This is a list of release notes. --------------------------------------------------------------------------------------------------------------------- Version: 3.63 (stable) ** Saved characters from version 3.50-> are compatible with this version. ** - added: separate key command for commanding your pets and companions [!] Talking to someone and commanding your pets and companions are now separate commands. Commanding is now done with with [!] key, and the good old [C] key is used only to talk to someone in normal fashion. The game notifies you about the new [!] key command when talking to companions in normal way, or when talking to someone when there are pets out of sight. These little messages hopefully make it easier to get the new command policy memorized. Also, if you mistakenly try to [C]hat with pets the list of commands is still displayed. If there are no pets or companions around at all trying to command them [!] just displays an informative message and doesn't proceed into fruitfless target selection. Also, if there are no companions in sight the menu for shouting commands doesn't anymore contain needless "Choose a target in sight" option. - improved: fire mechanics Various features have been added to make fire burning, its' warming effect, obtained information and visual appearance more detailed. * Burnt-out fire graphics is related to the amount of fire burned at the site. Small fires leave small remains, large fires leave large remains. * Remains of fire accumulates over time so sequential fires burned at the site will increase the remains. The remains will still eventually disappear with few days pause in fire burning. * embers graphics has been added and remains of burnt-out fires will be now appear glowing red for awhile. For how long the embers will be glowing depends on the amount of fire burned. * when looking at burnt-out fire it's now also told if there are glowing or still warm embers. This information gives an idea eg. about how recent a campfire found in the wild might be. * glowing embers from nearby burnt-out fires helps you to start new ones. This is automatically checked if you start making a fire with glowing remains at adjacent tile. - added: smoking requires continuous maintaining of fire In the previous versions smoking succeeded if the room was heated once, and the process required no further maintenance. Now the heating must be maintained through the whole process. It's not critical to maintain an exact temperature but the fireplace in your smoking cabin should be warmed up properly on daily basis. Should you forget it one day it's still possible to compensate by heating it up even more the next day. If the heating is completely neglected you will find your smoked foodstuff all spoiled. If the heating has failed only to some extent you may find some of the smoked foods spoiled. - added: gradual heating up and cooling down of fireplaces and sauna stoves When warming up a fireplace or sauna stove it now takes some time before the stones get properly heated up and start releasing warmth into the room - and this process is gradual. As a rule of thumb you should keep fire burning at least 3 or 4 hours to get fireplaces and sauna stoves properly heated up. The cooling down is gradual as well and fireplaces and sauna stoves will retain warmth hours and hours after the fire has burnt out. The warmer the fireplace or sauna stove has been the slower it will also cool down. With these changes in action you can't expect to have a nicely warm room at an instant you light up a fireplace. Or you can't have a sauna bath right after lighting up a sauna stove. However, the fireplaces are designed so that they release some heat when the fire is burning. This allows you to still effectively warm up by the fireplace while it is still only getting heated up. Also, now you might notice having to warm up the fireplaces longer and more carefully than in earlier versions to have your cottage nicely warm during the coldest winter days. With gradual cooling down of fireplaces the winter morning temperatures inside your cottage may sometimes apppear surprisingly low compared to the earlier. This is because in earlier versions fireplaces retained constant and exceedingly high temperature for very long-time after the fire had burned out. - added: sauna stove tile slightly stylized It's a bit darker and has smaller mouth now. This is to better distinguish sauna stove from a common fireplace. - added: building a sauna stove Sauna stoves can be now built by the player character. You’ll find the option from [M]ake menu -> [B]uilding -> [W]ooden building. - improved: throwing water on the sauna stove Before it was necessary to use sauna scoop to throw water on the sauna stove. Now it's done simply by [a]pplying a water container beside the sauna stove. An option for throwing water from the container appears when the condition is met. Messages about the results are also updated and now it is told if you get mild or proper steam - depending on how hot the sauna stove is. There’s also a sound effects added so you can hear how the sauna stove really hisses. With these additions sauna scoop now becomes a deprecated item. It continues to exist in object galore, but with no real use. Upon using sauna scoop you only get a message to use new mechanics instead. - added: leaf trees now grow and lose their leaves gradually according to the season You can see leaf trees gradually getting more lush in green in the spring, and again losing the leaf cover in the late autumn. - added: vasta – a kind of broom to beat and treat oneself with during sauna bath Vasta is a kind of broom made out of leafy birch twigs and used during sauna bath to gently beat oneself in order to get the muscles relaxed, body massaged and skin cleansed. Vasta can be made by yourself from [M]ake menu under [U]tility articles. Making of vasta requires bunch of leafy birch twigs which can be collected from birch trees using your TIMBERCRAFT skill. To use vasta [a]pply it while taking a sauna bath. There’s also sound effect added so you can hear what the beating with vasta really sounds like. Using vasta improves the healing effects of sauna bath. There’s also game encyclopedia [F1] entry about vasta available. - added: collecting leafy birch twigs When collecting branches from birch trees (by using your TIMBERCRAFT skill) you now get leafy birch twigs if the season is right. If not, mere branches are collected. There are appropriate messages to indicate if the leaves aren't big enough just yet, or already gone old. This addition is foremostly added for making vasta which requires leafy birch twigs to be used. - added: shout commands activated when pets are too far to respond to talked commands When commanding your pet that is too far away you are now automatically given options for the possible shouted commands. Foremostly this makes "Come" always an available command for dogs. - added: wandering Njerpez can be met in small groups too Njerpez warriors don't wander all alone anymore but can be met in small groups, or pairs as well. If a conflict will arise from these encounters you have to be extra careful now. A group of wandering Njerpez can also have multiple dogs with them. - adjusted: wandering Njerpez commonness based on the region Wandering Njerpez are most commonly met in the east and south-east. That's an old rule which hasn't changed, but in the previous versions the borderline of their existence and non-existence was strict and rigid. Now the wandering Njerpez commonness is more gradual, decreasing the further into the west and north you go. Now it's been also verified that Njerpez raiders don't ever try to reach regions of western and northern cultures, so that's where to settle if you want to avoid raiders completely. - added: pause for spacebar when player character falls through ice - added: non-weapons can be thrown even when both hands are wielding something This makes it easier to bait a trap, feed a dog, toss firewood into the fire and so on as you don't have to unwield anything to be able to throw such things. - added: reindeers can be milked It's now possible to milk reindeer does. The period when the milking is possible is the same as with cows, but the yield is little lesser. - adjusted: milking period of sheep shortened with few months Sheeps now yield milk only from swidden month to harvest month. - added: character age and days played now appear in [P]rofile screen This info is displayed at top of the screen saying eg. "You are 16 winters old, and have lived 7 days of adventuring life." - removed: character [L]og screen It's been considered useless for a long-time, and it's no longer in use at all. - fixed: fresh bloodscapes sometimes disappearing instantly upon map load - fixed: throwing water on the sauna stove not increasing the temperature This had gotten broken somewhere along the way when adjusting temperature checks. Now it’s fixed and you will again notice the character getting warmer upon throwing water on the sauna stove. - fixed: no message or results of arrow breakage when it happened upon hitting a creature Now if an arrow breaks upon hitting a creature the breakage message is displayed and broken arrow will remain at the location. - fixed: companions that were commanded to stay put did still engage into fights - fixed: continuing early interrupted fence building requires the raw materials again - fixed: character not falling into the water if thin ice at the location is broken by dropped items - fixed: planted crop graphics appearing at picked mushroom location - fixed: when dropping items selecting the only item in filtered inventory category drops it immediately ignoring the other selections --------------------------------------------------------------------------------------------------------------------- Version: 3.62 (stable) Released: Mar-16-2020 ** Saved characters from version 3.40-> are compatible with this version. ** - added: trading cap for meat and fish Villagers stop accepting meat and fish in trading when if they have decent reserves already. This cap isn't fixed but depends on village population. Also, cooked meat and fish are often accepted in larger amounts than raw. - added: digging and filling up pits are now pausable tasks You can stop these processes at will and continue later on by [a]pplying your shovel again. - changed: pits are now simply called pits instead of former vague term 'hole in the ground'. - added: tracks getting covered and decayed by snowfall and rain Snowfall and rain now affect to tracks getting covered and decayed. You'll notice these effects by tracks getting less visible, and eventually disappearing completely. How fast this happens depends naturally on amount of the rain or snowfall. Severe snowfall may cover even the fresh tracks in an hour or so. Decay caused by rain is often lesser, but still noticeable. The older the tracks are the sooner they are prone to decay and disappear in case of both elements. - added: tracks left by children now appear smaller This includes graphical presentation and description of the tracks eg. "You see here small human tracks." - added: aggressive village dogs calm down together with their masters In case of minor breaches villagers might punish you for a while and calm down after you had learned your lesson - but their dogs didn't react accordingly. Now village dogs will calm down if their masters do so. This doesn't prevent village dogs from being a serious threat as they don't always reason the power of their attacks the same way the humans do and may cause lethal wounds by accident. - adjusted: precautions regarding character save failures Additional precautions to overcome rare cases of character data blanking upon unexpected termination of the game have been added. - adjusted: map maintenance routines The adjustments remedy rare occasion of too frequent maintenances of fresh characters with heavily explored zoomed-in maps. - fixed: overlapping tracks modifying the existing track information Things like animal size and track freshness were sometimes mistakenly modified by overlapping tracks. - fixed: watercraft mistakenly transported with the character when zooming out right after getting on shore - fixed: everlasting small bones Certain bones would never get eaten up completely no matter how long dogs would chew on them. - fixed: carcass disappearing if the creature dies while making a hole in the ice - fixed: human tracks described wrong NPC description was mistakenly added to track description. It said eg. "You see here craftsmanhuman tracks." instead of intended "You see here human tracks". - fixed: quality improvement when items decay to stale stage Foodstuff and skins might mistakenly improve a bit in quality when decaying if their original quality was the lowest possible. - fixed: sages of some cultures not replying with valid phrases when asked for their skills and expertise - fixed: animals released from the forest cover not following character on zoomed-out map level This got broken along with NPC pet ownership additions. Now it works again as it should. - fixed: some cave treasures you heard of were never to be found The bug was caused by map maintenance being prone to mistakenly remove cave treasure locations. - fixed: partially skinned carcasses mistakenly turning skinned upon map load This bug usually manifested itself when skinning got interrupted and the character fell asleep, which also initiates map save and re-load. - typo corrected: angrered -> angered --------------------------------------------------------------------------------------------------------------------- Version: 3.61 (stable) Released: Nov-17-2019 ** Saved characters from version 3.40-> are compatible with this version. ** - added: companions can help you with hauling and pushing items Unoccupied companions spontaneously help you when pushing or hauling heavy loads is being proceeded. - added: fence gate Gates can be [o]pened and [c]losed just like doors. They can be also built by player character from [M]ake menu under B]uilding options. - added: when [C]ommanding animals the animal name is displayed in the menu title For example, if you would command a dog called Rekku the menu title appear as: "ANIMAL COMMANDS: REKKU" This helps owners of multiple animals to be sure they chose to command the desired one. - added: target selection if multiple creatures occupy the same location where an action is to be done If there are multiple creatures at the location where you proceed to execute certain actions you will be asked to select the target creature. This applies to following actions: - melee attack - packing and unpacking animals - looking at the location - added: limping and animal size tracking information When examining tracks now you can also see if the creature is limping. This requires character's TRACKING skill to be 25% or more. Severity of the actual leg injury can't be interpreted so crippled animals also leave limping tracks. Animal size, big or small, can be also seen from their tracks now. This is so obvious that only absolutely untrained trackers will fail to notice it. Moreover, the actual track graphics are also shown smaller or larger depending on the creature size. Notice that as the young animals smaller in size their tracks pretty much always appear as small ones. The new information is displayed in tracking messages for example like this: "You see here fresh limping tracks of small elk..." - added: tree in front of the character automatically selected when cutting branches You don't have to specify a direction for cutting and peeling actions if there's a tree in front the character you. That tree is always automatically selected for these actions. - added: chat option to ask for a sage in the village When chatting with NPCs there's now a way to find out ask if there's a sage in the village. "Is there a sage around?" chat line can be found from "Ask for help/company" chat options. If there's a sage you will be told his whereabouts in the village. - changed: need for heated room, fireplace or fire are checked first in cookery recipes It's more convenient that way as you aren't bothered with meaningless ingredient selections if these requirements aren't met. - fixed: failed hideworking with "somebody else got the skin" message diplayed and no skin obtained This rare occurrence might happen if the hideworking got cancelled at the very last minute of the hideworking process. - fixed: agriculture graphics representing a planted tile disappearing soon after planting certain crops This was a result of crops mistakenly entering wintering state if the planting was done early enough, and thus the planted graphics was removed. They still sprouted properly though. - fixed: wrong inventory weight with certain startup scenarios When starting a new character the inventory weight was displayed wrong until you made your first move. - fixed: gaining skill options during character creation by hovering over encyclopedia hotspot - fixed: wrong tying equipment requirements when making patches of items This was noted eg. when making arrows. Crafting multiple arrows mistakenly increased both tying equipment length and amount requirements. - fixed: pushing duplicates items The issue was related to ice breaking messing up item data while pushing action was proceeded. - typo corrected: "coffing" -> "coughing" in herb effects dialog --------------------------------------------------------------------------------------------------------------------- Version: 3.60 (stable) Released: Oct-28-2019 ** Saved characters from version 3.40-> are compatible with this version. ** ** If you are new to version 3.60 scroll down and read changelogs since the first beta version. ** - added: tree saplings There are now small saplings of spruce and birch trees appearing on zoomed-in maps. Saplings are not obstacles for movement like the bigger trees but you can walk right through them. Saplings can be cut down like any trees, and they have use in making of withes. MIGRATION NOTICE: Saplings can be found only on newly generated maps. If your character has explored the world extensively you may want to run map maintenance (key command [7]) which removes unimportant previously generated zoomed-in maps. - added: withe - a new type of tying equipment Withes are tying and binding equipment made from flexible, slender saplings of spruce or birch trees. Your character can make withes from [M]ake-menu under Tying equipment category. - added: WITHE game encyclopedia entry [F1] - added: fence building now requires two bands of tying equipment Fences have been traditionally tied with spruce withes, which are the preferred and convenient choice, but any other tying equipment will work as well. - added: villagers now cook their raw meat and fish Villagers will now cook raw meat and fish in their possession. This doesn't necessarily happen instantly upon obtaining the meat or fish, but at convenient moment for the villager in question. - added: inventory auto-filtered to show timber when birch-bark raw material requirement selection is being made - changed: upon planting something the sprouts are not immediately visible Only after some days you will be able to see the sprouts of what you had planted. Before the sprouts, planted tiles appear in thicker prepared soil graphics so you will be able to recognize them. - adjusted: village dogs don't bark at sleeping characters Watchdogs barking at restfully sleeping characters made it impossible to have good nights sleep in a village. - fixed: using length based items as weight based crafting material got their properties modified confusingly For example tanning with birch-bark strips. - fixed: hunting NPCs might choose to hunt player character's domestic reindeers - fixed: villagers rejecting traps in trading, claiming that they have enough even though they had none - fixed: raft weight reasoned They've been super light earlier, but now weigh around proper 1200 pounds. This makes hauling the only option for moving rafts around on dry land. - fixed: young leaves could be picked immediately when plants sprouted Now the plant needs to be few weeks old before picking of leaves is possible. - fixed: double animal skin when skinning the same carcass as your NPC companions - fixed: young animals meat yield occasionally being as high as that of the adult animals - fixed: NPC butchering/skinning processes in the background might cause player spend times to jump or reset - fixed: NPC owned dogs not leaving tracks in the wilderness - fixed: tying equipment return issues after drying/smoking If several stacks of food was dried/smoked at the same location using same kind of tying equipment all the tying equipment got returned when the first batch of food was ready. - fixed: player crafted items occasionally appearing as roasted foods (if there was NPCs cooking nearby) - fixed: when looking at tree harvested of its bark the tree info mistakenly said "partially felled" Now it says "bark harvested". SCROLL DOWN FOR FULL 3.60 (BETA) CHANGELOG. --------------------------------------------------------------------------------------------------------------------- Version: 3.60beta (hotfix 3) Released: Sep-23-2019 - changed: birch-bark strip "usage" bar display removed from the inventory As the strip length is always visble this was redundant. - changed: when using tying equipment as raw material the selected item is always used in full length There's a notification displayed if length to be used is far more than required, so that you can cancel the task and shorten the tying equipment to desired lengths at will. - fixed: tying equipment selections that were supposed to return after usage (eg. cookery, trap constructions) was broken in many ways You didn't get back what you actually used, but sometimes more and sometimes less. - fixed: shortening tying equipment didn't modify their weight - fixed: tying equipment stacking issues - fixed: joining tying equipment to exceed lenght of 255 feet Maximum tying equipment length is 255 feet. Joining operations that exceed the maximum length are now forbidden. SCROLL DOWN FOR FULL 3.60 (BETA) CHANGELOG. --------------------------------------------------------------------------------------------------------------------- Version: 3.60beta (hotfix 2) Released: Sep-18-2019 - fixed: villagers accepted stale food in trading - fixed: crafting regular arrow didn't remove the cord(s) used - fixed: smoking/drying meat asking number of cords to use although they were correctly selected lengthwise - fixed: animals leashed with birch-bark ropes couldn't be unleashed SCROLL DOWN FOR FULL 3.60 (BETA) CHANGELOG. --------------------------------------------------------------------------------------------------------------------- Version: 3.60beta (hotfix 1) Released: Sep-17-2019 - added: peeling bark from village trees is considered a breach and not allowed - added: building at the village area is considered a breach and not allowed - fixed: villagers didn't mind using their lumber for building something - fixed: villagers didn't mind utilizing their logs with timbercraft options - fixed: wrong properties of player crafted clothes made of other materials than leather and fur Mixed corrupted values, from coverage aspects to weight, could end up in eg. player crafted birch-bark clothes, possibly affecting modded clothes to appear wonky as well. This also resulted in clothes wearing out too soon if the weight property was one of the corrupted values. - fixed: player crafted fur and leather cloth weights calculated wrong Finished cloth weights were based on actual material usage, which didn't follow the intended addition of material requirements always slightly exceeding the finished cloth weight. - fixed: birch-bark ropes occasionally losing their rope status, and not working as one - fixed: birch-bark worked as cloth material, allowing making of bandages for example. SCROLL DOWN FOR FULL 3.60 (BETA) CHANGELOG. --------------------------------------------------------------------------------------------------------------------- Version: 3.60 (beta) Released: 15-Sep-2019 ** Saved characters from version 3.40-> 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: active hunting mechanics for wandering NPCs Wandering NPCs in the wilderness now actively hunt animals, and also utilize the kills the best they can. NPCs seek the game based on their cultural preferences, and within their hunting possibilities. The very act of NPCs hunting, or chasing the game, is rarely witnessed by the player character but bones and remains found in the woods can now tell a story of another human hunter at the area. This addition opens up possibilities for numerous exciting incidents to take place as the woods with hunters and their game now becomes far more alive and complex than before. Two imagined but possible examples: One day an arrow flies beside your head and is soon followed by a woodsman running past you. Half a day later you meet him again happily roasting the squirrel he eventually managed to shoot down. Or you may suddenly bump into wounded and therefore aggressive bear who rushes at you with no warning - only because it had been angered earlier that day by another hunter. And so on... - added: hunting NPCs utilize their kills and roast the raw meat Hunting NPCs can now skin and butcher carcasses and roast the meat. They also try to utilize otherwise obtained raw meat, so after trading raw meat to wandering woodsman you may notice them proceeding to cook it. Unlike player character, NPCs don't leave the meat by the fire and pick it up when it's done, but they stay put by the fire while roasting is being done. BETA NOTICE: NPCs are not able to cure or tan animal skins. That's pending to be added later on. - added: dog companions for wandering NPCs Wandering woodsmen and adventurers you may encounter in the wild can occasionally have dog companions with them. And just like dogs owned by player characters these will also protect their masters. - added: footwear wearing out in use Shoes and boots now wear out in use ie. when walking or otherwise moving around by foot. Footwear material determines their durability. If used extensively on a daily basis an average working lives of different footwear materials are: birch-bark - two weeks fur - a year leather - a year and a half Walking barefooted, or using simple birch-bark shoes, is now more reasonable activity during the summertime as you may want to prolong the working life of your precious winter boots. Footwear will break apart completely when they are worn out down to 50% of their original condition. - tweaked: armour and cloth quality having greater impact on their durability As a rule of thumb high quality items are more durable, and low quality items wear out faster in use. This is already seen with wear out rate of eg. weapons and tools. Now the quality based durability is extended to cover all the armous and clothes. You can expect rough armours to wear out faster in combat, and fine shoes to last longer on your journeys, and so on. - added: armour and cloth quality having impact on their protective values High quality armours and clothes now provide more protection, and the low quality ones provide less. In most cases this covers more than one coverage aspect, but always at least the most important aspect for the item in question. For example, fine fur clothes are warmer and maybe have more protection against blunt strikes too but masterwork quality fur clothes may also be more resilient against edges and tears as well. - added: trying to use village goods for your own crafting is considered a breach Villagers now react to player character's attempts to use village raw materials, eg. boards and tree trunks, for player character's own crafts. This is considered a minor breach but ignoring villagers fair warnings it may lead to eventually getting banished from the village. - added: measure of length for tying equipment Tying equipment such as ropes and cords now have a length property. The unit of length we use is foot (ft), and should an item have a length property it is displayed both in inventory menu and when looking at items on the ground. This addition foremostly affects to crafting material requirements which can be length based from now on. MIGRATION NOTICE: All the items which are designated to have a length property should convert automatically. So, your old ropes and cords should appear with their new proper lengths in this version. - added: new crafting category under [M]ake menu: "Tying quipment" This category contains the usual ropes and cords, which were previously found in "Utility articles". - added: join and shorten options to manipulate tying equipment lengths Under "Tying equipment" category within [M]ake menu there are options for joining and shortening ropes and cords as sometimes specific length is desired. You may not want to spend full length rope on something that requires only a short piece, or you may need to join cords together to come up with long enough string for a specific craft. - changed: tying equipment requirements in crafting are now length based Instead of requiring certain number of cords and ropes all the tying equipment requirements are now length based. - reasoned: required tying equipment types in some crafting recipes For example: When making arrows, previously you could use any "tying equipment" in the process - including ropes. Now arrow making requires "cord", a little finer and more specific tying equipment. - added: tying equipment used in cookery do not disappear in the process anymore You can pick your ropes and cords back after the smoking and drying processes are done. - added: harvesting and utilizing birch-bark Birch-bark can be now harvested with the common 'Peel bark from a tree' TIMBERCRAFT option. Birch-bark is peeled and removed from a tree in long strips which are then wound to a ball for storage. (As a trivia, this kind of balls are called 'Sommelo' in Finnish.) Peling birch-bark strip is slower process compared to harvesting other types of bark which are removed from the tree as sheets. Birch-bark can be also used as tanning material. - changed: time of the year matters in harvesting bark You can't no longer harvest bark all year around. The best season for peeling bark is early summer. The process gets more difficult and the yield decreases accordingly outside the proper bark harvesting period, and eventually it becomes completely impossible. - changed: bark item properties * Alder and rowan bark items are now called a "sheet of [tree type] bark". * Bark sheet weight has been decreased down to 0.5 lbs, but you may now obtain several sheets from a single tree. * Yield of harvested bark is not constant but depends on character's success in bark peeling, determined by their TIMBERCRAFT skill, and the season when bark is collected. - added: birch-bark rope A new rope item made of birch-bark strips. - added: craftable birch-bark items It is now possible to craft the following birch-bark items. Character's CARPENTRY skill determines success of all these birch-bark crafts. * birch-bark box * birch-bark basket These can be found are under "Utility articles" within [M]ake menu. * birch-bark rope This can be found are under "Tying equipment" within [M]ake menu. * birch-bark shoes * birch-bark cap These can be found are under "Clothes" within [M]ake menu. - added: craftable clothes added to diy_glossary.txt Sub-section "clothes" has been added to main crafting definition file diy_glossary.txt and all the craftable clothes can be now found there. - adjusted: cloth crafting times and material requirements All the material requirements have been increased to slightly exceed the finished cloth weights. Crafting times of some small clothes have been reasoned by increasing or decreasing the required time. - modding add: =length= raw material requirement tag Required length of raw material for crafting can be indicated with a numerical value between equals signs (=). The length unit is foot and value has to be whole number. The tag can be naturally applied only to items that have a length property. For example: {Birch-bark strip} =5= [remove] This means that 5 feet of birch-bark strips are required, which are then removed in the process. - modding add: [LENGTH:] item property tag This tag is used to specify item length. It's usage is intended for specifying length for modded ropes and cords so be sure to use it within proper item type context. Results for other than tool type items can be unpredictable. [LENGTH:] - length in feet For example: [LENGTH:4] - the item is 4 feet long - added: companions can help you with laborous tasks thus shortening the working time Unoccupied companions now spontaneously help you with many different tasks. Their labor input helps to finish the physical work in shorter time, but doesn't otherwise affect to result or quality of the task outcome. The help companions provide is imagined to be something they can do without specific tools, but the kind which makes it easier and faster to finish the work together. For example: When building a log wall it helps to have extra hands around for moving and setting the logs in place even if the player character would be the one who does the necessary carving. When softening the skin with a beater as a final stage of tanning process it helps to have somebody around to check, adjust or tighten the skin if necessary. When setting and retrieving nets it helps to have somebody to row the watercraft. The tasks where companions can currently help you are as follows: * all the building tasks * building trap constructions * setting and retrieving nets * harvestring bark * tanning stages of cleaning, applying tanning material and final softening * crafting rafts * crafting leather ropes * crafting birch-bark containers and ropes The tasks are 10-20% faster to perform with a companion and in many cases having multiple helping pairs of hands shortens the time 5-10% more per companion. However, the benefits of helpers is gapped at three (3) companions, so having more than three helpers doesn't shorten the the working time any further. It depends on the task how many helpers is the optimal number, and this varies from one to three companions. Companions do help you with these tasks completely spontaneously, without any commands, if they are free from other chores and can reach the player character. You will be notified about companions helping you with specific messages displayed right after starting the task. These messages also tell if you are being assisted with the optimal maximum number of companions for the task in question. If you receive help from some companion(s), but the task would be even easier with more helping hands the message is, for example, as follows: "You get some help with this task from Ahti." And if you have the optimal maximum number of helpers the message is, for example, as follows: "Tapio, Korjus and Visa help you with this task." - modding add: header tag to specify companion help possibility for do-it-yourself crafts and building There is a new tag to be used in biy_* and diy_* headers: [assist:value] This defines maximum number of companions whose labor input can help to shorten the working time as described above. The value can be 1, 2 or 3. - added: several new companion commands Companion usefulness is seriously boosted with the following new tasks they can now do on demand. Their skills affect to outcome of the tasks so companions' expertise can be sometimes used to obtain higher quality goods than what the player characters could produce by themselves. * butcher and skin a carcass Companions can be commanded to butcher and skin carcasses. They go for the closest carcass and first skin it if possible, and then cut it for meat and fat. These products will end up in companion's inventory, or are left by the carcass if they are too much to carry. Companion's hideworking skill affects to obtained skin quality. * roast meat or fish Companions can be commanded to roast raw meat or fish they happen to be carrying. Unlike player character, companions don't leave the meat by the fire and pick it up when it's done, but they stay put by the fire while roasting is being done. Companions roast ten pieces of meat at a time, and if not given another order they try to keep on cooking until everything is roasted. * make logs Companions can be commanded to carve trunks into logs. A few trunks are processed in a row. * make boards Companions can be commanded to split boards from trunks. A few trunks are processed in a row. Companion's timbercraft skill affects to quality of finished boards. - added: asking NPCs about their general skills Within "Ask for help/company" chat mode there's now an option to ask people about