start crafting now appears as: "[SPACE] to continue -- [ESC] cancel" - added: [a]pply command can be used to wield sesta, paddle or ski stick - added: possibility to skin small animals when prone - added: possibility to cut animals for meat when prone - added: possibility to fell slender tree when prone - added: villagers are unwilling to join you if the companions you hire go missing - added: naturally fallen slender trees In addition to big trunks laying around on zoomed-in maps, you can now occasionally find slender tree trunks too. - added: bunch of fresh audio * new music for armour coverage screen * sound effects for skiing, walking in the now, wading and walking on soggy soil (mires) - added: lots and lots of new graphics Majority of backgrounds, terrain type images and encyclopedia images are fresh and new. Work from several different contributors and photographers is being used. For copyrights, credits and licenses see: truegfx/credits-and-copyrights.txt New outlook is best to see in action, but here are some highlights: * all the old grainy backgrounds are replaced with new high-quality ones * new terrain images have a proper winter counterparts * some fresh images in start-up scenarios * new character portraits * bunch of new pictures in encyclopedia (F1) wolf, bear, ermine, glutton, reindeer, squirrel punt, deadfall trap, fence... Naming of images has been re-organized so background/terrain graphic mods are not compatible with this version. - fixed: being able to walk on the watery edge just outside of the ice - fixed: companions rushing away if you told them to cut trees while zoomed in and then zoomed out on wilderness map - fixed: pet disappearances Departing companions caused pets (or NPCs) go missing. - fixed: any tool could be used as sesta - fixed: trading crashes which happened if you were demanded for payment while carrying lots of unpaid items - fixed: birch-bark products wouldn't burn - fixed: departed companions failed to avoid traps on their way back home - fixed: trying to start swimming from a steep cliff didn't locate the character into water - fixed: trying to move from a cliff into shallow water set character into wading mode but didn't locate him/her into water - fixed: climbing on a steep cliff while wading made character remain in wading mode on a dry land - fixed: foreign traders with nothing to trade - fixed: (bleeding) tags weren't shown in animal/NPC wound descriptions - fixed: dogs wouldn't eat stolen food even if there were no villagers around Dogs still won't touch unpaid food in populated villages, but will happily eat it as soon as there are no villagers around. - fixed: starving dogs wouldn't eat any other food if there were carcasses around - fixed: restocking of tools, armours and clothes was absent or extremely slow - fixed: Njerpez items/loot being marked as unpaid/taken - fixed: your own arrows becoming NPC property upon hitting them - fixed: game course tasks where you need to kill an animal got mistakenly completed if animals at the area happened to kill each others - fixed: game course tasks where you need to cook something got mistakenly completed if NPCs cooked something - fixed: companions interrupting tasks by talking If they have something to say now, they will wait until you're finished and only then speak their mind. - fixed: villages with no items Initial village stocking failed if you approached them on zoomed-in maps. - fixed: advanced game course task "Kaumo furs" getting completed by entering Kaumolais village - fixed: NPCs not trading unpaid goods they picked If you dropped some unpaid goods and NPCs then picked them up, they wouldn't trade them again in one-to-one trading. - fixed: NPCs being too eager to pick up unpaid items from failed trades Now NPCs don't pick up items if you drop them back to the building from where you originally took them. Items that are dropped outdoors will still get picked up by NPCs. - fixed: villages where you didn't have to pay for anything ------------------------------------------------------------------------------ Version: 3.18 - beta 4 Released: 3-Jan-2014 ** Saved characters from version 3.17-> are compatible with this version. ** BETA NOTICE: This is a beta release - there are likely to be bugs. Many of the listed improvements will be tweaked and polished further in patches to follow. Complete newslist for version 3.18 can be found after these beta 4 fixes and additions. - fixed: being able to utilize unpaid raw materials and then drop them without getting asked for payment If you utilize unpaid raw materials now you will have to pay for them as a whole. - fixed: problems to pay for unpaid items if you had wielded or weared them 'Unpaid' tag still remained after completing the trade and debt list wasn't handled correctly. - fixed: if you were demanded for payment while crafting something debt list and unpaid tags weren't handled correctly This could leave you with with unpaid items that you never had to pay etc. - fixed: being called "disreputable traveller" without a reason NPCs might occasionally call you "disreputable" without a reason. - fixed: companions lighting fires under you If you happened to stand on a location where NPC was building a fire you could get burnt a bit. - fixed: character's thirst got completely extinguished when you drank from a nearly empty container when very thirsty - fixed: sages did favours (healing & teaching) also for characters with bad reputation Now they won't heal you nor teach you new rituals if your overall reputation is low. - fixed: peaceful NPCs never climbing over fences Most of the time they still shouldn't do it, but if NPC ended up in a pen with no doors they stayed there forever. Now peaceful NPCs do climb over fences if they end up banging their head against it for long enough. - fixed: companions got stuck in the water if they departed while swimming - fixed: empty containers sometimes worked as a water source in wound treatment - fixed: sage (and other NPC) herds In some forester or vagabonds villages you could find penned NPCs instead of penned animals. - fixed: village reputation being transferred from a previous save to the next You could find already hostile village with your next character if your previous character had angered some village. - fixed: being thrown out of a village while unconscious caused village to go empty - fixed: ghost village syndrome In rare occasions all NPCs and animals could disappear from a village. This often resulted in bumping into "ghost NPCs" with no description. - fixed: being able to haul items while swimming - fixed: if NPCs refused to accept delivered items these items were nevertheless added to their inventory - fixed: hauling mode didn't stop even if you picked or pushed all the items being moved - added: crawling is now fatiguing - added: two most influential penalties displayed in physical condition messages: Previously you were notified only about the highest penalty modifier. Not it goes like for example: "You can't run any longer due to being wounded AND being fatigued." - balanced: new visitors in villages are kept on eye more closely You may find some NPCs following you when you wander around the village. This makes stealing more difficult. - fixed & balanced: bleeding wounds Fixed: - It was possible to faint from bloodloss during trying to stop the wound from bleeding. Now character always stays conscious until the treatment is finished. - Very well-healed wounds, with only a little injury score left, could start to bleed again after failed treatment. This doesn't happen anymore. Balanced: - Poor success in an attempt to stop a wound from bleeding now foremostly affects to treatment time. It's less likely that you need multiple attempts to stop the bleeding from now on. Changed: - Describing bleeding wounds. "BL" abbreviation is now used to mark bleeding wounds in injury screen. This replaces previously used "bleeding" tag in wound descriptions. - added: you can close and open doors behind your back, and you don't have to specify a direction if there's only one door around. ------------------------------------------------------------------------------