their skills and expertise. The skills NPCs speak of when asked are hideworking and timbercraft as these have significance with the new companion commands added. - added: villagers refuse to sell all of their animals Previously you could empty a village of its animals with sequential purchases. Now villagers refuse to sell them all and always want to keep few of each species to themselves. - added: village dogs now roam freely The dogs you may find in villages are not penned anymore but roam freely at the village area. This not only adds atmosphere but allows dogs now to truly defend the village if need be. MIGRATION NOTICE: This applies only to new villages you enter. Villages created in earlier versions for migrated characters still have the dogs penned. - added: watchdog behaviour for village dogs Village dogs now alert of the approaching strangers by barking. Now the player characters may be greeted by approaching barking dogs when they first enter a village. This dog behaviour gets gradually toned down when the player character becomes more familiar with the village. - added: color variety for domestic animals All the domestic animals may have subtle varieties in their coat colors. This adds flavour to the game world, but also makes it easier to distinguish different colored pets from each others just by their looks. - adjusted: snakes There was a fistful legacy issues related to snakes which are now fixed and balanced as follows: * snakes now cause point type wounds Previously they caused tear wounds, which wasn't quite right. * snakes now hibernate during the winter as they should Previously they were active all year around, which wasn't quite right. * snakes are now slightly more common than previously * snakes are now venomous, as they should be The snakes in the game are vipers. They are venomous species but the bites are usually not highly dangerous. If the venom is discharged upon a bite it will take several days for the snake to refill its venom glands. However, the snakes can naturally bite without venom too. - adjusted: colorful outcome of eating certain mushrooms - changed & reasoned: birch-bark item weights Many birch-bark items weighed too much and have been adjusted as follows: [previous weight] -> [weight now] Birch-bark shoes 0.8lbs -> 0.13 lbs Birch-bark cap 0.9lbs -> 0.15 lbs Birch-bark necklace 0.1lbs -> 0.05lbs - changed & fixed: foreign traders won't accept more furs than they can carry Previously foreign traders dropped their excess load after completed trade and this opened an exploit where dropped furs could be picked up and used again in trading. Now foreign traders simply reject the offered items they can not carry. - balanced: villagers' interest to buy paw-board fox traps Trading paw-board fox traps could be used an exploit as villagers did buy them without any reasoning. Now there's a cap for villagers' interest in paw-board fox trap. - fixed: tufted duck populations were far too rare. Now they appear more commonly. - fixed: cancelled unpacking of pet/companion on a tile with plants caused harvesting to proceed without confirmation - fixed: being able to wear fur footwear with shoes or boots already worn Fur footwear, despite of their vague name, are essentially fur boots. And only one pair of shoes or boots can be worn at a time. - fixed: being considered defeated (against robbers) when knocked out even if you still had companions/animals active The fights which deal with special consequences for the player character's party upon defeat will now continue despite of the player character being unconscious until the true result is resolved for all the participants. This includes both fighting the robbers, as well as some village fights where villagers choose to deal with nuisances in non-fatal manner. - fixed: bears active and awake in the winter Now they hibernate during the winter as they should. - fixed: double tree trunk when felling the same tree as your companion - fixed: forced swimming in shallow water gets you stuck after 100% fatigue This is fixed by character automatically getting to wade mode if the water is shallow enough, and while when wading it is possible to rest by standing still. - fixed: wading on land Getting out of water whilst swimming made the character wade on the first land-tile reached. - fixed: [roast] cookery method decreasing also other than non-meat/fish weights The intention was to make roasting to reduce meat/fish cooked weight, but it mistakenly extended to cover other ingredients as well. - fixed: only one fistful of young leaves regardless the plant patch size Harvesting the young leaves you always got only one fistful of them even though there were more plants in the patch. This is now fixed (or re-reasoned) and bigger the patch the more young leaves you can expect to get. However, young plants still yield less leaves compared mature plants so the harvest is still usually smaller than the patch size would indicate. - fixed: lavaret (fish) missing price per weight value - fixed: same types of fish caught on different gaming sessions not stacking This was due to redundant randomized value existing in fish data. - fixed: no stags among forest reindeers - fixed: companions refused to fell any trees if there was a bear skull pine relatively close by - fixed [typo]: player owned pigs sometimes mistakenly descriped as "board" (instead of boar) --------------------------------------------------------------------------------------------------------------------- Version: 3.52 (stable) Released: Oct-28-2018 ** Saved characters from version 3.40-> are compatible with this version. ** - balanced: villagers' interest to buy boards Previously trading boards could be used an exploit as villagers did buy them without any reasoning. Now there's a cap for villagers' interest in boards and they only buy the amount they want to have as a reserve. This varies from village to village, and some villages are not necessarily interested in player character's board trading attempts at all. - added: NPCs will store the obtained timber in the village NPCs may obtain timber (eg. boards) through trading. Previously NPCs just carried the heavy loads around causing unncessary burden for themselves. Now they eventually store the timber in the village. - added: roasting meat/fish decreases its weight We tought this was featured already, but no. Now roasted meat/fish loses about 25% its weight in the process. - updated: NORTHERN BOW game encyclopedia info + image added - added: new NPC kid portrait Still not much variety with kid portraits, but if you are into portrait customization more of them can be now added for kids as well -> truegfx/kid?.png - fixed [Linux]: redundant libcurl dependency removed - fixed: character creation extra skill point issue for 0% skills Increasing and then decreasing skill for 0% level skills mistakenly allowed two points then to be spent on the said skill. - fixed [rare condition]: quest generation and companion rehire delays Long lived migrated character might encounter extremely long intervals between new quest generation and earlier NPC companions willingness to be rehired. - fixed [rare condition]: bird thief quest sages forgetting about the quest This occurred only with long lived characters. Sages involved in the quest first talked about it normally, but might not recognize the quest anymore after a while. - fixed: kids not recovering from wounds and injuries - fixed: young animal skins were worth the same as adult animals skins Now the price is reasoned according to the skin size. - fixed: when trading with NPC the accepted items they couldn't carry just disappeared from their inventory after the trade Now the excess items NPCs can't properly carry are put on the ground as a common village property. - fixed [rare condition]: aquatic birds flying still above the frozen waters This was a result of aquatic birds terrain exploration routines failing to find them new meaningful areas to check if the waters at their habitat got completely frozen. - fixed [rare occasion]: irrelevant quest related persons appearing in chat dialog Sometimes you were given chat options to ask whereabouts of irrelevant quest related persons in the village. - fixed: young animals giving as much fat as the adults Now the fat yield from young animals is more or less smaller depending on the cub/calf actual age and size. - fixed: nameless villagers ie. occasional blank NPC names - corrected typos: harvesting dialog "select select the plants..." -> "Select the plants..." northern name "Duo?gi" -> "Duongi" --------------------------------------------------------------------------------------------------------------------- Version: 3.51 (stable) Released: 17-Jun-2018 ** Saved characters from version 3.40-> are compatible with this version. ** - added: map of known areas (F6) remembering the toggleable settings to show or not to show cultural areas and map markers This was once featured, but got broken somewhere along the way. The settings are remembered after exiting F6 map view and persist until toggled otherwise. The display for both cultural areas and map markers is on by default when the game is first started. - added: ask NPCs to find quest related persons in villages You can now ask villagers if certain quest related persons are around. This is done by automatically appearing chat options within the common greet dialog. For example: "Is Sampsa around?" or "Where can I find Tornia?" All the quest related persons, including the original quest giver, are covered within these chat options if you are aware of them. There are some exceptions though; NPCs who are involved in quests themselves can't be asked for others whereabouts, but there are always enough common villagers around to assist you. When it comes to finding quest related persons in other villages the chat options become available only when you are in the right village where the person can be actually found. This can be considered slightly gamey in our standards, but it is more helpful that way. - adjusted: no more multiple villagers with same names Possiblity of two NPCs having the same name within a single village has been removed. In seriously crowded clustered villages it is theoretically possible that villagers might run out of unique names, but real chances for that to happen are practically non-existent. MIGRATION NOTICE: Within villages created in the previous version two persons with same names may still exists. - added: dozens of new northern names Due to aforementioned adjustment it was necessary to add lots and lots of new names for northern men and women. - improved: NPC name randomization routines NPC culture has more distinguishable influence to their given names. There's noticeable variation between the eastern and western names, but especially the current wider range of northern names now appear unique from rest of the world. - added: light a torch with another torch If you are already carrying a lit torch a new torch can be lit of it. This is done in normal fashion by [a]pplying the torch to be lit. - balanced: forest spirit's attitude in regards to hunted animals - size and significance matters When an animal is felled the forest spirit's mood change and need for compensation by sacrifices now depends on the size and significance of the animal. Previously almost all the killed animals were valued equally by the spirits which resulted in small game hunters often receiving unreasonable disgrace. Now it is far more tolerable to hunt smaller game and get along with only casual sacrifices every now and then. - fixed: only one sacrifice allowed per day If any kind of sacrifice to any spirit was performed even the different kind of sacrifices during the same day were considered excess. This was not intentional, and is now fixed back to normal: You can perform multiple sacrifices on daily basis as long as they are targeted at different spirits, ie. forest or water spirit, or if the act of sacrificing is a part of unique spell. - fixed: spoiled food items were seemingly accepted as sacrifices Now it is foolish to try that sort of sacrifices. - fixed: former companions never agreed to be hired again Despite of their "maybe in the future" responses former companions did never reach proper status to be hired again. This is fixed now and companions can be rehired after a varying NPC dependant timespan from few months to full year. MIGRATION NOTICE: Rehiring possibility timespan may appear glitchy as companionship date information was broken in the previous version. For most succesfull rehiring of former companions try it at villages that were visited long time ago. - fixed: skinning young animals mistakenly gave adult animal size skins Now skins obtained from young animals are more or less smaller depending on the cub/calf actual age and size. - fixed: village items getting easily corrupt upon crash Crash security improvements added in version 3.50 are hereby improved/fixed in regards to certain crash vulnerable village items. --------------------------------------------------------------------------------------------------------------------- Version: 3.50 (stable) Released: 25-Mar-2018 ** Saved characters from version 3.40-> are compatible with this version. ** ** If you are new to version 3.50 scroll down and read changelogs since the first beta version. ** - added: treat bleeding wounds of your pets and companions It is now possible to try to stop bleeding of the wounds of your pets and companions. The attempt is started by using physician skill, or opening [F7] wounds screen, when facing a bleeding pet or companion. If bleeding wounds are found you'll be asked whether you wish to try to treat them. The actual wound to treat is then auto selected based on its severity. The actual game mechanics of applying physician skills to your pets and companions are the same as treating your own wounds. Herbs can be used in the process, the success or failure messages are the familiar ones, and so on. - added: crash security to overcome creature and item losses when travelling with companions and watercrafts There's now extra data save added upon each map load to provide crash security and to minimize certain creature and item loss potential. Previously it was quite often the case that the pets and companions you were travelling with would disappear upon a crash. The same sort of crash related disappearence might also happen to the items you were transporting with a watercraft - including the watercraft. This sort of losses should be history now. Crashes may naturally lose some progress in the game world, but all the creatures and items should stay intact and be available upon returning to post-crash UnReal World. Finally, let us remind that force quitting seems to be the most usual type of unexpected UnReal World termination and this addition should not in the least to be taken as an encouragement for safer force quitting. - balanced & fixed: weight of some clothes Some were found too heavy, and a few were found too light. The corrections go as follows (with old weight in parenthesis): * Woollen tunic - now weighs 4.6 lbs (was 5) * Nettle cloak - now weighs 2.6 lbs (was 6) * Woollen cloak - now weighs 5.3 lbs (was 6.5) * Fur cloak - now weighs 11.5 lbs (was 14) * Woollen overcoat - now weighs 6.3 lbs (was 5.5) * Fur overcoat - now weighs 13.5 lbs (was 15) * Leather leggings - now weighs 6.3 lbs (was 2.9) * Fur leggings - now weighs 7.4 lbs (was 3.5) - fixed [rare condition]: all too frequent map maintenance with some old characters - fixed [rare condition]: sages offering the old style teaching of new ritual for some migrated characters - fixed: triggered traps sometimes appearing as readied and erect - fixed [rare condition]: too fast melting of ice in the spring - fixed: animals tied in place with a rope remaining tied even if the rope was destroyed (eg. by a fire) - fixed [rare condition]: spiritworld related entries cluttering the data stack and causing misleading hoarding warnings - fixed: animal pens in the villages appearing too close to the western border The problem was that your dog might end up located in the village animal pen when entering the village from the west. - fixed: BUTCHER_CONFIRMATION setup option not checking whether the carcass actually could be skinned Now the confirmation, if enabled, is asked when applicable only if the carcass actually can be skinned. - fixed: wounded adventurer quest sometimes generating too lightly wounded adventurers This made the intended quest giver adventurers not speak about their hardships at all even though the villagers would hint about it. - fixed: milk from rams and bulls --------------------------------------------------------------------------------------------------------------------- Version: 3.50 beta-2 Released: 22-Dec-2017 ** Saved characters from version 3.40-> are compatible with this version. ** BETA NOTICE: This is a beta release. There are likely to be bugs and some of the listed improvements will be tweaked and polished further in patches to follow. Scroll down for complete changelog for initial 3.50 beta release. - fixed: spells screen background music not stopping upon exiting the screen by selecting manually performed spell - fixed: crashes upon talking to villagers (in villages with lots of animals) - fixed: kota villages not recognized as proper villages, and not stocked with goods either - fixed: animals who ate carcasses dropped their own bones on the spot instead of the bones of the actual eaten species --------------------------------------------------------------------------------------------------------------------- Version: 3.50 beta Released: 5-Dec-2017 ** Saved characters from version 3.40-> are compatible with this version. ** BETA NOTICE: This is a beta release. There are likely to be bugs and some of the listed improvements will be tweaked and polished further in patches to follow. - added: wounded or starving dogs may refuse to attack on command If your dog is seriously wounded or starving it may refuse to attack on command. Even the suffering dogs still defend their masters and themselves from charging predators and enemies, but are just reluctant to act as war dogs who always run after a given target completely despite of their own condition. This addition may encourage you to keep your dogs more safe and better fed from now on. - added: redrawn 8 directional tiles for watercrafts Both punt and raft now appear bigger and prettier in completely redrawn fashion. The watercraft tile direction does change based on the last actually rowed direction. Credits for these tiles goes to Paulo Spinola. - added: specific animal purchases Upon purchasing animals you may now get to choose small or big animals from the list. NPCs still decide which animals they wish to sell so the size you would prefer may not always be on the list, but the animal description now always matches what you'll get. For example, if you go for purchasing a sheep with no size mentioned you are guaranteed to get that average size sheep - not a big or small one. - added: young animals Cubs and calves have been added for relevant wild animal species eg. elks, bears, reindeer and hares. In case of large species ie. elks and bears, the young ones usually remain with their mothers in the wild for a year or two before becoming independent. So now you may occasionally encounter an elk mother wandering together with her calf, or a bear mother followed by her cub. Mother animals may act more unexpectedly or aggressively than usual when they're still taking care of their young ones -- and that's especially true in case of bears. - added: different gender dogs In addition to plain dogs, which are male, there are now also female dogs. MIGRATION NOTICE: for dogs generated in the previous version their gender is randomized upon first load. - added: different gender bears Male and female bears are now distinguished, females being descriped as "female bear". Male bears are larger and stronger than the females, and may also appear slightly more aggressive if necessary. - changed: some animal descriptions There are some animal terminology and description changes as follows: * male elk description changed from "stag" to "bull elk" * bears are now descriped as plain "bear" if they're male, or "female bear" if they're female * domestic pigs now have gender-based description Previously they were all called pigs, but are now descriped either a "sow" (female) or a "boar" (male) * reindeers now have gender-based description Previously they were all called reindeers, but are now descriped either "reindeer doe" (female) or "reindeer stag" (male). This goes for both dometic and wild reindeers. MIGRATION NOTICE: animals generated in the previous version may still appear with their old names. - changed: resources of animal origin named in gender-neutral fashion For example, you'll now get elk cuts even if the animal gender based description would have been "bull elk". Or, you'll now get pig cuts regardless of the pig having been descriped as sow or boar. (However, a few exceptions to this rule may still occur here and there.) - added: ant nests Ant nests can be now found in the forest. They are needed in performing certain spells but currently have no other use or function. - added: antlers & bones Antlers and bones can be now harvested from carcasses. * antlers Male elk and both sexes of reindeers have antlers. For now, antlers simply appear on the ground when the carcass has been completely [b]utchered for meat. * bones Bones can be harvested from almost any carcass except for the birds and very small creatures. Harvested bones appear on the ground when the carcass has been completely [b]utchered for meat. Currently the bones you get are imagined to be the long bones (eg. leg bones) containing the marrow. Each carcass yields four of such bones. The bone size naturally varies depending on the carcass. Antlers and bones appear in your inventory as tools but have only little usage on their own. Dogs do like bones and as they are marrow-containing ones it's also nutritiously wortwhile to feed them to your dogs. Otherwise antlers and bones serve the best as trophies and new raw materials to be utilized via modding if you like. - added: skulls & teeth Skulls can be now harvested from a few species of dead animals whose skulls, or teeth, have meaningful ritual or magical usage. Currently these animals are bears and seals. Animal skull appears on the ground when the carcass has been completely [b]utchered for meat. It is also possible to remove and pick teeth from a skull by [a]pplying it. - added: meeting the spirit of the forest Naturally this otherworldy creature has existed in the game world for a long time, but now it is possible for characters to actually see and meet him - although it is still a rare occasion. The spirit of the forest is famous of being relatively talkative. As a ruler of the forest and its animals he likes to make remarks about your relationship with the forest. In case of being very pleased the spirit of the forest may offer hunting advice, or even reveal where certain animals roam. - added: a quest related to meeting the spirit of the forest - overhauled: ritual screen [F4] -> "Spells and magic means" screen It's now known as "Spells and magic means" screen and all the new spells are listed there as well. "New spells" refers to spells featured in version 3.40, which are learned within quests and performed by following the instructions given in spell description by using the common game mechanics and actions. Previously you could view new spell descriptions only from the quest journal, but now it's all available within the spells screen. Whenever a new spell is learned it will also appear in this new list of spells. Spells screen also lists some relevant "old spells" which we've had in use for ages and which are performed automatically upon selection. However, most of the "old spells" have been removed completely to bring existence of magic means to our desired new level. Bringing the selector on any spell in the list displays its information dialog. If necessary, a selection is then made by mouse click or enter. In addition, there are also hotkeys for quick spell selection. In most cases the spell selection merely shows the spell information dialog as the new spells are performed manually by following the descriped game mechanics and actions. The old spells, eg. blood-stanching incantation or general sacrifice, automatically put to action upon selection. This kind of spells are also colored differently in the list. - changed: re-organization and removals within the old spell system and spirit world features * RITUAL skill removed It was truly redundant skill, serving only as an alternative way to bring up rituals screen. * feature of periodically learning rituals is removed, but the related messages kept and improved Automatically becoming aware of new spells over time is history and now new spells can be learned only from NPCs within quests. The good old occasional messages regarding how you feel about your relationship with the spirits are still featured. (Eg. "You feel pleasant.") Moreover, there's now a lot wider range of these spiritworld relationship related messages and they may vary depending on if the pleased or angered spirits are forest or water folk. * most of the old rituals are removed We've saved only a few relevant rituals from the old days, and we are happy with that. Some of the old rituals were seriously outdated and unbalanced in many ways. In case of migrated characters some old rituals are replaced with the new (3.40 ->) spells. Here's a list of removed old rituals with the replacements spells where applicable: Completely removed old rituals: - permission to fell a tree - blood-stanching prayer - the oath of iron - banishing the evil water guardian - greet the supernatural guardian - the origin of fire Removed old rituals with migration replacement spells: - permission to sleep -> replacement spell: "greeting the earth upon going to sleep" - hunter's request to catch a fox -> replacement spell: "making foxes to come at the bait" - fisher's request for a catch -> replacement spell: "gaining fisherman's luck" - fisher's sacrifice for a catch -> replacement spell: "rod fisherman's sacrifice" - favourableness of the trap -> replacement spell: "fox trap favorableness" * these are the old rituals that were kept as is, or improved as descriped below: - blood-stanching incantation Works the same as previously. - general sacrifice The act of sacrificing is now always known by every character from the start, and has a wider usage than before. It still works as an act of its own, but now also gets associated with other spells as a multipurpose way to please certain spirits for a certain reason. If there's a spell that requires sacrificing which is not described by other means then the general sacrifice does the trick. For example, if there was a spell described as: "Reindeer hunting luck is achieved by sacrificing berries on reindeer tracks in the morning." Then, to perform the spell you would probably need to find reindeer tracks, be standing on them in the morning and then use "general sacrifice" spell choosing berries as an item to sacrifice. - updated: SPELLS encyclopedia entry [F1] - added: VALUABLES encyclopedia entry [F1] - added: SACRIFICES encyclopedia entry [F1] - added: silver valuables as a sacrifice Previously sacrifices were limited to food items, but now sacrificing silver items is also possible and necessary in rare cases. You will notice the general sacrifice item selection now allowing to pick an item from both food and valuables categories. However, silver sacrifices are always related to certain new spells and are not completed unless the conditions are right. Upon using silver items as a sacrifice some shards of the item are cut and carved away, and eventually the item gets used completely. This makes silver items both higly appreciated and costly offerings. - added: more spells About a dozen of new spells have been added. Like explained above the spells can be learned from NPCs within quests, but there are also some new spells which every character knows from the start. Here's vague summary about the newly added spells: * bear skull rite This spell is known by all the characters from the very beginning. It's crucial common knowledge about what to do with the skull of a downed bear. Killing a bear should now always call for executing this spell at least. * bear teeth related spells Bear teeth are powerful charms especially for hunters, and now there are spells associated with them. * bird and hare trapping There are new spells to better succeed with bird and hare trapping. * ant nest related spells Ant nests aren't merely a terrain feature but also a place for executing certain spells, once you learn them. * spirit of the forest related spells There are new spells for both encoutering and gifting the spirit of the forest. * bear hunting related spells There are new spells to better succeed with bear hunting. - added: new spells for new characters Upon character creation some of the new spells are now randomly assigned for a new character. Depending on the character's culture the given spells are emphasized on either hunting or fishing, or both. New characters usually start with four spells, and the spells screen is shown during character creation just like before. Of the old rituals general sacrifice is now known by every character from the start. - added: valuables to be found in the villages Valuables such brooches, pendants, bracelets and so on can be now rarely found in the villages. Type of these stocked valuables depends on the culture. Even though it is not in the least common for every village to stock valuables the possibility for having acquired some them exists for every culture. - changed: game-course completion reward "Learn three new rituals" changed to "Learn two new spells" - added: skinned/cut/burnt carcass coloring Skinned carcasses now appear in fleshy red color. Cut or eaten carcasses appear dark reddish, and burnt carcasses blackish depending on the cut/burn degree. - added: BUTCHER_CONFIRMATION configuration option (defaults to NO) If the option is enabled a confirmation prompt appears if you try to butcher a carcass before skinning it. This is to avoid accidentally cutting up the whole carcass and losing the skin. To enable the option add the following line to urw_ini.txt setup file in your installation folder: [BUTCHER_CONFIRMATION:YES] - added: SPEND_DELAY_ADD configuration option This option can be used to slow down the time consuming actions if you find the game turns running too fast for your taste during the time spending dialog. The given value is in milliseconds, adding that much more delay for each game turn. Good value to try slowing things down a bit would be 10 and nobody really wants to go higher than 100. To use eg. 10 millisecond turn delay add the following line to urw_ini.txt setup file in your installation folder: [SPEND_DELAY_ADD:10] - added: EAT_MUSHROOM_CONFIRMATION configuration option (defaults to YES) Yes/No confirmation is now asked if you try to eat a mushroom that is not completely known to you, or a known poisonous mushroom. Notice that this applies only to raw mushrooms. When it comes to cooking we assume characters being on track about what they want to do. The option is on by default, as it's most convenient for newcomers. To disable the option (as it used to be) add the following line to urw_ini.txt setup file in your installation folder: [EAT_MUSHROOM_CONFIRMATION:NO] - added: confirmation dialog for emptying containers (with other than liquid contents) As the contents are discarded for good upon emptying containers the confirmation is justified, especially for newcomers. If the container has liquid content the confirmation is not asked as losing the liquid upon emptying should be quite obvious. - adjusted: skiing fatigue rate decreased, walking in deep snow more penalized Skiing fatigue accumulation rate is decreased which makes skiing more profitable than previously. In addition, walking in deep snow is now slightly more fatiguing than previously. As a result difference between walking in deep snow versus skiing should be more signficant now. - adjusted: fishing equipment (eg. fishing rod) availability increased among certain cultures Somewhat increased among kaumolaiset and kiesseläiset, and slightly increased among koivulaiset and islanders. - added: fire burns away the ground cover Lichen, moss etc. ground cover now gets destroyed from under a burning fire. Only very small fires may leave the ground cover intact. - added: winter skin/fur descriptor As we know winter furs are more valuable, and it's been like that for a long time. Now there's finally also an indication of wintertime furs and skins within the item description. For example: "Fine winter fox fur" or "Poor winter bear-skin" - renewed & optimized: drawing of rain and snowfall Previously rain and snowfall were drawn in putpixel fashion which was often more or less sluggish. Now rain and snowfall presented by tile graphics with improved look and fast rendering. - fixed: animals with no proper dexterity/strength being able to sometimes open doors - fixed: turnip seeds could be used as "vegetable" ingredient in cooking - fixed [rare condition]: NPCs foolishly drowning/freezing to death in small ponds at the village yard - fixed: bogbean anti-inflammatory herb property was mispelled in flora files and thus not effective - fixed: fresh or untanned skins not getting destroyed by a burning fire - fixed: villager kotas might mistakenly contain "inside of a building" tiles instead "inside of a kota" tiles - fixed: some treasures you heard of were never to be found The bug was caused by map maintenance being prone to mistakenly remove treasure locations. - fixed: missing chance to get also decent quality crafts at very high skill - fixed: companions and dogs not always attacking robbers on command - fixed: stone-axe and some knives attack and defense class values wrong The following weapons still lacked the intended attack/defense class changes. Here's the list of fixed ones with "old -> new and current" attack/defense class. * Stone axe attack/defense: 2/1 -> 1/1 * Kaumolais knife & Northern knife attack/defense: 2/1 -> 1/1 * Broad knife & Hunting knige attack/defense: 1/1 -> 1/0 * Knife attack/defense: 1/0 -> 0/0 MIGRATION NOTICE: Weapons obtained or created in the previous version still carry the faulty values. - fixed: too high quest generation interval in case of some rejected quests Some quests (eg. robbers) might come in your way again too quickly if they were first rejected in the past. - fixed: robbers occasionally staying at the same region for all too long - fixed: knife price Regular knife (called "knife") price was too low (< squirrel hide) and is now increased to intended value of 6 squirrel hides. - fixed: arctic fox hide price was the same as of regular fox Now arctic fox hide is more valuable, as it should be. - fixed: zooming out at the very left edge of terrain didn't remember the position when zooming in the next time - fixed: buying animals decreasing quest reward credits - fixed: depopulating a village might occasionally cause cultural area to be removed also from unvisited nearby villages Unvisited nearby villages then appeared as vagabond villages when you entered them, but had no proper population or buildings. - fixed: "crater" villages ie. village generation failures when the surrounding terrain was of much higher elevation - fixed: indifferent ripe and growing tile graphics with some plants For example lake reeds, milkweeds and heathers had the same tile graphics regardless of being ready or almost ready to harvest. - fixed: trousers mistakenly cover feet MIGRATION NOTICE: Trousers obtained or created in the previous version still appear with feet coverage - fixed: animal in the forest cover quest completion troubles if the tracks got seriously messed up by other animals The freshest tracks of the missing animal you can identify do matter. Previously it could rarely happen that you needed to burn the twigs on tracks of other animals who had replaced the original freshest tracks. --------------------------------------------------------------------------------------------------------------------- Version: 3.40 (stable) Released: 13-Mar-2017 ** Saved characters from version 3.30-> are compatible with this version. ** - added: trapped animals will eventually die Depending on their nutrition and overall physical condition it usually takes from few days to a week for a trapped animal to perish. - added: when examining a single piece of clothing/armour the item name is shown in the armour coverage screen - added [info]: character creation screen now notifies about wrong character names Eg. if there's already a character folder with the same name you'll be informed about it and asked to enter a different name. This clears occasional newcomer failures to proceed with character creation. - adjusted: craft and task times calculated more independently to overcome time-related abuses Previously you could predict quality of crafts and success of tasks from the time required to complete them. A shorter time meant greater success for example in case of crafting, hideworking or rod fishing. Now the time taken is calculated independently although still naturally based on the applicable skill. In general higher skill mastery level is still prone to get things done faster, but it's not possible to predict the outcome from the required time anymore. - adjusted: trident breakage values Tridents were too fragile and breaking too easily. With their wear/break/fracture levels corrected all three tridents are significantly more durable now. - adjusted: attack and defense classes of some weapons Weapons have been checked for their attack and defense class values. Some corrections and rethinking has been proceeded as follows, with one item weight adjustment in there as well. Changes are represented in [old values] -> [new values] format. The higher the number the better the attack/defense class. * Broad axe attack/defense: 3/1 -> 1/1 weight: 8.5 lbs -> 5.5 lbs * Carving axe attack/defense: 2/2 -> 2/1 * Woodsman's axe attack/defense: 3/1 -> 2/1 * Stone axe attack/defense: 2/1 -> 1/1 * Spear attack/defense: 3/2 -> 4/2 * Kaumolais spear attack/defense: 4/2 -> 5/2 * Small trident attack/defense: 3/2 -> 3/1 * Wide trident attack/defense: 4/4 -> 4/2 * Club attack/defense: 3/1 -> 2/1 * Kaumolais knife & Northern knife attack/defense: 2/1 -> 1/1 * Broad knife & Hunting knige attack/defense: 1/1 -> 1/0 * Knife attack/defense: 1/0 -> 0/0 * Grainflail attack/defense: 4/1 -> 3/2 MIGRATION NOTICE: Weapons created or obtained in the previous version still carry their previous version values. - added: default setup options file (defaults/urw_ini.def) to be copied in place if needed There is a new defaults/ folder containing urw_ini.def file which is the original setup file. Upon first starting the game this file is copied into game's installation folder as urw_ini.txt which is then our editable setup file. (If urw_ini.txt already exists no copying occurs.) - fixed [quest]: wounded adventurer occasionally generated out of village boundaries The bug usually manifested with a false adventurer figure appearing on the overworld map far away from the village. - fixed: armour coverage screen showed bodyparts with zero protection value with the last displayed color This was the case for example when checking out blunt or squeeze protection values for nettle and linen clothes. Now zero protection value is shown with very dark (almost black) red color. - fixed: dead NPC with seemingly zero weight in "Not all who wander are lost" start-up scenario - fixed [modding]: {[TERRAIN:]} crafting requirement tag not properly recognizing "sea" terrain type - fixed [quest]: escorting NPC to a village mistakenly accepted arriving at Njerpez villages - fixed: "How is it going?" chat option occasionally missing from certain NPCs - fixed: troubles of shooting arrows from frozen water puddles at mires The arrows did prematurely hit the ground due to faulty terrain elevation calculations. - fixed: withered mushrooms had no visible tile graphics - fixed [rare condition]: buried treasures being generated on mire islands where it's impossible to dig them up - fixed [rare condition]: all the start menu entries bringing up "About" screen Scroll down and read the preceding 3.40 beta releases notes for a complete newslist for version 3.40. --------------------------------------------------------------------------------------------------------------------- Version: 3.40 beta 3 Released: Dec-30-2016 This is the third beta of version 3.40. Scroll down for complete newslist for version 3.40 (betas 2 and 1) ** Saved characters from version 3.30-> are compatible with this version. ** - added: zoom option for map of known areas [F6] You can adjust zoom level by mouse wheel, or with the following keys: CTRL and + to zoom in CTRL and - to zoom out CTRL and 0 to toggle between normal and maxed out map view - added: game encyclopedia [F1] entries of the new valuable items Information about all the newly added valuables is now available in the game encyclopedia [F1]. Time to get to know those brooches, combs, bracelets, rings and pendants you may find. - fixed: NPCs mistakenly speaking of a reward covering some of your trades in villages where no reward was given - fixed: quest journal [F2] showing wrong details when selecting a quest on other than the first journal page - fixed: map of known areas [F6] crash potential due to excess amount of custom map markers Trying to view marker details with more than 10 custom map markers within the cursor radius caused a crash. The crash potential is fixed now and in case of spammed markers the information for only the first 10 markers within the cursors radius is shown. Be reasonable with your markers. - fixed: inventory mess up potential if torch burnt out when certain inventory related activity eg. eating was going on - fixed [rare condition]: false automatic player character attacks getting triggered at random targets at the area You might see "You attacks [creature]!" messages, or even get prompted for attack maneuvers. - fixed: feathers not burning in the fire - fixed: torches burning out while idling - fixed: burnt fire destroying dug holes in the ground - fixed: undergarment coverage Women's undergarment now covers also elbows, forearms, knees and calves. Coverage of these bodyparts was mistakenly absent before. - fixed: woollen leggings coverage They now cover also the hips. - corrected: bunch of linen, nettle adn woollen cloth weights and prices There was some inconsistency and clear faults with weights and prices of clothes such as shirts, undershirts, tunics and undergarments. There are no radical changes, but the weights and prices have been checked and adjusted where applicable. MIGRATION NOTICE: clothes obtained or generated in the previous version still carry the old values. - fixed: some typos here and there --------------------------------------------------------------------------------------------------------------------- Version: 3.40 beta 2 Released: 14-Nov-2016 This is the second beta of version 3.40. A small bugfix release. Scroll down for complete newslist for version 3.40 (beta 1). BETA NOTICE: This is a beta release. There are likely to be bugs and some of the listed improvements will be tweaked and polished further in patches to follow. ** Saved characters from version 3.30-> are compatible with this version. ** - fixed: not always getting the stone back when deconstructing small deadfall trap - fixed: credit reward not taken into account when forming a message where NPCs tell you how much of the trade the items you have offered covers The credit worked as it should, but the message was broken in case of paying for picked village items. You might get messages such as "this is very marginal" even though the offered items with the credit counted in actually was close to asked price. - fixed: quest related NPCs appearing in emptied/abandoned villages - fixed: quest dialog typos "About that %s..." - fixed: learning old (before 3.40) rituals (was completely broken) Characters never learned them during the gameplay. - fixed: village data corruption potential when saving and loading different village located characters during one gaming session This could result for example in [unpaid] tags persisting with items you tried to trade for. - fixed: whole inventory stack always selected when using upper case letters to select things from inventory This was due to addition of holding SHIFT down to select the whole item stack interfered with producing upper case letters. - changed: Markers of completed quests are not displayed in Map of known areas [F6] anymore Within Quest journal [F2] you can still display markers of any quest at will, including the completed ones. --------------------------------------------------------------------------------------------------------------------- Version: 3.40 beta 1 Released: 28-Oct-2016 BETA NOTICE: This is a beta release. There are likely to be bugs and some of the listed improvements will be tweaked and polished further in patches to follow. ** Saved characters from version 3.30-> are compatible with this version. ** - added: Quests There are quests - and that's big. We start with around 15 quests in this version, and more will follow in the future. It's quite impossible to pinpoint it all, but here's a few lines about the most important ideas, features and mechanics regarding the implementation of quests. The quest system as a whole is an enormous (and laborous) addition. We haven't taken the easiest path, but use verbose dialogue, procedural generation and randomization to maintain replayability and immersion. Quests don't come in your way in linear or fixed fashion. Not in the the same order, not from the same NPCs, not in the same locations, and so on. Some of the quests may appear several times, some only once. The plots vary from everyday chores and problems to folklore and mythology based stories and incidents. We've paid attention to making quests also to fill in the game world and the worldview of the player (character) to good and interesting extent. There are both mundane and otherworldly things to discover, solve and learn. Quests bring a lot to the game, but open-ended and non-linear roaming, adventuring and surviving remains the essence. You are likely to get involved in quests relatively rarely. Perhaps only once or twice a month or so. And in the end it's completely up to player characters as to what extent, if at all, they want to unfold the quests and stories there now exist. * quest generation Quests are generated on the fly during the gameplay depending on various factors, world events and pre-conditions. Things like cultural area, season, nearby landscape, character's familiarity, reputation, carried equipment or skills may all affect to whether a certain quest will appear or not. For example, a certain quest might get generated only if the character is somewhat known, has flawless reputation, it's autumn and there's a big lake nearby. Another quest may require character to be a stranger but of the same culture as the quest giver. However, if the world events and conditions are suitable the quest generation also keeps on trucking in the background regardless of player character's whereabouts, actions or status. So, there are quests and new kind of events in the world - and then there's the ordinary open-ended life of the character. These two just may occasionally meet. * obtaining quests Quests can be obtained by talking to people. This applies both to villagers and lone wandering NPCs, although villager given quests are more commonly met. Quests can be accepted or ignored at will, so you are free to decide in what to get involved. All the quests are told within the chat dialogue which is often versatile and not too straightforward. The dialogue proceeds based on the chat options, questions and answers, you choose. You don't always necessarily get to know all the details or tidbits. And sometimes you may learn seemingly trivial things about the UnReal World in general within the quest dialogue. There are basically three ways to find out about a quest: 1. You talk to NPC and find out about a quest. 2. NPC comes talk to you and tells about a quest. 3. You talk to NPC, asking "How is it going?", and they tell you about a person/situation which can be investigated further and may then lead to getting involved in a quest. So the general "How is it going?" chat option now serves as a way to ask if somebody in the village has a known quest or problem of which the other NPCs are also aware of. If there is, NPCs will hint you about it and mention who you should talk to. This kind of hints about quests are often quite vague and call for asking the NPC in question for more information. Within this sort of quest hint dialogue you can pretty much always ask where to find the NPC in question. Notice that NPCs may also rarely have personal problems or quests of which the other villagers are not aware of. * quest journal [F2] A new information page, quest journal, has been added. Quest journal is viewed with [F2] key command and it contains the list and details of quests the character is currently involved in, or has completed in the past. Quest journal main page shows the list of quests along with their titles, quest giver information, assignment and expiration dates. You can then select a quest from the list to view it in detail. Detailed quest information is provided by showing all the relevant talk lines you have heard from NPCs. We don't use ordinary "your goal is to..." quest summaries, but instead you'll see the exact information you've been told. Should you discover new information from NPCs along the way the quest journal details will update accordingly. From the quest details page you can also view the quest related map markers. See below. * quest related map markers Quests also add markers on the map of known areas. Locations of the related NPCs you have met and talked to are always marked on the map, but there can be also markers of important quest related areas - if you have found about them. There's "[F6] Map locations" option at the bottom of each quest details page. It shows the map of known areas with markers of the said quest. Like all the map markers also the quest related markers can be pointed and clicked, or selected by keyboard, to view the associated information. There are two types of quest related markers: 'Quest location' and 'Quest related area'. 'Quest location' marker shows locations of NPCs you have obtained quest related information from. These are the locations where you originally heard NPCs talking about the quest. Clicking the marker shows the quest in question and the related NPC description. You often need to return back to the quest giver after completing the quest further away, and these markers help you to find your way at the important quest related people you have met. 'Quest related area' marker indicates a specific quest related area or location somebody has told you about. Quest related locations are always described also verbally within the quest dialog, but in some cases the area markers appear to indicate rough whereabouts of the place in question. Size of the quest related area markers can vary, and they foremostly give you an initial idea of the area where to head for further investigation. Clicking the marker shows the quest in question and what the marked area is about. * quest rewards You may get rewarded by NPCs for completing a quest. There are different types of reward, and here's briefing of the most important ones. In addition, completing quests also quite often increase your reputation in the eyes of the whole village, or the solitary NPC in question. - items NPCs can reward you with variety of items. Sometimes these are plain ordinary items, but there are also new items you can obtain only by completing quests. These new special items are often somehow magical or enchanted in nature. NPCs will describe you the properties and usage of the new special items within the quest dialog. - get taught in skills You can get rewarded with a lesson in certain skill which improves the said skill with 3-6 points the next time you use it in true situation. The lower the skill level is the greater skill improvement results from a given lesson. Having to actually use the skill after the lesson means that in case of a tracking lesson the improvent requires tracking skill to be used where there actually are tracks to spot. And in case of a sword lesson, the improvement requires a true sword combat maneuver to be executed. And so on. - village goods of your choice for free You can get village goods up to certain value for free. Upon getting this kind of reward NPCs usually tell you the value of the reward in squirrel hides which gives a rough idea about what you can expect to get. The village goods you can get for free can be anything that villagers would also normally trade, and you can choose the goods from storehouses or individual NPCs. In practice this reward works like having a certain amount of trading credit. After picking up your selections the items appear as 'unpaid' and you claim them to yourself through trading options the same way as you would normally trade for unpaid items. But now upon starting to trade, with the reward active, villagers tell you how much of the selected items your reward covers. If your reward doesn't cover all of the trade you need to pay for the remaining amount by normal means of trading. If the reward covers all of the trade you don't naturally have to pay anything, and the remaining value of the reward can be claimed later on. You can change your mind, decide whether to accept the deal or not and all that just like in normal trading. It is the same with getting reward provided items from individual NPCs. Start trading, make your selections and they will tell you how much, if at all, you need to pay. Moreover, individual NPCs are usually more willing to give their goods as a reward as they would in normal trading situation. You don't have to use the reward right away or at once, but can spend it at any time you desire. Everytime you claim some free goods NPCs will remind you about how much of the reward still remains. - spells You may learn new spells both as a quest reward and during the quest dialogue in general. These new spells vary from hunting and fishing spells to interacting with the spirit world. Sometimes the spells itself or following the magical means NPCs describe are required to complete certain quests. See separate spells section below for more information. - treasure tales NPCs who know about treasures may reveal the information about what is hidden and where as a reward. You'll usually obtain enough verbal information to go search for the treasure, but the rough whereabouts of the treasure also gets marked as quest related area on the map of known areas. - added: new spells, in a new way There are around 20 new spells and magical means to learn and perform. The new spells differ a great deal from the common rituals (F4) in their content and way of performance. We'll get into details below, but this all can be very well considered the start of the spell system and spirit world overhaul. The new spells are based on the worldview and beliefs of the ancient Finns - with a greatest ambition. All the new spells are based on the actual collected hunting and fishing spells. We've pursued, in a lack of better words, for historical and mythological accuracy This comes down not only to spell backgrounds or verbal description but also to how the spells were actually performed. The new spells are not simply selected from the list for the magic to happen, but performed with the actual player character actions which vary for each spell. * The new spells can be learned from NPCs within quests. Verbal information to perform these spells can be then found within quest dialog in the quest journal. (In the future versions we'll make the new spells appear in the ritual screen [F4] as well.) As the spell descriptions are sometimes verbose and contain background information too they can also reveal you a little something about the people's worldview and beliefs in general. * The new spells are often "do like this and that will happen" kind of things. To perform a spell in question you then need to follow the instructions by using the common game mechanics and actions. For example, if the spell instructions would say "throw three rocks at a spruce tree before the sunrise and your loop snares will be favourable" the spell would be performed by throwing three rocks at a spruce tree before the sunrise. That's just an example and not an actual magical mean there is in the game, but you get the picture. When the spell required actions have been executed there's no notification of any kind about a succesfully performed spell. If you did the right actions you've performed the spell right, and some magic did happen. If the spell actually worked in the game world or not, well, that is hopefully to be noticed at some point. That's how the spells work. * Effects of the spells and magical means are vague and subtle as usual. Some spells are simple, some are more complex, but most often they consists of seemingly ordinary things that have magical meaning behind them once you know it. There are rarely evident results to be noticed, but nevertheless the magical, ritualistic and mythical actions you learn and perform have impact on the game world. - added & improved: valuables Dozen of new valuable items have been added with deep thought, based on archeological findings and inspired by historical references. The assortment of valuables now consist of brooches, combs, pendants, bracelets and rings made of bronze and silver. All the valuables are now also culturally dependent. Valuables are still very rare and mostly carried by wealthy traders, or found in treasure caches. - added: valuables for foreign traders Foreign traders may now carry some valuables for trading. - added: treasure caches People may have hidden their wealth and valuables for variety of reasons at varying locations, and you may sometimes stumble upon these treasure caches. They can be found by mere accident, but far more likely after hearing treasure tales from NPCs within certain quests. The most common locations for treasure caches are caves, cliffs and islands. Treasures can be also buried in the ground and can't be easily found unless you have heard where to dig. Different cultures have different opinions about what can be considered a treasure worth of hiding, so the items to be found in treasure caches are culturally dependent. Hiding the rare valuables is common for all the cultures, but treasures of UnReal World more often consist of everyday items such as tools, weapons, grains, clothes or furs. - added: meeting and seeing the spirits for real Many kind of spirits and otherworldly creatures have always existed in UnReal World, but they haven't appeared for player characters in visible form - until now. Now it's remotely possible for some player characters to actually see certain spirits in the game world. - added: holding SHIFT down selects the whole stack when selecting items in inventory with ENTER or mouse click - added: telling a difference between running and walking tracks Upon examining tracks you can now distinguish animal running tracks from the regular walking tracks, depending on your tracking skill and strength of the tracks. When running tracks are spotted they are simply mentioned to be "running tracks" instead of just "tracks". For example: "You notice here [track and animal information] running tracks." - changed: [f]ire and [b]utcher commands removed from [r]epeatable tasks As these commands have hotkeys of their own it was in vain to have them occupy [r]epeat list. - changed: dog skin is now classified as fur - adjusted: forest reindeers are now a bit more timid than previously - fixed: bug potential of domestic animals getting transported from their pen at overworld map - fixed: rafting characters occasionally located on dry land when zooming in near certain terrain types - fixed: occasional decent quality crafts from worse quality raw materials - fixed: boil recipe requirements order A cooking pot was asked before the water, which isn't preferred order. Now it's water first, then a cooking pot. - fixed: wrong flatbread graphic tile - fixed: containers disappearing when utilizing a stack of containers filled with required ingredients/raw materials - optimized: hungry dog food searching routines Having multiple leashed hungry dogs following you could cause slowdown on certain zoomed-in areas due to their food searching routines. This has been optimized now for way faster performance now. - fixed: [unpaid] tag persisting if unpaid items were offered back to NPCs during the trade This occasionally resulted in items becoming impossible to trade for after NPCs had stocked them back to storehouses. - fixed: all the village dogs wanting to follow you if you bought one of them This resulted in irrelevant confirmation messages when zooming out nearby villages. - fixed: village fields the player character had visited for the first time in early spring not always getting resown properly - fixed [rare condition]: crashing on zoomed-in maps with lots of holes in the ice and creatures falling through the ice - corrected: woollen dress weight, It was 5 lbs, which was too low. Now woollen dress weighs 6.5 lbs. -------------------------------------------------------------------------------------------- Version: 3.32 Released: May-18-2016 ** Saved characters from version 3.19-> are compatible with this version. ** - added: need to pay companions & companion inventory restrictions * companion inventory restrictions You can't anymore freely pick all the items of your companions to yourself. Companions now tend to keep their most valuable and usable personal items to themselves, and usually only the cheap items and food are freely pickable. However, all the items you have delivered to your companion can be picked back at will if they are not in use (wielded or worn) at the moment. So it is still safe to pack or lend your companions even the most valuable goods you have. * need to pay companions for their days of service and items claimed Companions now require some reward for their days of service. Their price is roughly a value of one squirrel hide per day of service and you can pay them basically with any valuable goods. Also, if you have claimed companion's items to yourself they expect to be paid for those items too. In short, companions now always expect to leave with more valuable inventory than what they had upon recruitment. A day before companions are about to leave they'll let you know how they feel about their equipment and whether they expect to be paid more. If more payment is wanted simply deliver items to your companions and they'll let you know when they are happy with it. You don't have to do it at once but have the whole day to settle the payment. Talking to your companion at any time ("Greet" or "Ask for help" chat options) will also make them speak their mind about the remaining payment. If you fail to pay companions before they leave you'll be reminded about it the one last time. From there on you can still deliver goods to settle the payment, but ex-companions don't necessarily stay around for too long. Failing to pay companions lowers your reputation in their village, and makes hiring new companions there quite difficult. * migration notice Companions hired in the previous version behave differently. They still have unrestricted inventorys, and may or may not ask for payment when parting. - tweaked: recruiting companions who carry village property from failed/cancelled trades There are two new conditions to prevent exploiting companion recruiting with returned village goods: * Companions don't count the returned village property as their own when checking if they have enough equipment to join you. * When companion agrees to join you they won't keep carrying the returned village property but drop it on the ground where other villages come to reclaim it. - changed: children won't anymore participate in picking up village property left on the ground after failed/cancelled trades This is because you can't do one-to-one trading with children, and sometimes you would like to go for that with some items NPCs just picked. - added: NPCs wearing the new clothes/armours they get NPCs can now actively wear the new clothes/armours they have obtained. They'll usually go for wearing new clothes/armours after being delivered or having picked some. Delivering useful pieces of clothing/armour to your companion is now worthwhile, even though NPCs make the final decision whether they will wear something or not. - added: pull heavy items to your location with [;] pick up from adjacent tile command If the items you tried pick up from adjacent tile were too heavy to lift you'll be asked if you want to pull them to your location. - fixed [rare condition]: segfault upon launching the game on some Mint/Ubuntu systems - fixed [rare condition]: NPCs being able to fall asleep while in the water At its worst this resulted in villagers foolishly drowning/freezing to death. - fixed [modding]: [naming] tag not working properly when crafting while NPC is felling a tree - fixed: creature total injury not always increasing if the number of maximum unique injuries was reached This resulted in occasional difficulty to finish creatures with minor impact wounds. - fixed: corrupt description of "An Island" game course task - fixed: finishing tasks (eg. felling a tree) by grinding when too tired to continue When tasks were cancelled because of being too tired to continue repeating the command still always added one minute of progress and you could finish the task by this sort of grinding. Fixed now. - fixed: bears (and possibly other creatures too) occasionally entering into indecisive fighting mode They might keep constantly switching between attacking and fleeing without really making any attack maneuvers. Fixed now. - adjusted: tiny increase in lynx and glutton aggressiveness potential, especially in case of them being wounded. - added: daily tolerance for stimulant herbal effect Consuming stimulants doesn't anymore decrease the exhaustion seemingly indefinitely, but stops when a certain daily level is reached. - tweaked: net fishing * catch check time window now hourly based Net fishing catch checks are now hourly based instead of previously used morning based checks. This means you can catch fish with nets within a shorter time window. Even within an hour from setting the net - if you're lucky and the conditions are right. Naturally the longer the nets have been set the greater the catch usually grows so hasty checks usually provide only a few fish. Despite of the shorter time window it should be still remembered that in addition to your fishing skill level the factors such as terrain, water depth and time of the day also contribute to what kind fish and how much of it your net is likely to catch - if at all. * gradual catch spoilage Catch spoilage due to fish eventually dying in unretrieved nets is now gradual. You may still be able to get some of catch good and edible even if the nets have been left unretrieved for days. In general it's still advisable to check your nets at least on every other day. * setting multiple nets to same tile now forbidden - tweaked: NPC sleeping related oddities and exploits * NPC won't anymore fall asleep outside when it's raining. * Njerpez and foreign traders met in the wild won't fall asleep so easily anymore if they're within player's sight when the encounter happens. Sleeping NPCs in the wild still can encountered, but this fixes the exploitish procedure of encountering people at night hoping them fall asleep on the next move. - tweaked: restricted possibility to [w]ield skis Skis are put on by [a]pplying them but having been able to wield them too caused confusion. - changed: pine-marten aggressive sound is now 'snuffle' instead of 'snort' -------------------------------------------------------------------------------------------- Version: 3.30 - patch 1 Released: Mar-9-2016 ** Saved characters from version 3.19-> are compatible with this version. ** [this was a small patch update, scroll down for complete 3.30 changelog] - fixed [rare condition]: items/materials being worked on not always removed properly eg. trunk not removed when carved into log, or berry shrub not emptied despite of being picked - fixed [rare condition]: difficulty to produce colon symbol (:) on some keyboards - fixed: disappearing animal leashes - fixed: some NumLock related hassle when playing with NumLock ON * double numbers getting produced in text input fields when using numpad to type numbers with NumLock ON * number binded commands (eg. attack commands) occasionally getting triggered when moving around * jumpy target selection by keyboard if NumLock was ON - fixed: some knives mentioned belonging to (old) group of daggers when examining them in inventory In action dagger classified weapons still use the knife skill, so this was mostly a mere description hassle. - fixed [rare condition]: consuming clothes instead of food Happened when switching windows while [e]at menu was open. - fixed [OS X]: map refresh problems in target selection with FAST_TARGET_CURSOR mode on - tweaked: NIGHT BRIGHTNESS setup option maximum value increased to 60 (was 30) -------------------------------------------------------------------------------------------- Version: 3.30 Released: Feb-24-2016 ** Saved characters from version 3.19-> are compatible with this version. ** - tile graphics overhaul We've accomplished quite a graphics update and along with hundreds of redrawn tiles the game has got a whole new outlook new. To put this monumental task in a nutshell it goes as follows: * overhauled tile graphics engine New tile system requires a new engine and that's what we have done. The new engine isn't limited just for drawing static map tiles, but also allows other improvements in graphical presentation of UnReal World which are explained further in this newslist. * redrawn tiles Majority of tiles have been redrawn and there are also lots and lots of new unique tiles for old items. For example, all the knives and swords have their own tile instead of one generic tile being used for every knife or sword. New tiles are located in truetile/ folder. There's also truetile/readme.txt containing general information and modding guidelines. Nice bunch of tile contributions for this version come from Wickham's tileset. * separate files for each tile - easier modding of tile graphics Sprite sheets are gone and each tile is now in a separate file. This makes modding and personal customization of graphics far more easy. You can specify tile graphics for modded items with new [TILEGFX:] tag which is explained further in this newslist. To add a new graphic tile for modded item just create a new tile graphic file in truetile/ folder and use the tag to let the game know to use that tile. * graphical compatibility with old savegames and mods remains Despite of huge changes in tile graphics structure compatibility with savegames and even old mods should work quite well. The game corrects references to old indexed vanilla tiles on the fly and shows the applicable new tiles instead. However, updating your mods to use new tile system is advised. See usage of [TILEGFX:] tag to associate new tiles to your mods further in this newslist. - variety of graphical goodies and tweaks With the power vested in new tile graphics engine the following graphical goodies and tweaks have been implemented: * enhanced missile attack graphics Missile weapons and arrows are now drawn flying their head towards the target. Other than missile weapons now spin around in the air when they are thrown. * enhanced fire graphics - Fires now spread a flickering circle of light around them which brightens and tints the surrouding terrain and items. The effect is most immersive (and most necessary) during the darkest hours. - Fires are now animated with three frames which makes them look more lively - Size of the fire is now represented by scaling the fire sprite instead of using multiple sprites. * direction-wise track graphics Tracks of creatures are now drawn to their actual direction. * two facing direction graphics for all the creatures; east and west If a creature is facing towards NE,E,SE or S its' eastward graphic tile is used. If a creature is facing towards N,NW,W or SW its' westward graphic tile is used. In the future we'll be featuring creatures drawn to all eight facing direction, but this is a start. The good old little blue arrow beside the creature still shows its' exact facing direction. * direction arrow and two facing direction graphics for player character Facing direction of the player character is now shown with little yellow arrow beside the avatar. And just like the creatures the player avatar also has two facing direction graphics; east and west. * when skiing the skis are now actually drawn under the character * some plants have more growth stages than previously so you can expect to see more varying plant graphics during their lifespan - statistics/messages screen viewport rearranged * Usage of the upper right corner real-life action images is over. It's end of an era, but maybe they'll return someday in new style. Instead of action images character portrait is now shown in the upper right corner. * The old green character heading box has been removed. Heading direction and sound clues are now shown within the new upper right corner heading box. * Nutrition/warmth/vigour and wielding dialogs have been rearranged and stylized. * Game messages dialog has been enlargened. * Graphical clues of heard sound directions now stay visible for a longer time and fade away gradually. These sound clues are shown within the new upper right corner heading box. - added: player character avatar graphic clues for running and hiding movement modes When running some "dust" is drawn at character avatars feet. When hiding character avatars is tinted with green. - added: [F9] key command to reload tile graphics Pressing [F9] will reload the tiles. It's easier to mod graphics now as you can edit a tile, save it and then reload the graphics while the game is running to see the chances in action right away. - added: day and night lighting cycle Map color scheme now changes according to time of the day and time of the year. The lighting change is based on realistic solar elevation angle on northern hemisphere on a given game-time moment and it's calculated and applied smoothly once per game-minute. Daylight slowly turns into twilight, dusk and night - and then into dawn again. The change of seasons, and the great seasonal variation in length of days and nights in the Far North is now far more concrete and immersive. During midsummer the sun barely sets at all and nights are light and short. During midwinter days are really short and nights are long. And late autumn nights are the darkest ones, until the snow comes. - added: NIGHT_BRIGHTNESS configuration option If the night time tint appears too dark on your monitor you can increase the brightness by adjusting NIGHT_BRIGHTNESS value in urw_ini.txt or via in-game setup options. Possible values are 0-30, and it's set to 0 by default. - added: MAP_LIGHTING_EFFECTS configuration option You can toggle day and night color-scheme and fire tint effects by modifying MAP_LIGHTING_EFFECTS value in urw_ini.txt or via in-game setup options. On older computers these effects may cause slow performance or flashing of the screen and can be disabled if necessary. - added: MAP_GRID configuration option If the new tile graphics perspective gives you hard time to figure out which tile you are at you can enable map grid by modifying MAP_GRID value in urw_ini.txt or via in-game setup options. - added: OLD_HARDWARE_MODE configuration option If you've got an older computer and rendering fails you can try enabling old hardware mode. This mode uses software rendering and should be used only if absolutely necessary. Enable by modifying OLD_HARDWARE_MODE value in urw_ini.txt or via in-game setup options. - added: RIGHT_ALT_HOTKEYS configuration option Defines if Right Alt (AltGr) key is enabled for activating ALT+hotkey game shortcuts. On some keyboard layouts Right Alt is used to produce letters and can be disabled if need be by modifying RIGHT_ALT_HOTKEYS value in urw_ini.txt or via in-game setup options. Defaults to YES. Possible values: YES - use right alt for activating game shortcuts NO - don't use righ alt for activating game shortcuts - weather overhaul The weather engine has been rewritten from a scratch and we've got detailed and realistic simulation of weather factors such as rain, snowfall, solar elevation angle and temperature changes. The new weather engine deals with numerous weather variables and much greater annual and seasonal changes are to be expected. Put it in short; the years are less alike from now on. Here's a list of the most exciting and important weather related improvements and mechanics: * snowfall It can snow for real in the game now, and you can see it snowing. There can be different levels of snowing, and with the new weather engine in action the first snow naturally doesn't fall the same day every year. Snow thickness is now tracked per 1mm and each hour of snowfall will make the snow grow thicker and thicker. Similarly the snow melts away gradually when it gets warm enough. - Visibility of tracks on the snow now depends on snow thickness. You can expect to notice less tracks when the snow cover isn't all that thick. - How fatiguing it is to walk in the snow now depends on snow thickness. You can expect to get less fatigued from walking in the snow in early and late winter when the snow cover isn't very thick. - Snow depth is told to you when you look at ground tiles that aren't occupied by items. Instead of plain "Ground" you'll now get verbal description of the snow depth for example as follows: "Faint snow", "Thin snow", "Fist deep snow", "Ankle deep snow", "Calf deep snow", "Waist deep snow", "Chest deep snow" etc. * realistic modelling of ice and freezing of lakes Pretty much everything related to ice has been overhauled. Lakes start to freeze when the weather gets cold enough. This doesn't happen the same time every year, and the ice also doesn't grow equally thick every year. And when the lakes freeze, they now freeze gradually. - The ice cover first starts to build up at shallow water and proceeds towards deeper sections from there on. How fast the ice cover increases or decreases depends solely on the weather. Ice thickness can also vary at different sections of the lake. It's not anymore safe to walk on the ice as soon as there's ice cover on the lake. Thin ice can break under any load it can't hold - be it your character, NPCs, animals or items. - There's a confirmation to step on the ice if the character doubts the ice will hold. This applies to thin ice which characters can easily recognize by stomping on it to see if it cracks. Notice that even if there are no doubts and confirmations the ice still isn't necessarily safe to walk on. - It's not possible to travel on the ice on world map when the character doesn't trust the ice completely. If that's the case a message to zoom in to travel on the ice will be shown. This way the character can't mistakenly step on unreliable ice on world map. However, it should be noted that the ice can't never be trusted completely and even when you are allowed to travel on the ice on world map it can still break. Should this happen, the character is forced on zoomed in map where he/she needs to navigate to safe location. * falling through the ice - If you happen to fall through the ice climbing and pulling yourself back onto the ice is not easy and depends on your climbing skill, agility and strength. All of these factors are tested on each turn you try to move from the water onto the ice. Wielding any sharp pointy weapon such as knife, sword, spear or even an arrow will improve your chances to pull yourself out of the water. Swimming skill is also important as it determines for how long and how easily you can keep struggling in the water. - If you're unable to get out of the water after 5-10 minutes, you're almost certainly not going to get out. Your body temperature starts to drop as soon as you fall in the freezing water, and when hypothermia sets in you will eventually lose consciousness and drown. Depending on your swimming and climbing skills you will also build up certain amount fatigue on every turn you spend struggling in the water, and the more fatigued you get the lower your chances to pull yourself out become. * improved mechanics for making a hole in the ice - Time required to make a hole in the ice has been adjusted and now also depends on the ice thickness and the tool used. It's around 25 minute job to make a hole into half a meter thick ice with an axe. An inch thick ice can be broken in a minute or so. If the ice is very thin you can also break it without any tools. - When making a hole in the ice the best available tool is automatically selected. In addition to axes, spears and swords also stones and knives can be now used for breaking ice - even though they are quite unhandy for the job. The order of ice breaking tools from best to worst goes as: axe, spear, sword, knife, stone. - Holes in the ice will freeze back gradually and remain recognizable for a few days. Eventually the frozen holes will look like the regular ice cover, but may be weaker than the surrounding ice for some time. As holes in the ice won't freeze completely overnight it's now easier to maintain your wintertime water supply by breaking the same slightly frozen hole on a regular basis with only a little effort. * water temperature - Water temperature factor has been added, and it's precisely tracked thorough the year. It's not anymore always pleasant nor possible to swim for equally long time just about any day of the year. - Entering the water has faster effect on character's body temperature now. Even if you were feeling warm when going to swim in the cold water you'll get chilly or cold very soon. When the water is very warm you can spend hours in there without ill effects, but even if the lakes aren't frozen the water can still be so cold that there's a true risk of hypothermia. Needless to say, summer is best the season for longer swimming trips from now on. - If you are about to enter the cold water there's now always a confirmation if you really want to do so. It's still safe to swim in the cold water, but now you just may need to warm up properly afterwards to get comfortable again. However, entering the cold water when you are already freezing is not a wise move. - When looking at an adjacent water tile a message about the water temperature will be displayed. "The water is freezingly cold.","The water is very cold.","The water is rather warm." etc. - improved: temperature checks, character's body temperature and effects of freezing temperatures Temperature checks and their results to character's physique and body temperature are now tracked per minute. The curve at which character's body temperature now changes is smoother, more intelligent and more realistic. * There's a new worst case character's body temperature tag added: "Freezing to death". Like the rest of tags, it's shown in your "Nutrition/Warmth/Vigour" infobox and comes after the "Freezing" state. You should take the new tag seriously as it informs about approaching lethal hypothermia. Actually, from now on you should take even the "Freezing" tag more seriously than before. The new, adjusted list of cold body temperature tags now goes as follows: Cool, chilly, cold, bitterly cold, numbingly cold, freezing, freezing to death. * With the new body temperature checks and their minute based tracking it's now more likely and way faster to die of hypothermia in the cold weather if you aren't dressed properly. Previously you could walk naked in the freezing weather for hours just getting frostbites all over your body. If you try the same thing now it can result in a death within mere half an hour or so. * Frostbites can still occur, but they are now more of nuisance rather than life-threatening risk. The death in the cold now comes with lowered body temperature which at it worst leads to state of hypothermia where you lose your consciousness and freeze to death. And it can happen without a single frostbite. It's best to take the warmth tags and cues of lowered body temperature seriously. * During extremely freezing temperatures it's now hardly avoidable to eventually feel cool, cold or chilly no matter how many layers of fur you are wearing. Roaming days on end in the wild during the winter without occasionally warming up by the fire is still sometimes manageable if you have lots of warm clothes, but it's no longer an expedition of constant comfortable warmth. - added: frozen ground and related digging restrictions The ground can now get frozen along with freezing temperatures and this affects to possibilities of digging it. It's not possible to dig at all in completely frozen ground, and it's harder to dig in somewhat frosty ground. When the ground first freezes and then melts again is based on average temperature of the past few weeks. As a rule of thumb the ground gets frozen solid during the winter and starts to melt again in the spring. Yearly variation can occur as this is based on the actual weather. This adds a new factor to winter survival as you can't dig (trap) pits all year around anymore. - added: restrictions to planting and preparing the soil when the ground is frozen These actions don't depend merely on time of the year anymore, but are now linked to actual weather. You can't plant anything or prepare the soil if it's still too cold or frosty. How early or late in the spring you can start growing your own crops now varies annually. - improved: weatherlore skill As we've got a new weather engine there are also new weatherlore results. The weather prediction is given for the next 24 hours and contains information about temperature changes and possibility of rain or snow. Using weatherlore skill before noon gives you a weather prediction for the ongoing day and the coming night. Using weatherlore skill after noon gives a prediction for the coming night and tomorrow day. How accurately you can predict the weather naturally depends on your weatherlore skill. Examples of new weatherlore results: "During the night the temperature will be slightly colder than now. It will be raining. Tomorrow the temperature will be about the same as now. It will be raining." "During the day the temperature will be slightly colder than now. It won't be snowing. During the night the temperature will be slightly colder than now. It will be snowing a little." - overhauled: horizon box The "horizon box" in the upper left corner of the game view has been rewritten and refashioned. Cloudiness, rain and snowfall are represented more beautifully with updated graphics. The sun sails across the sky based on realistic solar elevation angle the new weather engine provides. Tint of the horizon box also changes according to time of the day and follows the day and night lighting cycle. Moreover, it's all updated on minute basis so everything that happens there now happens in more smooth and precise fashion. - added: new cursor drawing mechanics for selecting a target The new cursor is drawn more precisely along with map refresh on each move and makes it easier to figure out what tile you've selected. However, it may appear slow on some systems and because of that there's FAST_TARGET_CURSOR configuration option in urw_ini.txt to turn on old-school fast target cursor at will. - added: texture scaling quality configuration option SCALE_QUALITY option in urw_ini.txt defines texture scaling quality as follows: 0 - nearest pixel 1 - linear 2 - best It's set to 2 by default. - overhauled: map of know areas (F6) The outlook is familiar, but the content and options are enhanced and redesigned. * map viewport is larger than before and utilizes your current screen size. If you've got the resolution the enlargened map view appears sharp and crisp. * cultural blocks are now round and alpha-blended on top of the map so that you get the idea of explored areas also with cultural regions showing. * point and click locations for more information Hovering mouse cursor over the map brings up a target cursor and you can then point and click markers and locations to see the associated information eg. village regional descriptions. Clicking net and trap locations will show when you last visited those sites. It's also possible to choose and select locations with keyboard if you don't care to touch the mouse. With keyboard you can toggle target selector on and off by pressing [F3], and then use arrows keys to move and [ENTER] to select the location. * custom map markers You can now add custom map markers with descriptive text. New markers can be added only at character's current location, but editing and removing them anywhere on the map is possible regardless of character's whereabouts. In addition to descriptive text you can also choose from five different marker colors. Pointing and clicking a marker will show the associated description. When travelling on zoomed out wilderness map the markers are clearly shown on when they come in your sight. You can also look at them on wilderness map to view the descriptive text. Markers are added and edited within Map Of Known Areas (F6) screen. To edit an already set marker first point and click it. To add a new marker at character's location simply select [A]dd marker option. - music: new intro song, and music changes We've got a new intro song based on age-old traditional Kantele melody. 5-string Kantele is played by Lani K. Thompson (www.kantelemusic.com). Arrangement, rest of the instruments, mixing and mastering by Sami. The intro song now doesn't stop when the main is screen up but carries on until the actual gameplay gameplay starts, so it works as our character creation background music too. The previous outro and death tunes have been removed for variety of reasons. - added: "How is it going?" chat option This is mostly a preliminary quest related addition to be featured in full force in the upcoming versions. There are no quests yet and NPC replies to this question are short and trivial, except that old men may speak a little something about the weather. - modding add: true modability of crafted (and cooked) items Properties of crafted items can be modded so that truly new items can be created. This applies to do-it-yourself items (diy_*.*) and cookery recipes (cookery_*.*). Modding item properties is simple. You just add item property tags and preferred values after the actual crafting code. If you are creating completely new items it's still advisable to use similar vanilla item as a base item. Item property tags allow you to mod majority of item properties, but vanilla items may have some fixed values which is why it's important to choose the base item carefully. Eg. to create a new kind of a rope, base it on a vanilla rope to ensure it will be properly recognized as tying equipment in the game. Notice that modding item properties doesn't start from a scratch. Every crafted item already has its' properties initialized, and you just need to modify the ones you want to modify. When modding cooked item properties notice that the food price and nutritional values are always automatically calculated upon cooking. Let's take a look at few examples. Here we'll be crafting a new modded item "Custom javelin", which is based on vanilla Javelin: .Custom javelin. "Javelin" *COMMON* /30/ {Staff} [remove] {Cutting weapon} {Fire} '+(for hardening the head)' [POINT_ATTACK:8] [EDGE_ATTACK:-] [BLUNT_ATTACK:2] [WEIGHT:0.1] [PRICE:2] [1HPENALTY:5] We'll set point attack to 8, blunt to 2 and disable edge. We adjust the weight and price, and modify one-handed penalty for out custom javelin to 5%. Another example, a leather miniskirt: .Leather miniskirt. "Leather shirt" *COMMON* /60/ {Leather} #2.5# [remove] {Knife} [ARMOUR_MATERIAL:leather] [ARMOUR_COVERAGE:hip groin] We base it on "Leather shirt" and then modify the coverage so the miniskirt covers only hip & groin. And item modding is done the same way with cookery recipes. Here's a recipe for dried berries: .Dried berries. *COOKERY* /25/ \10d\ %50% :151: {Berries} #1# [remove] [roast] [name:Pile of dried %s] [SPOILAGE_DAYS:0] [WATER:0] [COOK_WEIGHT_DIV:10] We set spoilage time to zero which makes the food last forever, remove the possible water content in the berries, and use cooking specific weight divider tag to compress the food weight to one tenth. Here's the list of item property tags you can use in modding items: ==================================================================================================================== [NAME:] - item name Example: [NAME:Weird knife] - The item is called weird knife in the game. Notice .Item name. described in the header is still always shown in crafting menus, even if you will specify a name with this tag. *** [TILEGFX:] - graphic tile filename for the item without the filename extension Example: [TILEGFX:mytile] - the item uses truetile/mytile.png graphic tile. Tiles for the items need to be located in truetile/ folder in .png format. See truetile/readme.txt for more information about tile format. *** [TYPE:] - item type Possible values: weapon / armour / tool / container / skin / food / timber / vehicle / plant / valuable Example: [TYPE:weapon] - the item is a weapon *** [WEIGHT:] - weight in pounds (by default), or in grams if the value is followed by g abbreviation Examples: [WEIGHT:1.5] - the item weighs 1.5 pounds [WEIGHT:100 g] - the item weighs 100 grams *** [COOK_WEIGHT_DIV:] - a value to divide the cooked food weight with This is a special tag for cooked foods to allow them being compressed in weight but still keeping the total nutrional value intact. It's the same mechanism as the in-game drying of food items. Examples: [COOK_WEIGHT_DIV:2] - the cooked food item weigh is halved (divided by two) [COOK_WEIGHT_DIV:10] - the cooked food item weigh is divided by ten (sets to 10% of the original) *** [CONT_CAPACITY:] - capacity of container type item in pounds Example: [CONT_CAPACITY:3] - the container can hold 3 lbs of food, liquid etc. *** [PRICE:] - price in squirrel hides per item (default) or per pound if the value is followed by 'per lb' Examples: [PRICE:4] - the item costs 4 squirrel hides [PRICE:0.2] - the item costs 0.2 squirrel hides [PRICE:1.5 per lb] - one pound of the item costs 1.5 squirrel hides *** [EDGE_ATTACK:] [POINT_ATTACK:] [BLUNT_ATTACK:] - damage values for weapon attack aspects possible values: 0-9 or - numbers define the damage, - means the aspect is not available for the weapon Example: [EDGE_ATTACK:0] [POINT_ATTACK:2] [BLUNT_ATTACK:-] - thie weapon has 0 edge damage, 2 point damage and doesn't have blunt attack aspect *** [MATERIAL:] - of what raw-material the item is made of This property is not fully functional yet and we'll be featured better in the future. However, it's advisable to use this tag in your mods already. possible values: wood / iron / leather / fur / birch-bark / cloth / wool / rock / bone / antler Examples: [MATERIAL:wood] - the item is wooden [MATERIAL:cloth] - the item is made of some cloth [MATERIAL:iron] - the item is made of iron *** [ARMOUR_MATERIAL:] - material of armour type items. This defines the protection values. possible values: lamellar / iron / mail / leather / fur / cloth / wool / birch-bark Examples: [ARMOUR_MATERIAL:iron] - the armour is made of iron *** [ARMOUR_COVERAGE:] - bodyparts covered by the armour possible values: one of these predefined coverage categories: cloak / hauberk / long_hauberk / habergeon / cuirass / overcoat / greaves / rerebraces / vambraces / shirt / short_shirt / long_shirt / trousers / tunic or any combination of these bodyparts values: skull / face / neck / shoulder / upper_arm / elbow / forearm / hand / thorax / abdomen / hip / groin / thigh / knee / calf / foot Examples: [ARMOUR_COVERAGE:overcoat] - the armour has coverage of an overcoat [ARMOUR_COVERAGE:skull neck shoulder] - the armour covers skull, neck and shoulders *** [SKILL:] - skill associated with the item. Only for weapons. possible value: one of the skills in the game eg. sword,club,bow,crossbow etc. Example: [SKILL:sword] - the weapon uses SWORD skill *** [1H_PENALTY:] - skill penalty from using this weapon one-handed possible value: 0-50, defaults to 0 Example: [1H_PENALTY:15] - 15% penalty is added when this weapon is used one-handed *** [AD_CLASS:] - attack and defense class of the weapon. A/D classification adds related skill bonus when the weapon is used in attack or defense. possible value: 0-6/0-6 (both values must be entered at once separated by /) Default is 0/0. The higher the value the better the weapon performs in attack/defense. Example: [AD_CLASS:5/0] - the weapon has attack class 5 and no bonus when used in defense [AD_CLASS:1/4] - the weapon has attack class 1 and defense class 4 *** [SPOILAGE_DAYS:] - in how many days the food item spoils possible value: 0-253 (0 means that the item never spoils) Example: [SPOILAGE_DAYS:5] - the food item will spoil in 5 days *** [CARB:] [FAT:] [PROTEIN:] - nutritional values for food items per 100 grams of the food possible value: 0-99 representing grams of carbohydrates/fat/protein per 100 grams of the food Example: [CARB:0] - the item contains no carbohydrates [FAT:4] - the item contains 4 g of fat (per 100 g) [PROTEIN:12] - the item contains 12 g of protein (per 100 g) *** [WATER:] - water content of food items per 100 grams possible value: 0-99 representing grams of water content 100 grams of the food Example: [WATER:0] - the item has no water content [WATER:50] - the item contains 50 g of water (per 100 g) ==================================================================================================================== - improved: examining locations * When looking at a location occupied by both NPC and items the information of items is now also displayed. (Previously in such a situation only NPC information was displayed.) * When looking at non-empty location tile type information is now always displayed. For example, if there's a roasted cut on a sleeping bunk it will say: You see there a roasted cut. Sleeping bunk (Previously tile type information was displayed only when looking at empty locations) * Examining a distant location ([l] or [F3]) now also displays precise track information if it's an unoccupied adjacent tile you are looking at. If you examine a further away location with visible tracks it just mentions that there are "some tracks". - added: unconscious creatures in the water will eventually drown On average it takes a minute or two (10-20 turns) for an uncoscious creature to drown in the water, and drowning can occur in the shallow water too. However, aquatic birds and animals don't drown very easily even if they would lose consciousness in the water. - tweaked: food left to cook doesn't burn and spoil if the fire has gone out - added: information about how long a fire will burn When examining a fire, you'll be given an estimation for how long it will burn. It's not an exact hour and minute information, but we use descriptions like: "This fire will burn for half an hour / an hour / over an hour / a few hours / several hours / etc. " If the fire is expected to burn for less than half an hour it's said to last "a (very) little while". If the fire is expected to burn many, many hours then time of day descriptions are used in this fashion: "This fire will burn till evening / noon / early morning / etc." - added: carrying lit torch or having a fire in adjacent tile helps to build a fire - improved: building a fire * Initial amount of required firewood to build a fire has been decreased so you can now start smaller fires than previusly. * Some smaller kindling is always required to set larger pieces of wood on fire. You can't set for example trunks on fire anymore without having some branches, twigs, firewood or other smaller combustible items there as well. Branches and firewood can be always set on fire on their own, but pretty much everything larger than that needs additional kindling. * There are new game messages to notify about new firewood and kindling requirements. - adjusted: branch and spruce twig weights increased As a result lesser amount of them is needed for proper fire. - added: default inventory filtering for [w]ield command; only weapons & tools are listed by default It makes wielding of tools easier, as you don't have to browse the inventory that much. - improved: weapon restocking in villages Previously the weapon restocking was almost non-existent due to extremely long restocking cycle. Now the weapon restocking happens in more regular basis, even if the player character wouldn't trade and reduce villagers weapon reserves at all. Weapon restocking is still rather slow and it can easily take months before weapon supplies in villages get renewed on their own. Didn't find that bow you were looking for from a particular village in the autumn? With the improved weapon restocking it's now actually worthwhile to come back in the winter and they just might have it then. - added: asking people about their weapon skills Within "Ask for help/company" chat mode there's now an option to ask people about their weapon skills. When recruiting companions those who need extra weapons will also automatically speak of their weapons skills. - improved: recruiting companions If recruiting a companion is cancelled the people will give back the items you've given them. Just like previously, there's a chat option to cancel recruiting but now with appropriate "Give my items back." remark. When already given items returned by NPC they are placed at player's feet. In addition to continuing or cancelling companion recruiting via "Deliver" chat mode it can be now done also via "Ask for help/company" chat mode. - added: leashing animals from depopulated villages It's now possible to leash animals from depopulated villages, and thus make them your own pets. There are some risks and exceptions, though. Sometimes domestic animals choose to fight back if their masters are dead and you try to leash them. And dogs can't be stolen this way at all - they always fight back rather than allow to be put on the leash. - added: ABOUT dialog to start screen main menu It shows the general version information and your installation folder. - added: setup options menu Most common setup options can be now changed from in-game setup menu. Editing urw_ini.txt remains for configuring more advanced options. Setup menu can be accessed from the start screen and from the game itself through newly added help and game options menu -> [ESC]. Editing setup options through the menu changes contents of urw_ini.txt accordingly. You'll always have the same active configuration running regardless of how you do it. - added: help and game options menu - [ESC] List of keyboard commands, game encyclopedia, setup options, saving and quitting can be now activated through a single menu. This menu is accessed by pressing [ESC] in the main game view and it eases newcomers troubles of memorizing keyboard commands or producing [?] symbol. - rearranged: list of keyboard commands [?] help page Outlook is fresh, list of commands is grouped a bit differently and the page can be scrolled also with mouse wheel. It also remembers the last position you were browsing. It's now hopefully a bit easier for newcomers to find and browse the commands. - added: hotkey to quickly save the character - [CTRL]+[s] Pressing CTRL+s saves the character and exits to main screen quickly and without confirmations. - added: when prompted to enter a number you can now type numbers also with numpad keys For example, when you're asked how many items to pick numpad cursor keys produce numbers. In all the other menus numpad keys move the selector. - added: dogs barking to warn of a danger and pets or companions crying in pain prompts to interrupt ongoing tasks TASK_ABORT_SOUNDS configuration option covers these new sound based task abort additions. - changed: auto zooming into your own settlement locates the character at where you last zoomed out - changed: Njerpeziläis scimitar renamed as 'Njerpez scimitar' - changed: Käpälälauta fox-trap renamed as 'Paw-board fox trap' - changed: DAGGER skill renamed as KNIFE - removed: SURVIVAL skill Actions that were covered by SURVIVAL skill are now remapped as follows: "Cut branches/twigs" is now done with TIMBERCRAFT skill. "Shelter" can be built with BUILDING skill. "Make a hole in the ice" is now done with FISHING skill or [q]uaff command. "Build a fire" has a new [f] key command of its own - improved: [q]uaff command now also covers making holes in the ice If [q]uaff command is used when there's ice but no open water around you it will ask if you want to make a hole in the ice. This naturally works only on zoomed-in map. when making a hole in the ice any previously made partially frozen hole in your sight is automatically selected if available - added: [f] - a new key command to build a fire - added: alternate pick up keys: [g] and [G] In addition to [,] and [;] pick up keys these alternate keys can be used as well: [g] - pick up something [G] - pick up from adjacent tile - changed mechanics: going on shore by watercraft When travelling by watercraft you may now go on shore only on zoomed in map. There's message to inform you about it if you try to go on shore on world map. This fixes odd automatic watercraft placement attempts, and makes it more convenient to raft on world map as you don't have to worry about accidentally going on shore. - changed mechanic: zooming out at water based terrain It's not allowed to zoom out at water based terrain, unless you are travelling by watercraft. This means you need to move away from lake, river, rapids, sea etc. water based zoomed in maps before it is allowed to zoom back out to world map. You'll get accustomed to this quite soon, and often it's only a few steps you need to take to cross the map border onto dry land. This change was made to get rid of glitches which arose from game's attempts to automatically locate walking characters on dry land on the world map. When repeatedly visiting zoomed in terrain beside the water, returning exactly from where you last zoomed out also works better without the world map relocation hassle. - added: broad knife is now preferred tool in hideworking Broad knife is the best and preferred tool in skinning carcasses and cleaning hides. Northern knife, hunting knife and kaumolais knife - in this order - are the second best tools for hideworking jobs. - added: stone knife - a new craftable weapon It's an awkward knife, but a knife nevertheless. Stone knife can be crafted with two rocks - one for blade, one for knapping. - added: broken arrows When arrows break they don't just disappear anymore as there's now a broken arrow item. Broken arrows aren't useful or weapons at all, but just firewood. - adjusted: bowshooting accuracy of skilled bowmen Skilled bowmen are now slightly more accurate. Nothing radical, just some fine tuning. - adjusted: battleaxe properties The earlier battleaxe type and its' description and properties were of an anachronistic fantasy weapon. Several changes have been made and now battleaxe in the game represents a long-shafted viking battleaxe which were single bladed, carefully balanced and relatively light weapons: - battleaxes are now lighter than previously, weighing around around 3.5 lbs. - battleaxes don't have point attack aspect anymore - the earlier fantasy battleaxe had a spike in the head - long-shafted battleaxes are still two-handed weapons but penalty from one-handed use now lesser than previously - game encyclopedia (F1) entry about battleaxes has been updated. - adjusted: descriptions of parts of the day There are a few new tags, and this is how it goes now: 12 pm Noon 13 pm Early afternoon 14 pm-15 pm Afternoon 16 pm-17 pm Late afternoon 18 pm Early evening 19 pm-20 pm Evening 21 pm Late evening 22 pm Night 23 pm Late night 00 am Midnight 1 am-2 am After midnight 3 am-5 am Small hours 6 am Early morning 8 am Morning 10 am-11 am Late morning - changed: 'laced leather shoes' replaced with 'leather boots' The item name here was odd and unclear and is now changed. Leather boots cover feet and calves, just like the laced leather shoes did. - corrected: weight of shoes and boots Shoes were too light. A pair of leather shoes now weigh 2 lbs. A pair of boots weigh 3.2 lbs. - corrected: knife weights All the knives were too heavy. This has been corrected and knives now weigh from 100 grams (small knife) to 180 grams (northern knife). Skaramasaksi weighs around 1.2 pounds. - fixed [windows]: system beep when using [ALT]+key This was SDL2 issue, which should be history now with new SDL2 version in use. - fixed/tweaked: foreign traders loitering at zoomed-in areas indefinitely Foreigners will now leave zoomed-in areas usually within 5-10 days from their arrival. - fixed: linen, nettle and woollen items not burning - fixed: "command" chat option to tell people to leave your settlement was broken Now you can command wandering people to leave your settlement if need be. - fixed: player character getting located inside animal pens upon entering a village - fixed: companion accepted weight limit It was bugged and companions accepted less items than what they could actually carry. Fixed now and we shouldn't bump into "Sorry, it's too much for me carry." nagging that often. - fixed: mushroom default nutritional values Mushrooms default nutritional values (per 100g) are now: carbs 3g, protein 2g, fat 1g - fixed: treeless lanes at borders of zoomed-in maps - fixed: foods not spoiling at all if you visited the storage location rarely enough - fixed: tracks not appearing on snow covered base rock or crag tiles - fixed: prone enemies could hit to any body location Now prone enemies can hit you only to lower part of the body, mostly the legs. - fixed: character's latest body temperature status not remembered correctly upon entering the game - fixed: beaver's diving status occasionally persisting when they get out of the water This resulted in invisible beavers walking around. - fixed: diving creatures mistakenly triggering notification about something entering your sight - even though you actually can't see them - fixed: wilderness map glitch of picked items sometimes appearing again after zooming in and returning This was a very rare condition, but caused occasional one-time duplication of items that were dropped and picked up on the wilderness map. - fixed: 'place for soaking' crafting requirement wasn't properly recognized when carrying a carcass - fixed: trapped birds occasionally being able to fly (for a very brief moment) - fixed: map maintenance occasionally failing to free any map space This resulted in frequent maintenance tries on every map load with no real progress. -------------------------------------------------------------------------------------------- Version: 3.20 (patch 2) Released: 17-Mar-2015 Scroll down for complete changelog for version 3.20 (stable). These are the fixes/additions in patch 2 for version 3.20: - added: new winter photos for coniferous forest, spruce mire and grove terrain types - balanced & overhauled: TRAPPING related animal spawning What hasn't changed is that your TRAPPING skill determines the success of constructing and setting traps. Badly set or badly made traps may scare off animals, fail to keep animals properly trapped or appear not attractive enough for animals to enter them. These are the common trapping rules. In short, higher the TRAPPING skill the more easily animals enter your traps and more reliably they stay trapped. What has changed is the spawning mechanism. Previously there was a system which caused succesfully set traps to spawn animals at the area. This happened in very unbalanced fashion and resulted in far too many animals to be spawned far too close to the traps - and in far too great number. This unbalanced spawning mechanism is now removed and attractiveness of traps is replaced with a new and more delicate system. As straightforward spawning of animals is removed, the harsh simplicity of trapping goes as follows: If there are animals at the area they may enter your traps depending on how succesfully these traps are set or constructed. If there aren't animals at the area your traps will remain empty. However, if there weren't animals at the area today the situation may not be the same after a couple of days. Traditional method of relying on the same traps at chosen trapping grounds for a longer period of time and checking them out on a regular basis is still valid and suitable trapping method. Moreover, there's a new delicate mechanism which furthermore improves propability of catching animals with traps: * Even if animals at the area wouldn't be actually hungry, properly baited and succesfully set traps may attract them beyond regular feeding needs. * Succesfully set traps may trigger additional animal population checks for appropriate animals This is different from straightforward animal spawning and works more like an increased propability of new animal populations to be created at the area. This mechanism follows the rules of general animal population creation, so commonness and relative number of animals and their natural habitats are carefully taken into account. Therefore, if the trapped area is not suitable for a certain animals or if animal populations are on a good natural level, no trap can cause extra population propability. To succeed in trapping now it takes more patience, careful consideration and knowledge of animals natural habitats. Setting traps at areas where you have actually noticed marks of wildlife is often most effective. Nevertheless, knowing that bears can occupy spruce mires and setting bear traps at spruce mires even in random fashion may still prove succesfull. You can expect less catches with traps now, but it will be far more rewarding when it happens. - speed optimized: map drawing when passing time with NPCs in sight Map drawing is optimized so that redraw occurs only if NPC locations do actually change. This way NPCs who are in sight but standing still do not cause extra lag to passing time. Passing time with standing still companions and pets in sight is now just as fast as with no-one in sight. If there's NPC movement in sight more frequent map redraws naturally slows things down, but most often passing time is a lot faster now. - improved: map drawing and scaling Map rendering is now texture-based and looks sharp and crisp on higher resolutions - even with fully zoomed out map view. - "loading map..." box has its' color changed and is relocated a bit lower on the screen - added: new effects for zooming between world and terrain map Rectangular zoom in/out "effect" is removed. Map view is shaded with a slight color tint when zooming in/out. Terrain pictures are faded in and zoomed onto screen. After the world or terrain map is loaded alpha blending transition is used in switching the map view. - added: new map fade effects when falling asleep or losing consciousness These aren't nothing too fancy, just fading and blending the map view to a single color, but the effects are renderer blends in SDL 2 fashion and look way smoother than previously. Moreover, there are different fade colors for different situations. Falling asleep fades into midnight blue color, losing consciousness fades into bloodred color. Waking up and recovering consciousness also features a smooth fade back to the map view. - added: option to go prone intentionally Hotkey [u] now toggles between standing and laying down, and option to lay down is also available in "movement and rest actions" menu. This allows your character to go prone intentionally. Being prone has use in avoiding getting hit by enemy arrows. Prone target is smaller target and therefore more challenging to hit from a distance with missile weapons. But you should NOT count on never getting struck by an arrow when prone. - added: vision restrictions when prone Character's line of sight is calculated differently when prone. Even the slight slopes do restrict the sight of prone characters. - improved: archery from behind an obstacle Arrows won't ever hit the adjacent obstacle when shooting from behind it. - added: new key commands to eat and pass a turn * lower case [e] now works, and is the official key command to eat Upper case [E] works as well for convenience of those who have gotten used to it. * keypad 5 works as an alternative key to pass a turn This is equal to pressing [.] key to pass a turn. - improved: HERBLORE inventory filtering Using HERBLORE to examine plants in your inventory now automatically filters for plants and foods. - added: key commands to wield picked up items automatically - [CTRL]+[,] and [CTRL]+[;] Press [CTRL] together with pick up commands [,] or [;] to automatically wield picked up items. Notice that when picking up multiple items this way the first selected items on the list will be wielded. - changed: warmth is excluded from calculations in the display of average armour protection - changed: [ESC] equals to "Yes" in [Yes]/[No] prompts to abort tasks For example, when you are prompted to abort a task because of hearing sounds or noticing creatures pressing [ESC] equals to "Yes, I want to abort this task." - changed: wording in aiming zone penalty descriptions "challenging" -> "tricky" Aiming zone penalties are now described as "tricky" or "difficult". "TrickY" being easier than "Difficult". - fixed: numlock hassle - it's now always off in the game NumLock is now forced permanently off and numeric keypad produces only movement signals - not numbers. This prevents the numlock hassle arising from SDL 2 bug, and also helps newcomers to get playing without having to care about NumLock state. - fixed: projectiles being told to hit slopes when shooting/throwing at creatures in the water This was a mostly a wrong message issue, but water shot/throw aiming angle also needed few adjustments. - fixed: foreign traders not staying in group Their "herding" behaviour was broken. Now foreigners wander around more close to each others. - fixed: spoiled food was just as nutritious as normal edible food Spoiled food is now only half as nutritious as normal edible food. - fixed: zero population settlements aka ghost villages Old randomization fault which caused the smallest settlements occasionally appear completely empty of people. - fixed: wrong message when trying to swim from a watercraft while rowing prone The game said 'You can't swim while lying down.' and now properly says 'You can't swim while rowing.' - fixed: Warfare game-course task getting completed also by killing other than Njerpez NPCs - fixed: butchering carcass twice Double fat and extra cuts were occasionally obtained from already butchered carcasses. - fixed: sleeping birds occasionally getting flying status; "sleeping flying bird" - fixed: nonaquatic birds exploring water areas; flying too far away from the shore - fixed: sleeping character could select a defense maneuver upon being hit -------------------------------------------------------------------------------------------- Version: 3.20 (patch 1) Released: 14-Jan-2015 Scroll down for complete changelog for version 3.20 (stable). These are the fixes/additions in patch 1 for version 3.20: - fixed: keyboard issues; ignored keypresses and non-responsive keyboard state - fixed: noisy audio (due to audio initiliazation with low sample rate) - fixed: emptying once paid containers made them unpaid again - fixed/changed: having to pay for using water in villagers containers If you filled your own containers from unpaid tubs of water or utilized water in unpaid tub in any other way you had to pay for it. This also often resulted in bugged debt lists. - fixed: wild animals trying to snatch food close to the player character - fixed: trapped animals triggering adjacent traps, and leaving them "in use" state This was fixed in 3.20 already but some conditions of the bug still persisted. - fixed: using high quality weapons in butchering small animals sometimes resulted in obtaining more meat than the carcass weighed - fixed: wrong northern spear sprite wrong sprite persists with migrated northern spears. The fix applies to new items. - fixed: knees missing from overcoat coverage Overcoats now cover the knees. wrong coverage persists with migrated overcoats. The fix applies to new items. - fixed: faulty messages about NPCs unwielding odd items - fixed: pet dogs giving up the chase if their prey entered water - fixed: walls of sauna stoves appearing within villages/fields - fixed: crash potential when entering single house Reemi settlements - fixed: a rare condition of dogs choosing a random target after loosing their original prey - fixed: villagers labeling you as a thief if you pushed items while carrying unpaid items - fixed: being able to [D]iscard village property - fixed: inventory filtering of unpaid items listed the items in multiple same item categories - fixed: manually returned unpaid items which NPCs couldn't carry became unpurchaseable - fixed/changed: splinting the fractures in head area Fractures in eye sockets, neck and skull are now treated with bandages and compresses. - fixed: a rare condition of corrupt population data causing empty villages getting restocked - fixed: feathers dropping from skinned bird carcasses (if they were eaten by an animal) - fixed: using a crossbow could mistakenly train BOW skill too - fixed: starting location not renewed after re-randomizing the map during character creation - fixed [linux]: *.txt files in installation directory were symlinked files - fixed [linux]: unnecessary (and faulty) libc.so.6 dependency removed - changed: birds and bigger animals do not enter cellars anymore Only relatively small carnivores such as foxes, polecats and ermines may occasionally manage to snatch food from cellar. - added: unconcious/dead seals can sometimes fall to the bottom of the sea rather than resurface - added: configuration option for auto zooming into your settlements AUTO_ENTER_HOMESTEAD option in urw_ini.txt defines if you want to automatically zoom in when moving onto your settlement tile on world map. Possible values are YES and NO. It's set to YES by default. - added: configuration option for overall audio volume VOLUME option in urw_ini.txt defines the overall audio volume. The value can be from 1 to 100, with 100 representing 100% volume. It's set to 50 by default. - added: being able to swim from watercraft Use your SWIMMING skill when not wielding paddle or sesta to go swimming from the watercraft. -------------------------------------------------------------------------------------------- Version: 3.20 (stable) Released: 22-Dec-2014 ** Saved characters from version 3.18-> are compatible with this version. ** - SLD 2 migration accomplished - freely resizable game window, compatibility and future possibilities UrW now uses SDL 2, SDL_image 2 and SDL_mixer 2 libraries. Migration to SDL 2 is necessary to allow bigger graphics overhaul to take place in the future and to remove several bottlenecks and compatibility problems in handling the keyboard and graphics. From developer's point of view SDL 2 migration stands as an investment for the future. From player's point of view the three most notable changes from moving to SDL 2 are: * Game window is now freely resizable. (But otherwise there are no changes in graphics or screen layout.) * Variety of graphic initialization and full screen problems are history. * Keyboard layout related problems (eg. DVORAK) are history. There are few issues with SDL 2 which you should be aware of: - In Windows a chime sound is played when using ALT+key combinations (skill hotkeys) if you have Windows sounds enabled. - The game needs to be started with NumLock off or otherwise numpad cursor keys are not working. - Keyboard repeat rate is derived directly from system repeat rate, so keyboard response is probably a bit different compared to version 3.19. - added: configuration options to set preferred resizing and fullscreen modes LOGICAL_RESIZE option in urw_ini.txt defines if the logical size and aspect ratio should be maintained upon resizing the window or not. Possible values are YES and NO. It's set to YES by default. FULLSCREEN option in urw_ini.txt defines if the game is started in normal, maximized or fullscreen window. Possible values are: NO - normal resizable game window. Starts at last used game window size. YES - fullscreen game window at the current desktop resolution. MAXIMIZED - game window is maximized upon starting the game. - setup menu removed - everything is now configured via urw_ini.txt All the configuration options are now set by editing urw_ini.txt in the installation folder. The actual setup menu has been removed from the main game-screen, but setup selection remains only to display info to go edit urw_ini.txt. Self-explanatory setup menu options now appear urw_ini.txt as follows: AUDIO, BACKGROUND_MUSIC, AMBIENT_SOUNDS, MOVEMENT_SOUNDS, IDLE_ANIMATION - added: scandinavian letters allowed in character names In character folder names scandinavian letters are encoded to hex values. - changed: character loading menu shows true names of the characters Previously it showed (the first 8 letters of) character folder names. - added: an incomplete list of credits to main menu - added: true crop cycle for villages - harvesting, stocking and sowing All the villages now properly harvest their fields, stock the products and sow the fields again in the spring. Villages start harvesting the crops as soon as majority of plants have ripened, and continue until everything has been harvested. Start of the harvest season is first noticed by bundles of turnips appearing in the villages, followed by peas, and then beans and grains. Pod type plants are stored in bags, root vegetables are just stocked somewhere on their own and seeds are stored in boxes and baskets. Notice that not all the containers are necessarily completely full. Availability of farm products and seeds in villages is naturally most abundant in autumn, reserves will be consumed during the winter, and there's usually only little left in the spring. And yes, you can now also get seeds from the villages. Crop cycle is maintained year after year if there's sufficient population in the village. - added: two new containers - birch-bark box and birch-bark basket * birch-bark box Light and small container which villagers use for storing small seeds. It can hold 1 lbs. There's a separate graphic tile for this item: truegfx/sp_sbox.png (tile drawn by Brian Shapiro) * birch-bark basket Rather large container which villagers use for storing big seeds. It can hold 15 lbs. There's a separate graphic tile for this item: truegfx/sp_sbasket.png (tile drawn by Brian Shapiro) - adjusted: container capacities Wooden tub can now hold 10 lbs. (was 8 lbs) Bag can now hold 20 lbs. (was 10 lbs) Wooden bowl can now hold 6 lbs. (was 4 lbs) Wooden cup can now hold 3 lbs. (was 2 lbs) MIGRATION NOTICE: These factors only apply to newly created items. Containers that were created in earlier versions have the old capacities. - added: proper empty container weights and load calculations Containers didn't really have their own effective empty weights and attempts to calculate true loads of filled or emptied containers were confusing and failed. Now containers have proper empty weights and load calculations are working properly. MIGRATION NOTICE: These factors only apply to newly created items. Containers that were created in earlier versions probably now have zero empty weight. - balanced and checked: farm product values No changes in grain price. Root vegetables prices have been doubled. Pod type plant (beans and peas) prices are increased by 50%. Flour value has been halved, and it's now about 50% more valuable than the grains itself. Small seeds, such as turnip seeds, aren't considered very valuable and have a low nominal price. All the foodstuff prices are foremostly based on their true nutritional value, but these few adjustments give better balance to relative prices of these farm products. - adjusted: seed weights Turnip seeds, and other small seeds, are now lot more lighter than previously. There are some balancing in pea and grain weighs too, but those aren't dramatic. - changed: your character won't butcher human corpses unless somewhat starved This ends an era of lightly practised cannibalism and trade of human flesh. - changed: wearing armours You can wear multiple textile, leather or fur clothes of the same type at the same time. For example: you can wear fur shirt, linen shirt and nettle shirt at the same time. Metal armour restrictions remain unchanged - only one piece of each armour type. - overhauled: armour glossary Anachronistic armours removed, new armours & clothes added, coverages checked & adjusted, new sprites added, and armour availability & usage checked and adjusted. MIGRATION NOTICE: With migrated characters armour attribute changes (names, sprites, properties) don't apply to old items that were created/obtained in previous version. * terminology changes Greaves are now known as shin guards. Vambraces are now known as forearm guards. Short hauberk is now simply known as hauberk. Long cowl is now simply known as cowl. * new sprites There are new sprites for helms, metal cowl, hauberk, bandage, mittens, generic cowl/veil/headgear, generic trousers/leggings and generic spot protection armour. (original tiles drawn by Brian Shapiro - some are modified) To allow compatibility with modded tilesets there are separate files for new sprites in truegfx/ folder: sp_mhaub, sp_lhaub, sp_helm, sp_spechelm, sp_mittens, sp_headgear, sp_mcowl, sp_headgear, sp_bandage, sp_spotprot, sp_trousers * ring armours removed - all of them. Ring type armour has no base in history. No actual examples of ring armour have been found on European archaeological findings. * variety of anachronistic iron armours removed Iron great helm, iron halfhelm, iron cuirass, iron breastplate, iron greaves, iron vambraces and iron rerebraces are removed. * helms There are two types of helms, both made of iron: helm and spectacle helm. - Helm covers the skull and is made from one piece of iron hammered into shape. - Spectacle helm covers the skull and face. It has a spectacle-like covering for the face, extending down to wearer's chin. * new armour material: lamellar Lamellar is eastern armour type used by Njerpez. Lamellar armours are made of square or rectangular iron plates tightly fastened to each other with leather straps passed through openings along the edges of the plates. Lamellar technique is used mainly to create cuirass and hauberk type armors, but it's also suitable for some spot protection pieces. Compared to mail, lamellar armour offers better protection from blunt attacks but only slightly better protection from edged attacks. There are 5 lamellar armour items: lamellar hauberk, lamellar cuirass, lamellar forearm guards, lamellar shin guards and lamellar rerebraces * new leather armours There are 3 new leather armours items which all can be crafted: leather shin guards, leather forearm guards and leather cuirass * hauberk coverage adjustments Hauberk (previously known as short hauberk) doesn't cover upper arms anymore. This is because there was no really relevant difference between the two hauberk types. (Long hauberk covers the upper arms and extends to the knees.) * undershirts shortened Undershirts now extend to the thighs. (Previously to the knees) * dresses lengthened Women's dresses now extend to the calves, but don't anymore cover upper arms. (Previously they covered also the upper arms and extended to the thighs) * overcoats lengthened overcoats now extend all the way to the knee. * fur cloth changes and additions - Fur mittens are now longer than they used to be and now cover also the forearms. (Previously they covered only hands) - Fur shirt is now shorter than it used to be. It's still long-sleeved shirt but extends only to cover the groin and hips. (Previously it covered also the thighs and knees) - new fur item: fur overcoat Long-sleeved and long coat extendeding down to your knees. Can be crafted and is a useful piece of winter clothing. More valuable, heavier and requires more raw material than a fur shirt. Foreign traders and Njerpez now have a distinctive cultural difference between armours they favour and wear. In general metal armours are very rare, and even the foreign warriors need to rely mostly on fur and leather for protection. Helms, cowls and smaller metal armours for spot procetion are now far more common than valuable body armours such as hauberks. Wealthy local cultures of Driik, Sartola, Koivula and Reemi may very rarely have few metal armours available. These are often helms and pieces of spot protection, and only extremely rarely body armours. - balanced: stocking and availability of some basic tools Basic tools such as pots, ropes, sickles and shovels are now more commonly found even among isolated cultures. Availability of the tools is naturally culturally dependent, but you don't necessarily have to go to western villages anymore to find a pot or shovel. Villages now stock also empty wooden containers such as wooden tubs and bowls. - added: villages stock wood and lumber You can now find boards, slender tree trunks, wooden stakes and logs in villages. Availability of these items is naturally culturally dependant. - added: villages stock ordinary clothes All except northern cultures may occasionally have some spare clothes available in their villages. Availability of clothes is dependant on village wealth and population, but there's a possibility to find all kind of ordinary clothes; linen, woollen, nettle and fur clothes- and even shoes or women's dresses. - balanced: availability of high quality of northern bows Northern people can now have high quality (fine and masterwork) bows - their availability was broken in previous version. These items are still rare, but can be found. Especially Kuikka-tribe people are the master bow makers of the north. - added: one new character portrait (to eastern portraits) - added: "Stop your tasks" companion command This makes your companion to stop all the tasks he/she was doing. - added: group commands for pets and companions You can now give group commands to your pets and companions eg. to make them all attack the same target at once. * group commands for pets Group command mode can be activated after you've chosen to talk or shout to one of your dogs. If there are multiple dogs within sight or hearing range "Group command" selection appears in animal commands menu. After you've activated it the command you then choose will be given to all the dogs in range. 'Eat' and 'Attack' are possible group commands for dogs. Eat command still requires first talking to a dog in your sight. * group commands for companions Group command mode can be activated after you've chosen to talk to one of your companions. If there are multiple companions within a close range "Group command" selection appears in companions commands menu. After you've activated it the command you then choose will be given to all the companions in range. 'Attack', 'Fell trees', 'Make a fire' and 'Stop your tasks' are possible group commands for companions. - added: an option to ask NPCs what they want in a trade There's now "What of my items you'd prefer in this trade?" chat option available during trading. Upon using it NPCs will let you know the items they prefer, or how they feel about the trade in general. Regardless of what they say you can still offer any items you want, but usually their thoughts and wishlists are good and fair advises. - balanced: robber demands and speaking them out * You can now ask robbers what items they want exactly. This helps to decide whether you really want to hand over your goods or not. * Robbers demands have been reasoned and can vary In general robbers now prefer value and quality over quantity. Even if you a had lots of gear with you robbers are usually satisfied with a dozen of most precious ones. Most importantly they don't want to rob all of your clothes and armours anymore, but only the most valuable ones. There's also variation in robber's demands and some can be happy with only a few very valuable items. - added: seals! There are two types of seals: the ringed seal and the grey seal. Both live in the sea and can be found on all the coastal regions of the UnReal World. The grey seal is more common than the ringed seal. (In reality certain subspecies of ringed seals should exists in big lakes of Kiesse too, but adding them stays for later.) Seals spend most of their days in the water but do regularly come ashore to rest and pass time in certain locations. During open water season they rest on rocky surfaces of the utmost skerries and islets of the sea. In the winter they do live near the edge of the ice, spending the lazy hours on the ice. For more information about the seals see game encyclopedia entries [F1] for RINGED SEAL and GREY SEAL. * Meat yield from seals is very low compared to their weight, but their fat yield is high. * Seal-tribe village restocking has been adjusted to feature a proper level of seal furs and meat. To allow compatibility with modded tilesets there's a separate sprite files for seals: truegfx/av_gseal.png, truegfx/av_rseal.png - added: aquatic animals can dive under the water They do it especially when escaping. As diving animals disappear from your sight they are pretty much impossible to be hunted while diving. - added: feathers Skinning a bird now also gives you its' feathers. Number of feathers obtained depends on the bird size and ranges roughly from 12 to 100. It's assumed that you want to keep only the good wing and tail feathers. * You can also find naturally dropped feathers. * Feathers are categorized as tools. * Crafting an arrow now requires three feathers per arrow. Crafting a blunt arrow now also requires tying equipment as the feathers need to be attached to the shaft. To allow compatibility with modded tilesets there's a separate sprite file for feathers: truegfx/sp_feather.png - added: new birds Raven, goshawk, hazel grouse, kuikka, goldeneye, willow grouse and eagle owl. Find briefing of the new birds below and see their game encyclopedia [F1] entries for more info. * Raven Ravens prefer extensive areas of forest and exist throughout UnReal World in rather scarce number. They are mainly scavengers feeding on carcasses of dead animals, but their diet may also vary widely and ravens can be considered quite omnivorous. * Goshawk Goshawks are strongly built hawks. They nest in older forests throughout UnReal World and hunt other birds and small mammals, sometimes as large as hares. Goshawks are migratory birds, leaving in late autumn and returning in spring. * Eagle owl The eagle owl is a very large owl. They have large heads with striking ear tufts and fiercely glowing orange-coloured eyes. Eagle owls breed in scarce number in forests almost throughout UnReal World, except for the unforested mountainous areas of the extreme north. Eagle owls are birds of prey and hunt hares, small mammals and birds. They are active at night and very efficient hunters. * Willow grouse Medium-sized and least numerous of all the forest game birds, but nevertheless found all around UnReal World and commonly hunted for meat. Willow grouse can thrive in very diverse terrain, but primarily occupies sparse pine forests, mires and slopes of cliffs and fjells. They are accustomed to cold, harsh and rugged environment, but favour having birch and alder trees around their territory. * Hazel grouse The smallest and the second most common forest game birds found in Unreal World. Adults mate in early spring and nest on the ground. They prefer thick forests with both conifers and leaf trees. In thick forests hazel grouses can survive better from goshawks. * Goldeneye Common aquatic birds breeding around inland and marine waters. Goldeneyes are migratory birds. They leave in autumn and are among the first migratory birds to return in early spring. * Kuikka Kuikka is a rather large aquatic bird named after its' distinctive call. Kuikka breeds throughout Unreal World by wilderness lakes with clear water. It eats fish, typically perch and roach. Kuikkas are migratory birds, leaving quite early in autumn and returning in spring. To allow compatibility with modded tilesets there are separate sprite files birds: truegfx/av_goshawk.png etc. - added: audio samples for birds Now we can actually hear ravens, goshawks, swans, kuikkas, hazel grouses and eagle owls calling. How talkative the birds are depends on the species and time of the year. Hazel grouses are most talkative in the spring and late summer, eagle owls call almost exclusively n the winter, kuikkas keep calling mostly during early summer season etc. - added: birds lay eggs All the ground nesting birds now lay eggs. Depending on the species eggs are laid in Swidden month (April), Seedtime month (June) or Fallow month (July). Aquatic birds lay eggs on islets and skerries, or nearby the shore among vegetation, and finding their eggs is relatively doable if you have patience. Eggs of forest birds are much harder to find. Of the forest birds capercaillie, black grouse, willow grouse and hazel grouse all nest on the ground. (Traditionally mostly the eggs of ground nesting birds have had importance to eke out diet. Eggs of tree nesting birds is a curiosity that was intentionally left out this time.) - overhauled: animal populations Creation of animal populations has been thoroughly checked, adjusted and balanced. These adjustments concern not only the commonness and relative number of animals, but also their natural habitats. Frequency of big game remains quite the same as it was, and most notable changes are seen in populations of small animals and birds. In general you can now expect more varied and greater number of wildlife to exist in the world, but natural habitat of animals has a much greater role than before. You can't expect to find any forest animals in any type of forest. Few examples: Gluttons and ravens prefer large intact coniferous woodland areas. And so do pine-martens - but they also like cliffs and caverns nearby their home forests. Badgers mostly occupy mixed or leaf tree forests - preferably with some wetlands nearby. Weasels aren't too picky about their habitat as long as there's enough trees and vegetation to provide coverage - but they tend to avoid too open areas. etc. etc. etc. With balanced and overhauled animal populations in use you are bound to find more animals and more different species within smaller area than before. It's possible that an area of 5x5 wilderness tiles (500x500 meters) can have a dozen of different forest birds, three hares, two squirrels, a fox and a badger around. It's possible - but naturally not always the case. And despite of more wildlife existing it's not evident that you'll get to spot it from a close (or hunting) distance. To learn more about changes in habitat and population adjustments see updated game encyclopedia [F1] pages for: * ARTIC FOX Even though artic foxes are most common in the north they can be now met also elsewhere. Even back in 1800's arctic foxes have been said to be somewhat common in southern Finland so we assume that some populations have wandered and existed all around UnReal World. NPCs of other than northern cultures can now also stock artic fox furs. - changed: arrows are now slightly more valuable (because of feathers in the mix) - added: all cutting weapons work for cutting carcassess - but knife is preferred You get fewer cuts from the carcass when using other than a knife. - added: hauling information messages if you try to haul items while wading Hauling while wading isn't possible, but there was no message to clarify this. Now the game tells you that it's not possible and suggest to push items to the shore instead. - added: sauna stove There are no fireplaces in saunas anymore, but sauna stoves instead. Sauna stove appearance and usage is similar to fireplace. Having this new sauna stove tile has no specific usage yet but preceeds the future sauna related improvements. - improved: lighting effect of fires Lighted area is now roundish and its' radius depends on size of the fire. As the fire gradually goes down you also see decrease in lit area. This affects to both campfires and lit fireplaces. - added: precise time passing featured on bunch of new tasks Added for general diy crafting, making and repairing clothes, timbercraft tasks (logs, boards, firewood etc.), hideworking tasks (cleaning, curing, tanning), digging a pit, preparing the soil, grinding flour. - added: option to stand still until not fatigued This option is available in movement and rest actions menu, or can it be activated by [ALT] + [-] hotkey. - added: unpaid category & standardized hotkeys to inventory filtering * There's now "unpaid" category within inventory filter menu (TAB) showing all your unpaid/taken items. * Shortcut keys for item types have been standardized. w - weapons, a - armours & clothing, c - containers, h - hides & skins etc. - added: direction is told in sound based messages Eg. "You hear a tree falling down in the east.", "You hear rustle of wings from the north." etc. - changed: e[X]changing weapons if a shield is wielded now costs a turn - changed: raw meat and raw fish now floats To avoid accidentally losing meat or fish when operating with a kill or catch by the shore. - modding fix: incorrect weight of modded [patchwise] cookery items For example: If you made batch of 5 cookery items which required 2.5 lbs of raw materials all together you got 5 cookery items each weighing 2.5 lbs - even though you should have gotten 5 cookery items each weighing 0.5 lbs. (2.5 / 5 = 0.5) - changed: only the items that don't float can be buried in bogs - removed: wheat bread Old item which didn't fit in the word. There's no wheat. - changed: clothes and armours being worn can be offered in a trade - changed: foreign traders don't fell trees anymore as their lagtime activity - changed message: "[creature] escapes." -> "[creature] flees." - fixed: sounds of fighting NPCs at the area occasionally being played when loading map or sleeping - fixed: being able to command NPCs of single house settlement to go away - fixed: NPCs climbing steep elevations too fast - fixed: being able to [a]pply animal leashes on world map - fixed: wrong "block of wood(s)" plural -> "blocks of wood" - fixed: a rare condition of trapped unconscious animals attacking - fixed: being able to [a]pply animal leashes on world map - fixed: leashed pet duplication when returning to village where your departed companion had recently returned - fixed: animals tied to trees occasionally roaming free Some iterations of this bug were fixed before, but a new bug prone instance was discovered. Report back if this bug still persists. - fixed: wading animals moving too fast - fixed: auto-tracking on world map occasionally displaying "You don't notice any tracks." - fixed: movement restrictions from penalties not always applied when rowing - fixed: unconscious NPCs blocking other NPCs from moving to same tile Now aggressive NPCs will walk over unconscious ones. When selecting a target from location with multiple NPCs the conscious NPC is always chosen if available. - fixed: humans can recognize trap-fences and understand to avoid traps there - fixed: cave crashes (specifically with .rpm package on Fedora) - fixed: location with traps spawning copies of earlier creatures at the area It was very rare occasion, but when triggered you could have same type of NPCs spawning at the area day after day. - fixed: container price wasn't taken into account in item price calculations - fixed: villagers knowing your breaches without seeing you in action Sight check was broken which caused villagers to magically be aware of your minor breaches such as harvesting their crops or building a fire. Minor breaches are now properly based on NPC sight so if they don't see you in action they don't know you did it. You still shouldn't try to push your luck by building fires or felling trees near the village center, because the guilty one is sometimes also easily guessed. - fixed: light from fires shined through obstacles Fires use line-of-sight mechanics now, and the light from fires reaches only where it actually can. - fixed: hiding mode not cancelled when hauling items - fixed: "source of livelihood" game course task was weight based Now true nutritional value of the food you are carrying is taken into account. - fixed: fighting leashed pets not following the player character - fixed: wooden tub price decreased (to one third) - fixed: multiple entries for "human shaped figure in distance" displayed (so that you can't guess if a world map wanderer is actually party of robbers) - fixed: being asked if you want to swim when entering zoom maps with deep water Character was properly located on dry land, but the question appeared nevertheless. - fixed: "impact doesn't penetrate your armor" displayed for unarmoured characters There's now "The impact doesn't hurt you." alternative. - fixed: repairing a piece of clothing with itself - fixed: bug potential with old animals getting removed from zoomed-in maps There was a vulnerability which might have caused old animals to rarely disappear from zoomed-in maps. It's secured now and animals should never just disappear suddenly. - fixed: rowing mode got cancelled when moving without a paddle or sesta in launched watercraft This resulted in watercraft not being properly transported with you between world and zoom maps. - fixed: it was possible to start hiding while rowing, swimming, or hauling items - fixed: spots of lichen or other ground cover appearing in the water - old topography bug. - fixed: nettles (and other grass plants) worked as {hemp} in diy requirements - fixed: tied pets sometimes followed you onto world map and got stuck there This fix isn't verified, so report back if this issue still persists. - fixed: pets staying on burning fires - fixed: birds couldn't fly over high cliffs - fixed: being able to set nets on ice if there was a hole in the ice nearby - fixed: saving between midning and morning caused various morning related checks to be skipped the next morning - you couldn't milk your cow, wounds didn't heal, skill flags weren't reset. For migrated characters a bugged morning check skip may occur upon reload if you had saved between midnight and morning, but after the next save it's all synchronised and fixed. - fixed: injury score from old injuries occasionally being added to new frostbites - fixed: NPC crops growing in water (on fields next to a lake) - fixed: robbers picking up items they couldn't carry made the items disappear - fixed: wilderness location where angry villagers or robbers might throw you away not properly randomized Previously only the north-west location was chosen, now there's proper randomized variety. - fixed: free sauna items Sauna scoops and tubs of water aren't free to take anymore. - fixed & balanced: skiing and walking in the snow * In addition to being fatiguing, walking in the snow is now also about 20% slower. * Skiing skill matters and skiing is now also fatiguing, but always faster and easier than than walking in the snow. Now your skiing skill determines how fatiguing it is for you to ski. The more skilled you are, the less of an effort it is to ski. Only highly skilled skiers get close to zero fatigue accumulation anymore, but skiing skill still improves quite fast so most characters can build up decent skiing skills during single winter. In any case skiing is always faster and less fatiguing than walking in the snow. * Skiing is cancelled and you are notified to remove your skis when the time of the year doesn't suit skiing. - fixed: food in NPC villages/camps never spoils - old exploit - fixed: setting bait to a direction you can't see wasted the bait - fixed: hauling not cancelled when pushing a hauled carcass - fixed: skinning ignored carcass beneath another one - fixed: being able to build ceiling and floor on the same tile where it was already built - fixed: "and X more..." not calculating correctly the number of items being prepared - fixed: hiding from robbers was impossible during the phase when they come to talk to you - fixed: missed shots that hit a group member of the original target didn't cause a morale check - fixed: sleeping or unconscious creatures prevented hiding Entering hiding mode wasn't possible if you were in "sight" of sleeping or unconscious creatures. - fixed: shield protection glitches They protected too much in neutral position and too little when held on the left side. - fixed: cancelling tasks skipped the possible morning maintenance and physical condition checks - fixed: creatures standing on cellar were invisible - fixed: when milking into a container filled with water the contents weren't emptied first - fixed: small animals (eg. squirrels and hares) being able to wade - fixed: foreign traders messed up item tags in the villages and made the items unpurchaseable - fixed: location selection dialog closes when choosing a location you can't see - fixed: villagers stocking stale food - fixed: skin not obtained if skinning got cancelled during the last minute If the skinning task got cancelled due to exhaustion (or whatever) at the very last moment of the skinning process you didn't obtain the hide, but the animal was still marked skinned. - fixed: spoiled food items occasionally not stacking This was related to markers of their original quality. The conflicting markers are now cleared upon spoilage. Notice that the old non-stacking spoiled food items your character may have will remain non-stacking. - fixed: stale tag persisting upon cooking You might get "Roasted stale perch" etc. Now stale tag disappears properly upon cooking, and the results of cooking stale food items aren't delicious. - fixed: waking up to strange noises when falling asleep from exhaustion while rowing or running - fixed: animals might freeze for moment upon escaping if their escape destination was badly chosen - fixed: drinking from containers taking too much time - fixed: villagers joining the robbers when they enter the village area - fixed: NPC/villager reactions to robbers was broken Now both the wandering NPCs and villagers react properly to presence of robbers. They rarely attack the robbers right away but keep them on eye. If the robbers cross the line by coming too close, then the people don't hesitate to attack them. - fixed: terrestial animals sleeping in shallow water - fixed: repeated deathblows with [3] fail to keep the previous aiming zone if any menu selections or certain actions (eg. sleeping) were made in between the deathblows - fixed: leashed animals not properly freed upon getting defeated and thrown away from the location by robbers or villagers Now your animals are unleashed. You may, or may not find them again. - fixed: wading on land if you were too fatigued/penalized to move at all and tried to start wading - fixed: sauna scoops and wooden tubs disappearing from villages - fixed: carcasses tagged as partially skinned even if the skinning wasn't allowed (ie. while swimming) - fixed: arrow-in-loading bug: NPCs could shoot you while the map was only loading -------------------------------------------------------------------------------------------- Version: 3.19 (stable) Released: 16-Sep-2014 ** 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. ------------------------------------------------------------------------------ Complete newslist for version 3.18 starts here: Version: 3.18 - beta 3 Released: Dec-18-2013 ** 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. - overhauled: trading in villages and item ownership There are no more shop-like storehouses from where you can purchase goods only with craftsmen. That is history. Period. Goods in each village are now owned by the whole community and you can start trading for them with any adult village member. It doesn't matter in which building the goods are stocked, they are all available for trading. Previous mechanism where trading would start right after picking up something from a storehouse is also history. Now you can freely pick up items from buildings and in around village and start trading for the collected items when you are ready. Trading for the collected items is started by talking to any adult village member. In short, to obtain village goods by trading do as follows: 1) pick up the goods you want to purchase 2) talk to any adult in the village 3) trading will start It's that simple, but there's more to learn. Here are the most important changes in detail: * Those chubby craftsmen who used rule storehouses do still exist but they are just regular villagers now. * There are no more shop-like storehouses with signs beside the door. People naturally still stock their goods in buildings so you should bravely enter them to see what's inside. MIGRATION NOTICE: Villages you have visited in the previous version continue to have storehouses with signs beside the door. But this doesn't mean that they wouldn't stock tradable goods in other buildings as well. * Collecting items you want to trade for can be done by picking them up, starting to move them, or packing them on your pack animal. * You can collect several items from several different buildings and start trading only when you've got everything you want. Compared to previous "pick-and-trade" system it's far easier to wander around the village, grab what you want, and finally trade a long list of items at once. * Villagers can also start self-imposed bargaining if you have held the unpaid items in your possesion for too long - or if you try to sneak away with unpaid items. You may also hear villagers shouting you to come talk and trade. It's wise not to hesisate when you've been asked to pay. * It's easy to change your mind if you don't want to trade for something you happened to pick up. Dropping unpaid items back to their place, or close by, removes them from your debt list. Picking, touching, feeling and examining items is not a decision to buy them. However, you will naturally need to pay for unpaid items you may have destroyed, hidden or lost. * When paying your debt you can select multiple item stacks in your inventory at once. Your trading partner then accepts or rejects offered items, giving verbal feedback where necessary. * Offering unpaid items back to the villagers will simply make your trading partner reclaim them. This can be used as a way to ease your debt, or change your mind, if you notice having difficulties to pay what they want. However, it's always best to collect and trade for items you can actually afford. * More detailed feedback about payed vs. asked ratio. After every offer NPCs will tell you how happy they are about the bargain so far. There are ten different lines they can say and these will give you a better picture about how much more you should give them to have a deal. * Inability to pay your debt When villagers start bartering demanding you to pay for unpaid goods there's also "I can't pay" chat option available. This option can be used if you've picked an excess amount of debt and find it impossible pay what they want. If the option is chosen villagers will reclaim their goods from your possession. Inability to pay on demand always lowers your trading reputation, so it's best to use this option only when necessary. If your trading reputation gets suspiciously low villagers may even banish you from their village. * Unpaid item tagging Unpaid items will appear tagged as [unpaid] or [taken] in your inventory. These tags will help you to check and manage goods to purchase before bartering. If you manage to steal something, these tags will wear off in a week or two so that you won't be reminded of item's previous ownership forever. * Dealing with thieves Leaving a village with unpaid goods despite of villager requests to start bartering, will label you as a thief. At this point it is not possible to start bartering anymore. Before villagers label you as a thief they have actively tried to come barter with you, so it's practically impossible to steal something by accident. If villagers consider you a thief they'll first tell you to drop the stolen goods, and will then attack to claim their goods by force. If you are unwilling to drop the stolen goods they'll try to beat you unconscious and then take what is theirs. The good news is that now they'll spare your life, but don't hesitate to hurt you badly. Dropping stolen goods will cancel the pursuit, but your reputation is already smudged. After you have been defeated, or willingly dropped the stolen goods, villagers will decide how to deal with you from now on. Their decision depends on the value of goods you tried to steal and your previous breaches. If their tolerance is exceeded you will be banished. Even if you were allowed to stay your reputation is nevertheless smudged. Even a single grand theft attempt is enough reason to get banished. And the word gets around. - improved: one-to-one trading Trading with individual NPCs to obtain items from their personal inventory has undergone few improvements: * You can freely select items you desire from NPCs inventory using the common inventory menu. Selecting multiple item stacks, or for example only 4 of 12 available arrows is possible. Naturally only the items he/she is willing to trade are available for selection. * When trading starts you can offer multiple items at once from your inventory. One-to-one trading is started the same way as previously; talk to them and choose trade option. Notice that one-to-one trading with villagers is not possible if you are carrying some unpaid community owned goods. In that case they will ask you to pay for the goods you taken first. - improved: village inventory and restocking Previously we used to find goods lying around only in villages that used to have separate 'shop like' storehouses. Now some basic toos, weapons, utensils and foodstuff can be found in almost any settlement. Village property is naturally culturally dependent and quantity of stocked necessities depends on village population. Wealthy cultures still remain as a best source to find extra items, but the cool thing is that you can now occasionally find interesting goods among more isolated cultures as well. Restocking has been balanced and improved. It's now more accurately based on village population and culture. Visiting villages has now more surprise potential than previously. Instead of always travelling to west to fulfill one's craving for certain items it's now possible to find necessary goods from seemingly isolated settlements as well. With new kind of stocked goods around you can learn about diet, source of livelihood, common game animals and used tools of each culture just by wandering around their village. Villages now look and appear much more lively and inhabitated. * Better food supplies Villages now have better food supplies than previously. Type of stocked food is culturally dependent and the amount is based on village population and lifestyle. You may bump into large piles of smoked fish in islander villages or witness a steady supply of dried reindeer meat in the north etc. * Furs - a completely new type of village property Almost all the cultures stock some sort of furs, but there's significant cultural variation in type and quantity. Northern and eastern cultures tend to have most abundant fur supply. - added: reputation with village Character's actions affect to his/her reputation with village. Word gets around quickly so all the inhabitants pretty much always share the general opinion about you, provided that you have earned your reputation within the social group in question. There are several reputation categories which all are tracked individually. And within each reputation category there are several grades of good and bad. NPCs will treat you according to reputation category that fits the situation. For mixed reactions, or when your overall reputation matters, NPCs can draw a conclusion based on comparing and computing multiple reputation categories. Earned reputations will be revealed to you in NPC comments during talking, or when they find enough reason to shout a comment. Reputation categories are: * Trading reputation Increases by trading frequently, effectively and reliably. It also matters how generous your offers are and how valuable deals you make. Reliability in trading means that you don't change your mind too often, and are always able to pay your debt. Decreases with inability to pay, hesitation, changing your mind too often or avoiding to pay in time. It's especially bad for your trading reputation if you "forget" to pay, and need to be notified about it frequently. Pros: NPCs may occasionally cut prices and don't hurry the payment. You can wander around the village with unpaid goods more freely. Cons: NPCs may demand excessive prices and hurry you to pay. You can wander around the village with unpaid goods less freely. * Violent reputation Earned by attacking peaceful villages. Degree and repetitiveness of committed attacks matters. * Offender reputation Earned by doing mischievous or forbidden activities in a village. These would include setting traps, building fires etc. Be aware that [p]ushing village goods around is now also a minor offense. * Theft reputation Obviously earned by stealing, or trying to steal. People rarely want to trade at all with notorious thieves. * Helpfulness reputation Increased by helping and doing favours for villagers. Currently the only way to help villagers is to give them goods by using deliver-chat option. The more valuable goods you deliver the the higher you'll be ranked as a helpfull soul. BETA NOTICE: In the future there will be more ways to help villagers, but even now it can be useful to use your excess goods for gaining positive reputation among villagers. * Dodginess A general factor which is increased by acting in a way that annoys villagers, or makes them suspicious. Dodgy characters will be kept on eye more closely. Thieves, violent ones and even really suspicious traders may earn a reputation of being dodgy. * Familiarity Familiarity reputation classifies how well-known you are within a certain community. Familiarity is gained by overall interaction, visits and time spent with a certain community. You enter their village as a stranger and people slowly start to know you better and better. Familiarity may have some impact on all the other reputation categories and very noticeable impact on how NPCs talk to you. - overhauled: NPC AI and village policy for dealing with breachers There tons of new rules and AI improvements considering how NPCs react when somebody misbehaves in their village. Minor breaches are now dealt in less lethal way than previously, and in general NPCs have far more options than just to attack and kill the offender. Here's a summary of overhauled "UnReal World law and punishments": * Banishing Banishing is a general non-lethal way to deal with those who have committed minor breaches. Banishing procedure replaces the current standard of activity where villagers "just get angry" if you did something bad. Length of the banishing period varies depending on your violations. There may be various preceding activities prior to banishing, but if it's not a murder you committed, you'll usually get away with it alive. When you get banished, for whatever reason, it goes like this: First NPCs will tell you that you have to leave. If their orders are ignored they attack, trying to remove you by force. They don't hesitate to hurt you badly, but those who are banished will not be killed. Forceful removal continues until you escape willingly or have been knocked unconscious. And when you regain conciousness...you have been carried out of the village and dumped into wilderness location of their choice. So you are banished not only in theory, but in practice as well. If you return to the village during the banishing period you'll get the same treatment again. And as the word gets around banishing can become very harsh punishment. * Dealing with violent troublemakers Starting a fight with villagers is now less lethal, provided that no one gets killed. There are consequences, though, as attacking the innocent is naturally unacceptable. There are no changes in common behaviour where villagers defend each others if one of their own is attacked. The new thing is that when villagers now fight for self-defense they do not aim to kill the brawler, but to give them troublemakers a beating they have begged for. How badly you'll be punished depends on how violently you have behaved and for how long you'll keep brawling. When villagers have given you a justified crackdown they decide how to deal with you from there on. If you have fought the villagers only to a small degree they may consider the incident settled and allow you to stay - with a smudged reputation. If you have fought persistently and hurt them badly you'll get banished for some time. If you get defeated in a fight you started but never gave up, your life is spared but villagers may distrain some your weapons. And they will also forcefully remove you from their village. * Dealing with offenders We know that there are certain things you are not allowed to do in villages; setting traps, building fires, deconstructing buildings or harvesting crops etc. There are no changes in this regard, but NPCs now deal with offenders in a less lethal way than previously. They do not try to beat you dead anymore over a bunch of snatched turnips or inconsiderately built campfire. If you have committed an offense, villagers foremostly try to tell you off so that you'll hear it loud and clear what's allowed and what's not. If you do not take their warnings seriously and continue mischievous behaviour you'll get banished from the village. * Dealing with murderers It's simple and merciless; murderers will be killed. - added: spreading of news Word of your good or bad deeds gets around and news spread across the villages. Spreading of news is simulated based on village population and assumed interaction between villages. News delivery time depends on distance between villages, likeliness of travelling inhabitants and importance of the news. Especially alarming news are delivered faster and people usually try to spread news of an attack to neighbouring villages as fast as they can. Dead mean don't deliver news, so to silence them all is to silence the news. News spread first from source village to closest neighbouring villages. From there on the news will be delivered to villages further away if necessary. So villages can acquire news through several intermediate sources. Number of intermediate sources affects to how people react to the news they have heard. It also matters how many sources are telling the same news. For example: You are labeled as a notorious thief in certain village. When the news about this reach the closest neighbouring village (secondhand knowledge) people there most probably also treat you as a thief. In the villages further away people may get suspicious towards strangers after hearing rumors about thieves (thirdhand, fourthand etc. knowledge) - but they don't judge you right away. Upon entering a village where people have heard news about you they first come to check you out and talk their mind. You'll be told what they have heard and their attitude towards you comes clear. - improved: selecting living targets Whenever you need to select a distant target you can quickly switch selection between creatures in sight by pressing [+] and [-] keys. This is most handy in any situation where you want to select a living target quickly; examining them, talking to them, throwing things at them. [+] selects the next farthest creature. [-] selects the next nearest creature. Target selection dialog naturally shows these new keybindings so you won't miss to use them when needed. - changed: key command to talk to someone is now [C] It's a keybinding of its own, no need to bring up extended commands. This was changed for the sake of fewer keystrokes. In addition, target selection cursor is located at nearest creature by default. - improved: NPC speech Your reputation and familiarity affects how NPCs talk to you. Now they make it clear how they feel about you and can say the same thing in different ways. Depending on your reputation they may respond kindly or unkindly, praise you or call you with names. People can also react and speak differently depending on your culture. Lots of NPC sentences have been rewritten. There's fresh speech to discover here and there. * When greeting NPCs there's now an option to introduce yourself. * With familiarity reputation in effect villagers may also occasionally shout varying greetings when you enter their village. * If you've done something that has angered the villagers you can find out the reason by talking to them. Instead of not responding at all, now they usually shout a short line about what has made them mad. - added: quicker access to companion commands Upon talking to your companion the list of companion commands is displayed first. This is because we most often talk to companions to command them. To start a regular conversation you can choose general talk option at the bottom of the companion commands menu. - added: hunting companions Companions can be commanded to attack a target of your selection. This makes your companions now hunt for real. It's also possible to command your companions to attack hostile people, mostly Njerpez, who have not noticed your party yet. Your companions will also notify you about a kill. They will stay beside the downed animal and shout for you to come over. This continues until you arrive, or they find more important tasks to do. - added: you need to keep your companions fed It's your duty to take care that your companion has enough food during your time together. Use the usual "Deliver" chat option to give more food to your companion. If your companion is running low on food he/she will start talking and let you know about it. Or you can keep an eye on your companion's inventory. Companions have tendency to eat in the morning and at about same time as you do. For curiosity, there's also a message displayed when you see them eating something. If your companions experience prolonged shortage of food they may eventually leave you. - added: more versatile world location descriptions In addition to currently existing terrain and region name information such as "Cliff at Steephill", locations on the world are now also descriped relative to cultural regions and specified with compass points. * Locations inside cultural regions are specified with eight compass points: "South-eastern Kaumo", "Northern Driik", "No man's land in eastern Kiesse" etc. * Locations on no man's land outside cultural regions are descriped in relation to nearest neighbouring culture and specified with four cardinal directions: "No man's land south of Koivula", "No man's land west of Driik" etc. New location descriptions appear in information box of character's current whereabouts, and whenever verbal information about certain location is told for a reason or another. So we'll get these kind of location/region descriptions from now on: "Cliff at Steephill, Western Sartola" "Spruce mire at Murder woods, No man's land north of Kaumo" "Koivulais Village at Hightop, Northern Koivula" - overhauled: marking of time It was about time to get rid of the julian calendar. The marking of time is now changed to something quite different; a system that most probably has been in use in iron age finland. The year is divided into two halves, summer and winter. In between come midsummer and midwinter points. The periods between these four dates are of equal length consisting of 13 weeks with 7 days in each. Between the quarters the weeks are counted in reverse. That's because for ancient people it was most important to know how far away the next important transition period is. Months, moon periods, still exists and are important. The year is divided into 12 lunar months, but the month names are now different; they are english translations of finnish month names. We'll get this kind of dates from now on: Summer, Fallow Month, Day 1 of 4th week before midsummer point, Latter Winter, Center Month, Day 7 of 2nd week before summer After a while following the 'unreal calendar', calculating weeks in reverse and thinking of year in two periods (summer and winter) with mid points in each becomes strangely natural. And most importantly, there's a whole new feeling in experiencing the passing of time - and waiting for summer or preparing for winter. There's also a game encyclopedia (F1) entry about MARKING OF TIME. - improved: character's death reason descriptions Death reasons are now formed in more complex and informative manner. The idea is to display more information about who/what caused the injuries/situation that eventually lead to death of the character. An example of pretty much most complex death reason description would be: "He started to bleed after being hit by Kaumolais Hunter and fainted from the bloodloss. While unconscious, he was hit by Kaumolais Sage and died from severe injuries." Death reasons are often shorter than this, but at least you always get to know what/who eventually did the finishing blow. - overhauled: list and archive of ancestors Ancestors archive is now persistent. The list and statistics of your deceased characters will stay between version updates. Extensive amount of data is collected and saved for each deceased character. This data is not used that much just yet, but allows fascinating ancestor related features to be implemented in the future. * Memorial page, displayed after your character's death, tells the reason of death and character summary in fresh and more detailed way. * 50 latest deceased characters are listed and stored in ancestors archive. This data of the deceased will be utilized more extensively in the future. * Upon viewing the list of ancestors you can dispay memorial page of each ancestor at will. * TEASER OF THE FUTURE: Your characters won't die in vain. They leave a persistent mark. Some day, in some version, you'll hear legends about them. And that's just for starters. - added: fresh images Start picture, one character portrait and couple of background images. (Eventually we'll renew the remaining low-res outlook completely) Credits for additional image editing go to Paulo Marcelo from Brazil. - added: CTRL and 0 now toggles between normal and maxed out map view Previously CTRL+0 was used only to restore zoomed map view to normal. Now, if you use with when map view is already normal, it sets maxed out view. Quick toggling between max/normal map view. - added: NPCs shut doors behind them - added: peaceful NPCs withdraw from your way This means easier moving in crowded villages. - added: starving pet dogs may eat carcassess So don't go hunting with a starving dog if you want to get hides of your kills intact. - modding add: [TERRAIN:] tag used in diy/biy requirements now recognizes also exact terrain tile names This tag is used to specify required wilderness map terrain tile name regardless of location on zoomed-in map. Example entry: {[TERRAIN:Conifereous forest]} 'Be at conifereous forest' Notice the usage of both curly and square brackets and also DO use your own defined 'requirement description'. - modding add: [TILE:tile name] and [NEARBY_TILE:tile name] diy/biy requirement tags These tags are used to specify required character's location related zoomed-in terrain tile name. [TILE:] requires character to be located on specified tile. [NEARBY_TILE:] requires character to be located beside specified tile. Example entry: {[NEARBY_TILE:Spruce]} 'You need to be nearby a spruce' Notice the usage of both curly and square brackets and also DO use your own defined 'requirement description'. - modding fix: inability to add new western or eastern character portraits Number of portrait pictures for these two cultures was limited. This is fixed now. - fixed: smelling when the food is ready from far too great distances Now you can smell when the food is ready roughly from 2*smell/taste tiles away. This was broken so that you could also smell when smoked or dried food was ready - that's fixed, and not possible anymore. - fixed: "hurt, helpless and afraid" scenario sometimes caused an instant death from too many wounds - fixed: burning stones - fixed: disappearing pets Heavy duty fix this time. If your pets still happen to disappear the game will notice it and auto-restores them on the fly. In addition you'll be given instructions to notify about the bug. - fixed (again): pet/companion duplication This bug hasn't been as annoyingly regular as it used to be, but there were few occasions where it could be triggered. These instances have been fixed now and hopefully we got completely rid of this bug. - fixed: fighting NPCs picking up useless items such as tree trunks - fixed: no sprite for buckler item Bucklers do have a basic shield sprite now. Previously discovered bucklers remain spriteless. - fixed: picking up fish catch Detailed catch description will be displayed but now the fish will be located at your feet rather than auto-picked. You can then pick them up at will. - fixed: pets eating food from villages - fixed: incorrect display of meat cuts being prepared - fixed: thrown staves getting stuck to target - fixed: clubs not working as treshing tools - fixed: sections of ice covered sea appeared as open water on zoomed in map - fixed: when pouring something to an empty container the source container wasn't emptied expectedly and something always remained. - fixed: fish weight being re-randomized upon loading character - fixed: pets leashed to a tree still followed after zoom-out The bug occurred if tied pet was nearby the character upon zooming out. - fixed: discrete per-minute delays when doing tasks ------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------ Version: 3.16 - stable Released: Apr-27-2013 ** Saved characters from version 3.15-> are compatible with this version. ** - improved: wielding a new weapon when both hands are in use If you wield a weapon when both hands in use your secondary weapon is automatically taken off and the new weapon is wielded as a secondary weapon. - fixed: possibility to climb while hauling items This was not intentional, and doesn't work anymore. [p]ush items to bring a heavy load on the other side of a fence etc. - fixed: dogs being attracted by baited traps They did not enter traps, but failed to notice safer food options nearby. - fixed: dogs eating from cellars - fixed: fat not accepted as raw meat It's accepted now..for those who want their fat cooked. - added: simple configuration file to customize some game options View and edit urw_ini.txt in your installation folder to customize the following options: - Keep examine distant location (F3) dialog active for repeated selections until cancelled? - Ask to climb fences, or climb them automatically? - Ask a confirmation to exit zoomed in map if dogs or companions are left behind? - fixed: dogs can hurt animals in a tree - fixed: occasional meat description changes if different types of meat was prepared at the same location - balanced: dogs - the price and behaviour Changes apply mostly to their hunting behaviour, which resembled more that of a well-trained war dog rather than a common hunting dog. * Hunting large animals Dogs now primarily aim to block animal's escape route by heading in front of it in order to make it stop or to change its course. Most importantly hunting dogs now bark in alarm when they've got the animal cornered or momentarily stopped. * Hunting small animals Same tactics as with large animals, but dogs also tend to make occasional attacks and usually manage to injure their prey quite effectively. * Hunting aggressive animals No relevant changes. Dogs fight as bravely as they always do, with some individual variations in the mix. If cornered animal turns aggressive, the dog will fight it. If the prey animal escapes again, the dog tries to block its escape route and lets you know about it by barking. * Dogs are now more valuable. Their price is tripled. - added: NPC/animal fatigue information displayed Upon looking at creatures (F3) their fatigue level is displayed: "It looks [slightly fatigued/fatigued/very fatigued/breathless]." - added: "Yes/No" dialog to ask if you want to climb the fence when you move on it. - added: hide quality depends on how damaged the carcass is If the carcass to be skinned is partially eaten or otherwise damaged the quality of resulting hide is accordingly lower, and skinning is more difficult. * It's worthwhile for fur hunters to bring the animal down quickly and effectively to prevent ruining the hide with excess strikes. * The smaller the animal the less strikes are need to damage its' hide. * In general edge and point attacks pierce the hide most effectively so blunt weapons are something to consider for knocking the small game dead. * Location of the wounds also affects to possible hide damage. You can get a perfect hide even if the carcass has been beheaded or misses a hoof or two, but dozen of spear strikes in its abdomen doesn't look good in finished hide. * There's a damage tag displayed upon looking at the carcass: harmed/torn/hacked/mangled/crisly If there's no tag displayed the carcass is intact in terms of utilizing the hide. - fixed: cancelling aiming zone/weapon aspect in counterstrike - fixed: False skinnig message: "The [NULL] is the right tool here, but suffers from..." - fixed: "hides & skins" not listed by default when making cords - fixed: purchasing multiple animals within one talk session only gives you one Talk session now ends after each completed animal trade. You need to talk again to trade for another animal. - fixed: sacrificing unknown plants reveals their true name - fixed: leashed animals not always following you upon zooming out If they were stuck behind trees, walls, other creatures, they would stay on zoomed in maps. - added: zoom in/out confirmation dialog if your companions/dogs are getting left behind If companions or dogs can't follow you upon zooming in/out you'll be notified and asked if you really want to leave the area. - added: name of your leashed pet is displayed in character's inventory with the leash in use - added: press [ESC] to skip "more" prompt in message display Rest of the messages for given turn will be displayed without pausing on every screenful of messages. - changed: key command to show character profile screen is now [P] - removed: access to other profiles (rituals, skills etc.) from character profile screen has been removed It wasn't that useful. - fixed: non-stacking items Traded items, or items gotten from NPCs, did not always stack with same kind of self made items. - fixed: animals occasionally "freezing" beside traps without entering nor passing them - fixed: occasional plant alteration during threshing You threshed some rye, but got blueberries. (It was about berry eating animals nearby messing up the data) - fixed: when tanning skins rinsing and soaking can degrade the skin quality This wasn't intentional. Those tanning stages now do not affect the skin quality - they are not so challenging considering the whole tanning process. - fixed: numpad issues after switching tasks - fixed: sleeping disorders Short, interrupted sleeps were often more refreshing than long uninterrupted sleeps. - added: sleeping on furs for extra warmth and comfort The fur needs to be of decent size to act as proper ground cover or blanket. Several smaller furs can be used instead of one big pelt. ------------------------------------------------------------------------------ Version: 3.16-beta 3 Released: Apr-4-2013 ** Saved characters from version 3.15-> are compatible with this version. ** - added: automatic item type filtering for variety of item selections Automatic item filtering was most notably missing from crafting selections. Item filtering in crafting equipment selection follows the general idea to list only applicable item types by default. - added: drinking messages Instead of just letting you know if your thirst was extinguished you are also told of having sipped, drank or gulped the liquid in question - depending on the amount drank. - added: options to feed your dog Dogs will eat food on the ground within their reach when they are hungry, but sometimes you want them to eat on your command. There are now two options to awake your dogs appetite. a) throw food at your dog Choose your dog as a target. As long as you are throwing food it's considered a feeding option, not a missile attack. b) talk to your dog and command it to "eat" Both options will encourage your dog to immediately search for food and eat it. Your dog will still decide what it will eat, so you can't feed it something it doesn't like. Your dog also avoids overeating and prefers to go for the nearest foodstuff within its reach. - added: pet dogs now follow you without a leash You don't have to leash your pet dogs anymore, they will happily follow you. However, sometimes it may be reasonable to leash your dog to keep it close by. - added: options to command your pets Talk to your pet to command it. The following commands are available: * attack Command your dog to attack selected creature. Dogs will attack only wild animals or hostile NPCs on command. * eat Encourage your dog to search for food and eat it. * come Tell your dog to come at you. Freely moving dogs may wander further away from the player character so sometimes it's useful to tell them to come at you. * name Give your pet a name. * stay Tell your dog to stay put. It will stay in one place for some time, but eventually starts following you again. If the dog is told to stay, it won't follow you when zooming out from the local map. * follow If you've told your dog to stay put, use this command to tell it's now okay to follow you again. - changed: checks to determine if your pets/companions can follow you upon zooming out from local map Previously your pets/companions were magically able follow you in all occasions regardless of their whereabouts on zoomed in map. If you zoomed out, they always zoomed out with you. Now a waypoint check is made for pets/companions that are following you to determine if they actually can reach your location and are able to follow you. If they are not able to reach your location they will stay on zoomed in map. Coming back and grouping up again is naturally possible. Now that dogs follow you without a leash these changes are necessary, but they also bring team spirit up to a new level: * Your dogs will stay penned if you zoom out when outside the pen. If you are in the pen the dog can naturally reach your location and will zoom out with you. * If your pet/companion is caught in the fight they are unlikely able to reach your location when you zoom out. Therefore you can't leave your fighting pets/companions behind and assume that they will appear next to you on the wilderness map after zooming out. * If your pet/companion is far away and their route back to you is obstructed, they may not be able to reach you when you zoom out. In difficult terrain, and in difficult situations, you need to group up to ensure that the whole party will travel together. * In general pets/companions have no trouble reaching your location when zooming out, even if they are hundred of meters away. But sometimes you need to pay attention and think to yourself that you don't leave your companion. - added: descriptions of known creatures shortened in game messages In case of people and animals you know by name their descriptions are shortened in many game messages. For example, "Ruurikki attacks Rudolph." [now] instead of "Ruurikki the kaumolais woodsman attacks the reindeer" [previously]. - fixed: companions with axes nagging about requiring proper tree-felling equipment - fixed: foodstuff alteration/blankage upon spoiling This bug manifested itself by showing blank food names while item count was still displayed correcly. The bug occurred only with foods, and quite often with those in cellar. I blame the spoilage routines for it, but this was only 99.9% confirmed. If you ever encounter a similar bug again be sure to report as soon as possible. - fixed: oath of iron ritual occasionally removing or transforming selected weapon - fixed: oath of iron ritual working for javelins - fixed: when drinking milk the amount consumed wasn't relative to character's thirst 1 pound of milk was always drank, regardless of your thirst. Now you drink only the amount needed to quench your thirst. - fixed: occasional problems with cutting/skinning a carcass from an adjacent tiles - fixed: being able to buy animals in a village from your party members - fixed: waking up to "strange noises" if you were [R]unning when going to sleep - fixed: "hoard wisely" warning message popping up without proper reason As this now works as intended be sure not to overlook the message anymore - it is displayed if zoommap item limit is soon to be reached. It's hard work to reach item limits, but it's possible for example by creating huge and dense fields. If you are unwisely hoarding too much stuff at too small area this warning message advices you to spread your stuff over a larger area. - fixed: movement sound for walking being played when swimming - fixed: unable to wield weapons picked from your companions - fixed: picking up items from under NPCs not possible because of "this is not your pack animal" check. Now you can also pick up items from under your pack animals: just cancel unpacking dialog and picking up items from the ground will start. - fixed: watercrafts disappearing after zoom in/zoom out sequence if you didn't make any moves in between - fixed: penalty statistics (from carried load) not updating immediately after unpacking animals - fixed: 'Cover for kota' selected automatically This is was not intended. Most often you want to manually select the hides to use rather than have the best ones automatically selected. ------------------------------------------------------------------------------ Version: 3.16-beta 2 Released: Mar-5-2013 ** Saved characters from version 3.15 are compatible with this version. ** BETA NOTICE: This is a beta release. Listed improvements are to be extended further in releases to follow. Many of the intended features for the UI and AI have not yet made it into this beta release. LICENSING NOTICE: UrW is now donation based freeware game. Free to play - donate to keep it that way. See the link below: http://www.jmp.fi/~smaarane/urw_donation-based.html - fixed: game freezing upon map item limit being reached This occurred when character went to sleep or left/entered a map. There is a zoommap limit of 2000 unique items on 50x50 (tiles) area. Upon approaching this limit the game tries to clean the area by removing unnecessary stuff like old bloodscapes and tracks. If the clean up failed, and there were truly excess number of items, the game fell into endless loop. - added: warning message if zoommap item limit is soon to be reached It's hard work to reach item limits, but it's possible for example by creating huge and dense fields. If you are unwisely hoarding too much stuff at too small area there's now a warning message which advices you to spread your stuff over a larger area. - fixed: sticky ALT-key after switching windows by alt-tabbing - fixed: hiding being sometimes not possible even though no one was around to see you - fixed: it was possible pick up a punt/raft while rowing - added: '=' key (equals sign) works as an alternate key for '+' Small but significant laptop friendly addition. - added: item selection dialog remembers the page and location of your last selection Upon repeating any item handling command the item selection dialog opens from the page and location of your last selection. This makes it easier to handle inventories with several pages as you don't have to scroll back where you were. For example: You are picking up items from a huge pile and choose something from a stack on the third page to see if you can still carry something. Let's say you can, and you want a few more of those. Using pick up command again now automatically scrolls the item selections dialog to your previous location. - fixed: broken cow & sheep audio definitions -> samples were not played - fixed: unnecessarily long human meat descriptions causing crashes Occasional buffer overflows and crashes occurred after handling human meat or cutting up NPCs. Now cutting NPCs for meat gives you simply "human cuts" instead of cuts with full description (e.g. "Kaumolais adventurer cuts"). - fixed: pressing [esc] to skip optional item selection (e.g. seasoning in cookery, herbs in wound treatment) cancelled the following task as well. This was related to keyboard repeat delay and occurred only on some keyboards. - fixed: pets dogs occasionally refusing to eat the food available Dogs preferred raw meat a bit too much. If there was raw meat at the area (eg. in your cellar) they refused to eat anything else. Now dogs will happily eat the closest foodstuff available even if it's not their favourite kind of snack. *** Version: 3.16-beta Released: Feb-20-2013 ** Saved characters from version 3.15 are compatible with this version. ** BETA NOTICE: This is a beta release. Listed improvements are to be extended further in releases to follow. Many of the intended features for the UI and AI have not yet made it into this beta release. LICENSING NOTICE: UrW is now donation based freeware game. Free to play - donate to keep it that way. See the link below: http://www.jmp.fi/~smaarane/urw_donation-based.html - improved: [m]oving items Upon using [m]ove command you'll now select items to haul along from the new item selection dialog which allows smooth and easy selection of multiple items. Now, wherever the character moves, selected items will be hauled along. Depending on weight and number of hauled items there will be fatigue fatigue accumulation and/or extra time spent upon each turn. Hauling is stopped and items left on the ground upon using [m]ove command again. - added: [p]ush/pack command Push/pack is used to move items at your feet to an adjacent tile, or to pack an animal. As [m]ove command now hauls items along with your character this separate command was required to cover moving items to adjacent tile/animal. - added: new item selection dialog This is a core element improvement which makes item selection more convenient. There are new keybindings to cover item filtering and multiple item selection so pay attention to dialog information. * all item selections are processed through the new item selection dialog. This includes selecting items on the ground or from NPC's inventory. Old-school pick up and move dialogs are gone. * items are always listed in groups * possibility to filter the list of viewed items You can filter the list of items so that only certain item types are are displayed. This makes it easier to find the item you are looking for; weapons, armours, food, timber etc. * only the applicable item types are displayed by default When you want to eat something, your foods are displayed When you want to wear something, your armours are displayed. And so on... * multiple item selection In many cases it's possible to select multiple items. For example, you can now drop, wear, take off or pick up items in much more convenient way. Selecting all items at once is also quick and easy. - little but significant user-interface and human-computer interface improvements: * filling containers If there's a water source in front of you the selected container will be automatically filled with water. If not, you'll be asked for a direction which can be either an animal to milk or a water source. * eating After eating something the item selection dialog will prompt you for another item to eat only if you are still hungry. * drinking When drinking water you'll drink enough to quench your thirst with a single [q]uaff command. Options to drink raindrops or eat snow to reduce your thirst have been removed. (In the future there will be options to melt snow and fill a container with rainwater by leaving it outside when it's raining.) * unpacking animals If certain items are too heavy to be picked up directly you'll be asked if you want to unpack troubled items onto ground. * picking up items from location of harvestable plant Most often you want to pick either harvest or items, but rarely the both at once. So you'll be asked if you want to pick the harvest. Yes - harvesting starts and no items will be picked up. No - items are picked up. * [F3] dialog (examine distant location) keeps up until cancelled So you can examine several locations in a row without having to bring the dialog up in between. - improved: pet dog AI * You need to feed your pet dogs. They'll bark in hunger to let you know when they are hungry and then eat what's in their reach on the ground. Dogs eat variety of food: meat, fish, cooked food. * Dogs now alert their owner by barking in alarm if they spot predators. A good watch dog can be very valuable in protecting your domestic animals - and yourself. Loudly barking dog can wake you up from your sleep before a pack of wolves enters your pen, or it can alert you about a threat ahead during your hunting trips. - improved: herd behaviour of animals Every pack/flock/herd of gregarious animals now has a leader - a dominant animal. Herd members can act individually but they travel together and aim to stay together. In some cases individual herd members may trigger tasks for the whole herd to participate. If the leader is killed (or lost) the remaining herd picks a new dominant animal for themselves. - added: prey-predator relationships Basically all the animals now react to presence of other species. This makes prey animals to avoid and escape the predators. Sometimes you may get to witness a hare escaping a lynx across your yard etc. There's countless variety of incidents this improvement can trigger. - added: species specific diets and feeding behaviour of animals This inlcudes major animal AI improvements and additions making their behaviour a lot more meaningful. Animal AI is effective regardless of your character's presence so you may occasionally find carcasses and picked (eaten) plants in the wild. * Animals now have values for energy reserves, energy compumption and hunger. When hungry, they follow their species specific feeding behaviour trying to find food that suits their diet. * There are herbivores, carnivores and omnivores. In some cases diets can be highly varied consisting of several different prey animals, plants, mushrooms, berries etc. * Carnivores actively search, hunt, kill and eat their prey. They also tend to return to feast on the carcass later on. * Wolves hunt in packs. This is very effective and there's usually very little the prey can do to survive from the attack. * Your livestock is now in danger of being attacked by predators. Desperately hungry or courageous predators are able to jump over fences if needed. * Herbivores (and omnivores) search and eat variety of plants specific to their diet. Sometimes animals may also get interested in what your garden has to offer. There's countless variety of incidents this improvement can trigger. - improved: wound treatment result of serious injuries Serious injuries were a bit too easy to treat and the results were pretty much always desirable. Now there is more variety in treatment results and certain wounds may start to bleed again if treated poorly. So you need to consider more carefully if you truly wish to poke that deep cut every other day with a low PHYSICIAN skill. - added: zoommap maintenance Long-living characters often started to suffer from huge savegames as all the visited zoom maps are being saved. This made zoom in/out laggy and consumed lots of disk space. Now zoommaps are maintenanced upon reaching map data cap and unimportant maps are deleted in the process. Maps are considered unimportant if they haven't been visited for a year and/or do not contain creatures, man-made items or constructions. If your old character is already burdened with excess map data the maintenance will start after loading the character first time in this version. Otherwise the maintenance will be executed when the map data cap is reached during the gameplay. - balanced: wandering Njerpez and their war camps Wandering Njerpez are most commonly encountered in the east, but they were setting their war camps all around the world regardless of the territory. This sometimes happened with a disturbing frequency. Now the Njerpez will set up war camps only in the eastern parts of the world and less frequently. Occasional Njerpez scouts can be still encountered even in the north and west, but not in war parties with built camps. - fixed: burying unknown plants in the bog reveals their identity - 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.) - fixed: partial furs having full value - fixed: arrows flying through closed doors This happened very rarely, but was still possible. - fixed: message output when preparing soil wasn't possible Preparing soil isn't possible for example on marshy soil or bedrock. However the message output here has bugged not referring to tile in question giving confusing messages. - fixed: PHYSICIAN-skill not improving no matter how much you used it - fixed: tracks not disappearing ever Tracks older than a month will now disappear permanently. Also tracks left on the ice will disappear when the ice melts. - fixed: "phantom tools" appearing when deconstructing buildings If you used tools on the ground when building something these tools appeared as a phantom, zero count copies when deconstruting your work. ------------------------------------------------------------------------------ Version: 3.15 (patch 1) Released: Jan-04-2013 - fixed: pets/companions duplicating If your earlier character suffered from this bug and there are duplicated pets/companions around, butcher them all before continuing your adventures. As it may be hard to recognize which one is duplicate you should butcher all but one of each species of your pets/companions. If you haven't travelled with pets/companions before this patch release then everything is in order with you character. Version: 3.15 - stable Released: Dec-24-2012 ** Saved characters from previous version are compatible with this version. ** - fixed: being able to degrade developed skills in skill improvement game-course reward This opened an exploit to gain more skill improvement options. - fixed: bug potential when craftsman prevents you from crafting in his storehouse The bug in question was item duplication. - fixed: object maintenance routines Internal object maintenance routines are something you rarely encounter, but with long-living characters object structures may be triggered for automatic cleansing once in a while. These routines were bugged causing unpredictable item losses and corruption. - fixed: companions/pets occasionally dying upon zooming in at area with enemies This mostly occurred when entering Njerpez camps. ** Changelog for 3.15-beta2 released on Dec-1-2012 starts here. ** - two of the male character portraits (one western, one northern) replaced with fresh ones. Your migrated character may have changed his appearance. - fixed: crash potential upon delivering foodstuff with long description to NPCs - fixed: fish prices were bugged, not relative to their nutritional value & weight Notice that the fish your character has caught earlier remain to carry faulty prices. - fixed: faulty item prices in trading Item prices in trading occasionally received quite random values. Your character may have experienced confusing, unrealistically cheap or expensive deals. The actual item price data wasn't bugged here, but NPC AI was. - fixed: grinding grains in a large container not proceeding correctly The maximum amount of grains you can grind at once is 4 lbs. If you selected for example a bag that contained more than 4 lbs grinding wouldn't proceed further. - fixed: containers disappearing upon grinding flour - fixed: game freezing upon picking up young leaves when there were other items on the same tile - fixed: sneaking on wilderness map - not possible anymore It was kind of an exploit to be able to hide and sneak on the wilderness map as it allowed improving in STEALTH with no NPCs around. - fixed: crafting in a storehouse-exploit If you crafted something in a storehouse the items there could used (exploited) as your tools/raw materials. Crafting in storehouses is forbidden now. - fixed: automatic item selection for tying equipment/ropes Now tying equipment/rope always needs to be selected manually from character's inventory. This fixes the annoyances where auto-selection could pick your pet leash (in use) - or your precious ropes when you would have wanted to use cords. - fixed: branch/spruce twig mess when constructing a trap-pit with sharp stakes Spruce twigs were accepted as branches, which caused auto-item selection sometimes to fail. Now the requirements are strict and clear: "branches" means branches, and "spruce twigs" means spruce twigs. - fixed: bugged estimated planting time calculations when trying to plant something too early The game often nagged about needing to wait for another two weeks, and then suddenly in the next morning it was possible to plant. ** Changelog for 3.15-beta released Oct-28-2012 starts here. ** ** The following are the major new features in version 3.15 ** - improved: required item and raw material selection in crafting/building Items, tools and raw materials required for crafting/building are selected automatically if they can be found from character's inventory or nearby on the ground. Automatic item selection always uses the best tools and raw materials available. Only the weight based materials need to be selected manually from character's inventory, ie. "4 lbs of fur". - improved: skill improvement options for a new character The basics stay unchanged: there are number of option points to be used to improve your skills. However, you may not only improve your skills but also degrade them. [+] and [-] keys used to change skill' values. There are two new character generation methods: "easy" and "too easy". These two new methods allow to degrade a skill below its' initial level to gain extra option points. The original character generation options ("quick and easy" & "custom") haven't changed. The new character generation methods allows easier and more free skill adjustment as follows: * Custom -- easy Five options points to improve skills, but it's possible to gain more. Skills can be improved two steps above their initial level, and degraded one step below their initial level. Degrading a skill below its' initial level gains you an extra option point. * Custom -- too easy Five options points to improve skills, but it's possibile to gain more. Skills can be improved three steps above their initial level, and degraded two steps below their initial level. Degrading a skill below its' initial level gains you an extra option point. * The good old "Custom" method stays as our standard, traditional way to create a character with five options points to improve your skills. Plaint "Custom" method allows to improve skills one step above their initial level and doesn't support degrading the skills below their initial level. - balanced: item prices With the help of various historical sources and a few modern studies all the item prices have been checked and balanced. Item prices are now linked and relative to value of a squirrel hide, which is kind of a basic "currency". This "squirrel hide currency" stays a hidden factor, but gives us a historically accurate base for item pricing. MIGRATION NOTICE: The items your character has obtained in the previous version are valued according to their old prices. You can expect some of your old metal weapons, armours and hides to appear less valuable than expected. Few notes about certain item types: * hides In general hides are more valuable than before. However, relative value between different types of hides hasn't changed dramatically. The most valuable furs of them all are those of lynx, bear, glutton and wolf. Of smaller animals, the most valued hides come from beaver, pine-marten, fox and polecat. * fur clothes Fur clothes are slightly more valuable than before. * metal weapons and armours In general many of the metal weapons are more valuable than before. Especially the imported armours and weapons can be very, very valuable. - overhaul: quality tags All the items are now prone to quality tags. If there's no specific quality description displayed (eg. you see a plain "sword") the item in question is of average quality. There are five different levels of quality and the quality descriptions may vary among different item types. MIGRATION NOTICE: Some of your old items may now appear quality tagged even if their quality wasn't present in the previous version. This is because items have always had quality values, but only now they have come visible for the character. - added: varying quality items for NPCs NPC equipment is assessed based on the wealth of their culture. The more wealthy cultures have finer and better quality equipment. This applies to personal inventories of NPCs, and also to storehouses/community equipment. The more primitive and less wealthy cultures can nevertheless produce and possess fine crafts, but the amount and variety of "luxury" items is far greater among wealthy cultures. - added: character's starting equipment is assessed based on the wealth of their culture The more wealthy culture you belong to, the finer and better better quality equipment you start with. For example, a fresh driikil„is character may possess masterwork weapons and fine clothes and armours. The more primitive and less wealthy cultures start with that much more rough equipment. However, the common weapons and tools are usually of at least decent quality for all the cultures. - modding add: [noquality] tag [noquality] tag can be used with diy-items to: a) ignore quality of the finished item b) ignore quality of the raw material/item required If [noquality] is used in item header the finished item will always be of average quality. For example, in case of bandages there's no good reason to have them quality tagged. So our header goes like: .Bandage. *COMMON* [noquality] [patch:10] If [noquality] is used on {raw material/item} line the quality of tagged item doesn't affect to finished item quality. For example, if we don't want quality of a tree trunk to affect in our attempt to make a club: .Club. *COMMON* /30/ {Slender trunk} [remove] [noquality] {Cutting weapon} Unless [noquality] is used, the finished item quality is based on calculations described in the news sections: - "impact of raw material and tool quality/usefulness" - "skill mastery level impact on produced item quality" In most cases varying diy-item quality is desirable - but not always. - added lots of plants Crowberry, mother pipe, bear pipe, dog pipe, wolf pipe, clayweed, bog bean, marsh calla, water lily, lake reed, milkweed, burdock and more. Some of the new plants carry their common english names - and some have "unreal worldish" names. With new plants comes some new features: * there are some true aquatic plants * it's possible to collect roots of some new plants To do this, you need to harvest them down and then tresh. Thanks for the plant graphics go to brian.shapiro. - added: possibility to collect young leaves from a sprout Plants that yield leaves can be harvested for young leaves as soon as the plant is somewhat grown. When such a plant is being picked you'll be asked if you wish to collect its leaves. Picking the leaves of a sprout will harm its growth, but this way you'll get to utilize the very first greens of the spring. - improved: flour making Agriculture option "grind" now accepts also certain roots and seeds to be ground for wild flour. - added: HERBLORE-skill (and removed FORAGING-skill) Herblore is the ability to recognize individual plants and their properties. The most common plants are known to everyone, but knowledge of the rest depends on your character's culture and his herblore skills. * Unknown plants are displayed in different, blurred color and have vague randomized names. For example, if rye is unknown to your character it may appear as "unknown cereal". * You may use herblore skill to recognize either growing plants, or plants and their parts in your inventory. Upon using the skill you'll be shown a dialog displaying all the information you know about the plant in question. * You can learn plant properties by using them, even if you wouldn't be able to recognize plant's indentity. If your character has learned plant properties by experience the effects are shown as your character has noticed them. Only when a plant's identity is recognized you'll gain information about the known effects in full. * Even if the plant has been recognized by sight and identity, it doesn't mean you've learned all of it's properties. Learning the plant completely after its identity has been recognized sometimes calls for developing in herblore in general, and more experimenting. * MIGRATION NOTICE: Herblore knowledge for a migrating characters is created from a scratch, according to their culture and base attributes. As a result, some of the plants your migrated character possesses may now appear unknown to him/her. They still are the very same plants with the same properties, but it may take a while to make your character learn it. * See HERBLORE game encyclopedia entry for more information. - added: possibility to use herbs also in dressing the wound Previously only cleaning the wound and applying a compress allowed usage of herbs. Now you can slip something soothing under the bandages as well. - overhaul: impact of raw material and tool quality/usefulness * raw material quality Quality of raw materials used in crafting now affects to quality of finished item. Shortly, you can't make good out of bad. Basically the quality of finished item can't be higher than the average quality raw materials used. * tool usefulness Some tools are more handy for certain tasks than the others. This is a good old, and clear game mechanism, and player is always informed when certain type of tool is preferred for the task. Usefulness of the tool foremostly affects to how long it will take to complete the task, but now it also affects to quality of crafted item. If an item is crafted with an unhandy tool the maximum possible quality is degraded according to tool used. The more unhandy the tool, the less perfect the resulting item can be expected to be. For example: you can't carve fine wooden bowls with a stone-axe any more. However, with a good quality stone-axe you may still succeed better than with one of average quality. * tool quality Tool quality affects foremostly to quality of resulting item, but also to time required to complete the task. You can't craft the finest and perfect items with poor quality tools. The system here is biased towards degrading resulting item quality for using poor tools, rather than requiring superior quality tools for superior results. An average axe in the hands of skilled craftsman is all he needs to make fine items. However, high quality tools can be important to substitute for disadvantages of unhandy tools. For example: using a fine knife to craft a club may sometimes prove better results than working with a crude stone-axe - even if an axe would be initially preferred for the job. All in all; tool quality and tool usefulness now play together in complex and advanced manner making it important to use handy, appropriate and good quality tools if you are after the best possible results and efficient working pace. The player is now also informed not only about tool usefulness, but also about effects of its quality, when crafting or other tool requiring jobs are started. - added: weapon quality affects to their impact High quality weapons receive a slight bonus to their impact. Poor quality weapons have their impact slightly degraded. - improved: skill mastery level impact on produced item quality This is a fundamental addition which affects to all items that are produced by using your character's skills; crafting, cooking, building and so on. Finished item quality is now assessed based on your crafting success modified by your mastery level. From now on, novice craftsmen can rarely produce top quality items and highly skilled craftsmen can trust that the skills they've achieved won't fail all too easily. Skill rolls are made normally, there can be failures and successes, but failures of a master craftsman may be superior to the successes of a novice. For example: a character with 30% mastery in CARPENTRY tries to craft a wooden shovel but succeeds only marginally. The resulting wooden shovel will be of poor quality. If a character with 85% mastery in CARPENTRY tries to craft a wooden shovel and also succeeds only marginally the resulting wooden shovel will be of decent quality - not fine but no poor either. Moreover, complete novices can't produce top quality items no matter what. They may be able to produce decent crafts, but only when there's enough mastery in the play the finished items will be of superior quality. The odds to produce better quality items in more steady fashion now grows in line with skill mastery levels. - improved: batch crafting - varying quality allowed Skill roll is now made separately for each item produced allowing finished items vary in quality. Most of the produced items will probably be of even quality matching your applicable skill level and performance - but it's possible to find some pleasant or unpleasant surprises in the mix. For example: if you make batch of 10 arrows you may obtain 5 decent ones, 3 crude and 2 curved arrows as a result. - improved: batch cooking - varying quality allowed The rules and expected results are the same as in batch crafting. - added: smoking and drying decreases weight of the food prepared Drying decreases prepared food weight the most, but smoked food is also significantly lighter. This gives smoked and dried food a great advantage for it's easier to carry, but still as nutritious as it ever was. - changed: harvesting (stealing) village crops - not allowed anymore Living off the stolen crops is naturally still possible, but it makes the villagers angry. In addition, when practising any unallowed behaviour in the village there will be a dialog to cancel your action if someone tells you to stop. This will help you not to make villagers angry unintentionally. - balanced: base attributes of skills Attributes (strength, dexterity etc.) determining the base level of each skill have been checked and balanced. - balanced: skill starting levels for all the cultures It is still so that some cultures tend to be more skilled, and some are average, and some are weaker. But the relative superiority/inferioty of certain cultures is balanced from what it used to be. There are no dramatic changes, but minor surprises can be expected. - updated: game encyclopedia entries for all the cultures A few new lines here and there. - added: moddable starting skill levels and base attributes There's ini_skills.txt file which can be edited to change starting levels for each of the cultures. Also the base attributes (strenght, dexterity etc.) determining the skill base can be modded. - added: customizable skill hotkeys Refer to ini_skills.txt to customize skill hotkeys. - re-arranged: skill hotkeys (ALT+skill key) Default hotkeys for using skills have been re-arranged. - changed: key command to view skills screen - it's LOWER case [s] now It will probably take few moments to get accustomed to this, but a reminder is displayed upon pressing the old skills-key. - improved: skills-screen Skills-screen has been stylized for clearer outlook and easier tracking of skill development: * The bars displaying skill mastery are colored according to skill level, ranging from red (low) to green (high). * In addition to bars and percentage values also a verbal description of skill mastery is now displayed; novice, skilled, talented etc. * Natural aptitude to learn and develop a skill is also displayed. This is an old factor which now becomes visible for the player. Natural aptitude affects to pace of skill improvement and it is determined by your character's physical and mental attributes that form the skill base level. * Initial skill mastery is displayed within the mastery level bar as a shaded section. This shows the mastery level your character started with and gives you an idea of long term development of your skills. MIGRATION NOTICE: Initial skill mastery for migrated characters isn't functional but is set to your current skill levels when the character is first loaded into this version. * Skills that have improved during the present game day are marked. This gives you an idea of short term development of your skills. - added: STEALTH-skill You can hide and sneak as usual, but the fundamental change here is that sneaking is now linked to this proper and visible skill which can be improved over time. Mobility rate of a sneaking character is about a half of his walking speed. - modding changes: flora files * flora file extension has been changed from ".urw" to ".txt". Old ".urw" extension still works, but for the sake of simplicity lets take flora_*.txt naming as a standard. * new root usage related flora tags: [ROOT_SIZE] and [ROOT_USE] If [ROOT_SIZE] is specified for a plant that is other than [root] type it will yield also roots. Possible values: XS/S/M/L/XL [ROOT_USE] can have two values: "cooked" and/or "flour" "cooked" requires boiling of the root before it's pleasant to eat. "flour" indicates the root can be used for wild flour. For example: [ROOT_USE:cooked flour] [ROOT_USE:flour] If root use isn't specified the root can be eaten raw. * new HERBLORE related flora tags: [HERB_KNOWN] and [HERB_COMMON] These two are related to implementation of HERBLORE-skill. [HERB_KNOWN] tags the cultures that know the plant by default. [HERB_COMMON] tags the cultures for whom this plant is commonly known. These cultures get a bonus to recognize the herb/plant by default. Tag values: all, eastern, western, northern, kau, kie, dri, isl...etc. culture abbreviations. Examples: [HERB_KNOWN:eastern] - eastern cultures know this herb/plant by default. [HERB_COMMON:kau kie] - this plant is common to Kaumolaiset and Kiessel„iset. - fixed: bugged fish price All the fish, raw or cooked, had the same price value regardless of their type or weight. That's fixed now. - fixed: inventory crash upon dropping the last item - fixed: NPCs not healing from their injuries This was broken and NPCs never healed. Fixed now. - added: possibility to quit the game by clicking "close the window" button (X'ing out) If a character is being played this is equivalent to [Q]uit command and confirmation to save the character will be asked. Otherwise X'ing out will close the game quickly. - fixed: animal unpacking exploits and annoyances It's now possible to unpack items from your pack animal in storehouses without craftsmen getting involved. Also, unpacking animals while standing on pile of items will now take into account only the items that animal was carrying; this fixes the storehouse exploit and allows precise unpacking. - fixed: items getting removed from under the construction to be built even if the process was aborted - balanced: exhausted and penalized combatants Attacking a prone enemy is always advantageous for the attacker even if the attacker is suffering from serious physical penalty. If both combatants suffer from penalties exceeding their combat skills the more skilled is still advantageous. - fixed: 'Warfare' quest not completing if the Njerpez were finished with pets or companions. - added: start menu option to show/hide registration license info This goes for those who make "let's play" videos and don't wish to display their registration name. - added: start menu option to enter your registration code again if you happen to mistype it - improved: displaying previous topic in game-info browser Title of the previous topic is shown along with backspace (back to previous topics) button information. For example: [<--] Back to "CULTURES" - added: new character portraits Three new male portraits and one new old female portrait. Some of the new pics replace the old ones so it's possible that your migrated character may also have changed his face in this version :/ ------------------------------------------------------------------------------ Version: 3.14 - stable Released: Feb-28-2012 ** Saved characters from the previous version are compatible with this version. ** c - fixed: dogs and companions occasionally not attacking enemies or giving up fighting This happened mostly when sight of the enemy was lost. - fixed: broken "banishing the evil water guardian" ritual - updated game-info entries (F1): DODGE and BLOCK - added: strike difficulty descriptions to aiming zone selection dialog When selecting aiming zone (body/head/arms/legs) you'll see verbal description if the strike to certain aiming zone is challenging, difficult or very difficult compared to aiming at the body. - added: aiming zone modifiers for missile attacks * Aiming at head, arms or legs of your target is more challenging and requires that much more accurate shot/throw to hit. Aiming zone modifiers are dependant on target size, so shooting a squirrel to its legs needs much more precision than landing an arrow at elk's head. - balanced: missile combat damage * Damage from marginal projectile strikes has been reasoned down. Good hits are as deadly as always, but an arrow that only scratches the target doesn't necessarily inflict serious wound at all. * Damage from thrown rocks, stones and other items that are not proper throwing weapons has been decreased. - balanced: deathblow damage Deathblow always results in maximum damage for the given weapon. Finishing big animals with a small weapon may still require several blows, but in general deathblows are now more deadly than before. - fixed: crash when moving mouse over [ESC]-button in the skills screen - added: success in hideworking affects to size of the resulting hide - improved: animals reactions to various threats - missile combat balanced * Shooting/throwing a projectile that is not already wielded takes one extra turn. The enemy may reach you or the game escape out of sight while you load your bow or grope for your javelin. As it's sometimes crucial to perform the first shot/throw as quickly as possible, it's best to approach your target with an arrow (or other projectile) already wielded. * Using ranged weapons when engaged by enemies at close combat range is now awkward, slow and not necessarily possible at all. It always takes one extra turn to throw a weapon or shoot with a bow when you are engaged at melee combat range - even if you had the weapon/arrow wielded already. Your enemy gets to make their move while you prepare to throw/shoot and depending on their actions you may not be possible to complete the attack at all. It's not possible to complete your attack if you get hit or make a defense maneuver - unless you gain a tactical advantage from it. If your enemy uses his turn for something that doesn't hamper your performance you can complete the throw/shot normally. - fixed: bugged animal icons on wilderness map This was mostly about forest reindeers appearing as cups. - fixed: NPCs accepting spoiled meat in trading - balanced: firewood weight Decreased from 2 lbs to 1.5 lbs. - balanced: arrow price Arrows are now significantly more valuable. - balanced: animal prices Animal prices have been increased and linked to the amount of meat they provide. Domestic animals now cost about three times their meat price, so you can't buy them with sticks and trinkets anymore. - added: arrow breakage Arrows may break from striking living targets or solid map tiles such as trees, walls, boulders etc. An arrow breakage from striking a solid tile is something you will notified about, but if an arrow breaks from striking a living target you'll notice it only by having less arrows to collect from a kill. ------------------------------------------------------------------------------ Version: 3.14-b3 Released: Jan-28-2012 (Scroll down for a complete newslist for version 3.14beta.) - fixed: false weared item count in NPC information box (eg. "He is wearing 4 fur footwears") - balanced: skill improvement with target practice * Target practice skill improvement rate has been decreased a bit. * Throwing/shooting at targets less than 5 tiles away isn't considered a proper target practice and doesn't improve your skills. - fixed: container properties corrupting upon filling/pouring. This bug caused pots to lose their cooking equipment status. - balanced: animal sizes and meat weights * Big animals appear less frequently than average sized or small ones. * As a result of meat weight balancing you can now expect to get less meat from big game animals than previously. - fixed: animals eating a whole stack of food at once - fixed: pets moving faster than player character Which made it very hard to get your dog leashed. - improved: NPC/animal escape routes NPCs/animals can now change their course during the chase, make some erratical turns and really try to lead their enemy astray. (Be prepared to get fooled by an ordinary hare.) - fixed & improved: withering of plants * Plants withering overnight has been fixed. * All the plants will now wither gradually within timespan of few weeks. * Withering plants will turn darker as the process goes on. - added: more plant/agriculte information * Upon looking at your crops you'll be told if the plant has started to wither and for how long you can expect it to live. * An estimated harvest time will be told upon looking at growing plants - or when trying to harvest them too early. * A proper planting time will be told if you try to plant/sow something too early. - improved: tracking Tracking mechanics are basically the same as before, but spotting and finding tracks is more closely linked to level of your TRACKING-skill. You'll also need to use your TRACKING-skill more often to reveal the true path of your game as in many cases animals don't leave as many automatically visible tracks as before. * NPC/animal size and weight determines how clear and visible tracks it will leave. The stronger the tracks, the easier they are to spot even by an unexperienced tracker. The fainter the tracks, the greater TRACKING-skill is required to spot them. * You'll notice some tracks automatically, but sometimes detecting tracks calls for using your TRACKING-skill - see below. Whether you spot some tracks automatically or not depends on their visibility and level of your TRACKING-skill. * You can search for tracks by using your TRACKING-skill at location where there are no visible tracks already. Your current location and adjacent tiles will be examined and if you spot new tracks they become visible and you'll be informed about the results. Searching for new tracks this way needs to be done only once per location - repeating the procedure doesn't improve the results. * NPCs/animals will leave tracks most easily on moss and lichen covered terrain types. ------------------------------------------------------------------------------ Version: 3.14-b2 | update for version 3.14beta Released: Jan-04-2012 Scroll down for a complete newslist for version 3.14beta. - missile combat improved: vertical angle of the shot/throw and terrain elevation featured * Vertical angle of the shot/throw is now determined based on target height/elevation. No more only upwards, maximum distance shots. Shooting/throwing at a small, short or prone creature gives the missile downwards angle, so upon missing such a target the missile will hit the ground somewhere behind the target. However, the vertical shooting/throwing angle also depends on terrain elevation at your and target's location, so shooting and missing a fox on a hill may still send your arrow far, far away. And so forth. * Possibility to aim at the ground If selected target is neither an obstacle nor a creature the missile will be thrown/shot at the ground. So throwing baits at traps, branches into fire etc. now works as it should. * Tracking of missile altitude and terrain elevation Missile altitude is now tracked precisely and in relation to terrain elevation, so missiles can also hit and stop at the high ground. (It's good to have a high bank behind your archery target.) - added: deathblow/butchering - special attack options Upon attacking an unconscious or a leashed creature a special deathblow/butchering strike becomes possible. This allows you to make a carefully aimed strike at vital areas of your victim. This option is available only when you aren't engaged by any other hostile NPCs. The effects of a deathblow are: * Success of a melee attack is significantly higher when attacking unconscious/leashed creatures. * Instead of choosing an aiming zone you'll get to choose one the most "kill-proof" body locations; skull, neck, thorax or abdomen. After executing a deathblow the strike resolution will follow as usual and the chosen weapon/aspect/location combination can still produce various results. A deathblow with a little, rusty knife or a rock is hardly enough to finish your enemy at once, so there's room for a player to learn the proper butchering techniques for each case. It's recommended to first knock your farm animals unconscious and only then use cutting weapons. - fixed: thrown weapons appearing automatically wielded when picked up after a throw/shot - fixed: non-existent frostbite treatment - fixed: exploits to rest while swimming by doing various player activities (drink,wear,wield,take off etc.) ------------------------------------------------------------------------------ Version: 3.14beta Released: Dec-22-2011 * Saved characters from the previous version are compatible with this version. NOTICE: This is a beta version and there's still some work and polishing to do. However, we've got fairly stable and playable version here and no show-stopping bugs have been found during test sessions. The development towards final 3.14 release will continue after christmas holidays. - game-info browser (F1) improved * Fixed: Navigating with cursor keys. * Added: Justified lines. * Key-command for returning to previous topic is now [backspace] instead of previously used [cursor left]-key. - added new game-info entries: LIMB INJURIES, TACTICAL ADVANTAGE, COUNTERSTRIKE MISSILE COMBAT, RANGED TARGET - updated game-info entries: INJURIES, WOUND TREATMENT, BLEEDING WOUNDS - improved: character positioning upon zooming in Your last location on each zoomed-in map will be saved when you zoom out - and when zooming back in you will return at the exactly same location. Few exceptions to this rule are entering villages etc. and encountering animals/NPCs. - improved: wound treatment * Each wound can be now treated on a daily basic for as long as the injury persists. Each successfull treatment will improve the healing of an injury, but mistakes are also possible and can worsen the healing process. For serious wounds, however, some first-aid is always recommended over no treatment at all. After that, it's up for your consideration whether you think you can do better for a specific wound today, or should it be wiser not touch it at all. * Now there can be several different treatments available for a single injury of which you can choose the ones to use - or the ones possible for you at the moment. * For almost every treatment it's also possible to use healing herbs in the process. - modding add: editable game messages Some game messages now appear in editable text files which can be found in messages/ subfolder of your UrW installation. The syntax of game messages features usage various tags and variables which are also editable - so we're actually talking about flexible and moddable script language here. In the future all the game messages will be editable making it possible to compile your own storytelling styles and translations. (A proper guide to message syntax is yet to be written.) - combat messages re-written All the combat messages have been rewritten and feature the new editable message syntax. Combat messages are far more verbose and detailed than previously and now reveal all the combat sequence aspects that are tactically important or otherwise valuable in the given combat situation. The new, vivid and descriptive combat messages can also teach you a great deal of strengths and weaknesses of each combatant and their maneuvers. - combat overhaul (= a monumental task in a nutshell) All the combat code has been rewritten from the scratch. The fundamental combat mechanics, maneuvers and sequence stay the same, but there are lots of improvements that make the combat more tactical, challenging and fun. Moreover, all the combat rules now work exactly the same for NPCs as they work for the player character. In addition to many minor improvements which stabilize and equalize combat mechanics there are also completely new features like: * added: counterstrike - a new defense maneuver Counterstrike is a new defense maneuver where the defender attempts to strike the attacker back instead of defending themselves from the attack. It is possible to use any of your wielded weapons to counterstrike. Nearly always when an attack is answered by a counterstrike one or both of the combatants gets struck - and simultaneous strikes may occur as well. Animals can also make counterattacks, so an angry bear that constantly keeps attacking back at you may now appear to be significantly harder to bring down. * added: tactical advantage - a new, special result of a combat round A character wins a tactical advantage when he causes an opponent to fall down, drop a weapon, or manages to exploit the opponent's poor combat performance - be it an attack or a defense. Upon gaining a tactical advantage a character may immediately make another extra action regardless of whose combat turn it is. For further information see TACTICAL ADVANTAGE game-info entry (F1). * added: attack and defense classification of weapons All the weapons have been given their unique attack and defense classes which determine how well a certain weapon will perform on attack or defense. Moreover, the weapon class will also determine if your weapon happens to be advantageous against your opponent's weapon - or vice versa. The combatant whose weapon class is superior to their opponent during the given combat round (attack maneuver vs. defense maneuver) gets a bonus to the success of his action. Attack and defense performance of each weapon can be learned by examining a weapon from character's inventory [i], but a proper combat message is also displayed when somebody gains a weapon class bonus. For further information see WEAPON CLASS game-info entry (F1) * added: results of limb injuries Limb injuries now degrade the victim's physical performance in a very prominent way as they immediately affect the usability of the hurt limb. Leg injuries affect the victim's ability to walk, run or stand up. If an entire leg becomes unusable the victim either falls prone or starts to limp seriously. Quadruped animals can stand up and walk as long as they have three usable legs, but the mobility of a limping animal is significantly lowered. For humans, an unnusable legs means not being able to stand up and being able to move only by crawling. When an arm is injured to the extent of becoming unusable, any items held by it are dropped and wielding or handling items becomes impossible. - missile combat overhaul (= a monumental task in a nutshell) All the code related to throwing/shooting projectiles has been rewritten from the scratch. The most fundamental improvement here is that the trajectory for thrown/shot items is now calculated and generated in physically accurate and realistic manner. This chances pretty much the whole nature of missile combat. * The distance how far an item will fly is based on the initial velocity, angle of the shot/throw and air resistance of the item. The velocity at which an arrow is shot depends solely on the bow. When an item is thrown by hand the initial velocity is based foremostly on item weight and aerodynamic qualities, but also on character's strength or applicable weapon skill. Needless to say, throwing weapons are still the most optimal items to be thrown by hand. * "Out of range"-restriction removed It's now possible to try to throw/shoot an item to a location that is "out of range". In that case the item simply doesn't fly that far, but it doesn't stop you from trying. * Flying items are checked for a possible hit at each map location on their trajectory This is crucial to understand to avoid foolish mistakes in new missile combat system! Due to trajectory based hit checks it's possible to hit also something else than your original target. This makes it easier to score a hit when shooting/throwing at tight flock of game animals - or a group of enemies. On the other hand, it's more risky to take a shot/throw at a target near your own party member or a pet. * Success of the shot/throw Upon shooting/throwing you'll get to choose a target, just like before, and then the applicable (weapon) skill is checked to determine the success of your shot/throw. The success (or failure) at an instant of the shot/throw determines how much your aiming is off, ie., how wide cone of spread is possible for the thrown/shot missile. An effective missile trajectory is then calculated according to the given cone of spread and intented target. The better the shot, the smaller the cone of spread - and your missile is more likely to travel where you aimed at. And naturally, even a failed shot/throw is bound to hit better at close range. If the missile arrives at location of a living target more checks are made to see if it actually strikes the victim; angle of incidence, target size and its movement may either save it from getting hit or to degrade the impact. * Graphical display of thrown/shot projectiles You'll see the item symbol travelling through the screen following its exact trajectory. * Moving targets feature a new, automated "defense" mechanism against missile attacks A target that is being attacked by a missile weapon can't choose any conscious defense maneuver, but moving targets can still avoid getting hit. This defense possibility for moving targets is automated and it doesn't matter if the target is aware of the attack or not. The faster the target is moving the better chance it has to make it out of the way or to make a lucky movement in its place and unintentionally dodge the missile. This is based on the target's actual mobility and manner of moving, so if the target is slowed down due to physical penalties or for whatever reason, its chances to avoid missile attacks are lowered accordingly. As this applies also to player character, your best defense against overpowering enemy bowmen from now on is just to run - and faster you run the more safe you are. * For further information see MISSILE COMBAT game-info entry (F1) - added: possibility to practice missile combat skills Throwing projectiles and shooting arrows at non-living targets can be used to test and improve the according weapon skill. Improving your skills by target practice is relatively slow, but possible. Moreover, target practice is useful to give you a realistic idea of your archery/throwing skills as you can see how frequently you can hit a target at this or that range. - added: detailed injuries and body locations for NPCs * All the injuries for NPCs are now generated and tracked in the same detail as for the player character. * Body parts of animals are now named respectively to their anatomy, so there can be wounds like: serious cut in left paw, minor puncture in right hindleg and a crush in left wing. * Looking at NPC (F3) displays a detailed list of all the injuries, including the exact body locations. * NPCs can suffer from new additional effects that may result from certain injury/body location combinations, e.g. limb injuries. * The effects and mechanics of being injured are exactly the same for NPCs and the player character. - added: NPC information window When looking at NPCs (F3) their general information, carried items, wounds etc. are now displayed in a separate window, rather than in general message area. - changed: mobility formula and indicator * A formula to calculate character's mobility has been changed. The mobility will be decreased due to physical penalties as usual, but the curve is smoother. * Mobility indicator now displays your movement rate in kilometers per hour (km/h). The indicator is also located differently, now appearing at the bottom of the "walking/running/etc."-display. * game-info entry for MOBILITY has been updated - balanced: animal prices All the animals you can purchase from the villages now appear slightly more valuable. - added: species specific fatigue rates for animals Fatigue accumulation has the same effect on animals as it has on humans; decreasing mobility and degrading physical performance. With species specific fatigue rates in effect certain animals will now tire up faster than the others. This allows a remote possibility to actually run down an extremely fatigued, escaping animal. However, such a hunt calls for an easy terrain and not allowing your prey to rest during the chase. - fixed: NPCs with tilted heads NPCs didn't look exactly the same direction they were facing. Having their "heads tilted" an NPC facing to east was actually looking to north-east, and so on. - fixed: game freezing potential upon loading certain maps - fixed: heavy CPU utilization from idle animation - fixed: items disappearing from zoomed-in maps This bug manifested itself after travelling on zoomed-in maps with lots of animal or NPC activity and items. As this was the last found and now fixed occurence of item disappearing issues, it's now more safe than ever to leave your precious belongings at your campsite. - fixed: picked mushrooms spawning again overnight - fixed: pets always walking with full speed It was especially difficult to catch your pet dogs when they were loose from a leash. Now pets try to follow your character's walking pace unless there's special reason to rush ahead. - fixed: exploit to improve TRACKING by continuous skill usage at the same location ------------------------------------------------------------------------------ Version: 3.13-patch 4 Released: Jun-16-2011 * Saved characters from the previous version are compatible with this version. - updated game-info entries: NUTRITION, STARVATION, PHYSICAL PENALTIES - fixed: armour screen "wall of orange"-bug - fixed: game-info browser generating multiple (excess) links If the same keyword was found multiple times within a certain page it was also highlighted (as a link) multiple times. Now each keyword is highlighted only once, which improves readability a great deal. ˙ - modding fix: \time\ header value issues when using "days to prepare"- abbreviation (\???d\) - fixed: "buying animals for free"-exploit - fixed: "permanent injury"-bug Sometimes your overall injury just wouldn't decrease even after all your wounds had healed. - fixed: skill-screen delay on Window 7/Vista - fixed: pets/companions blocking your movement especially in small houses Now it's possible to move into same location where your pet/companion is. If there's free space around, your pet/companion will move to an adjacent tile. If not, you'll simply share the tile. - fixed: reporting of multiple identical items at the same location All the individual items and item stacks are now reported correctly when examining a location. Previously this didn't happen if there were a series of identical item names to report. - fixed: nutritional values of meat prepared prior to version 3.13 All kind of meat prepared prior to version 3.13 suffered from bugged nutritional values making it very low on energy content. If your old character has still got some ancient meat in his cellar it can be happily consumed now as it's nutritious and proper food again. - changed: drinking and stomach content Drinking doesn't automatically fill your stomach anymore unless your thirst is completely extinguished first. This removes the confusing case where your stomach would get accidentally filled when you only tried to quench your thirst. Notice that drinks and beverages with energy and nutrient content (milk for example) can be still seen to lower the feeling of hunger as your energy reserve is increased. - balanced: initial nutrition level of a new character has been increased - balanced: starvation Starvation is now checked during the day on hourly basis and grows slower than previously. You'll be clearly notified when gaining physical penalty from having starved. The same goes for recovering from starvation. - added: nutrition meter In addition to good old (and misleading) "Hunger" meter there's now also "Nutrition" meter. As the "Hunger" meter deals with only the FEELING of hunger the "Nutrition" meter was added to show you also the character's energy/nutritional reserve - which is maybe even more important factor to know in order to keep yourself properly fed. "Nutrition" meter displays self-explanatory verbal descriptions of your character's energy/nutrition reserve. The scale goes from "starving", "malnourished" and "scarce" all the way to "good", "well-fed" and "abundant". - improved: hunger and thirst meters The bars of both meters now change their color depending on the long-term level of hunger or thirst. The bars start to grow in familiar green shade but will gradually turn into red when the level of alarming malnutrition or dehydration is reached. As the both hunger and thirst meters can have maxed out bars with the condition still growing, the color of the bar now tells you how the things are developing. - balanced: thirst and dying of thirst * Thirst accumulation during the sleep has been justly decreased. * Level of lethal dehydration has been increased. So it's possible to survive a little longer without water, but that's something you still shouldn't try on purpose. * There are new messages describing the level of thirst present. Just like before you'll be told when you are very thirsty, but you'll also be told when it's turning deadly. - corrected: nutritional values of broad beans, peas and turnips All of these have gained a little nutritional boost. In case of broad beans the energy content was quite too low and the increase is significant. - fixed: keypad period '.' not working on AZERTY-keyboards - fixed: hunger and thirst levels reverting upon cancelling certain tasks - fixed: material usage miscalculations with item stacks and weight based crafting/cookery requirements If there was more than enough raw material in the selected item stack, you could loose an extra item after completing the material selection dialog. This is a list of new features in the current and previous versions. ------------------------------------------------------------------------------ Version: 3.13-patch 3 Released: Mar-18-2011 * Saved characters from the previous version are compatible with this version. Newslist for 3.13-patch3 starts here: (read on to reach the actual 3.13 newslist) - added: verbose notifications about character's physical condition when certain physical performances would be degraded (or impossible) due to physical penalties Currently physical condition notifications are displayed only for swimming, moving or running. And only when there's something to report. - modding add: possibility to [name] diy items + added [naming] tag for even more customized naming [name] tag can be now used not only for cookery recipes, but for *.diy items as well. There's now also an additional [naming] tag which modifies the value of %s used by [name] tag. [naming] tag can have two values: [naming:last word] - %s will get value of the last word of selected material/item name [naming:original] - %s will get value of original and complete selected material/item name If neither is used [name] simply tries to generate parent object string automatically, but most often fails if it's not about cookery. Few examples: ------------- {* leggings} [name:Modded %s] [naming:last word] ...will produce an item called "Modded leggings". {* leggings} [name:Modded %s] [naming:original] ...if the selected item was for example leather leggings, the result will be "Modded leather leggings". {Leather *} [name:Modded %s] [naming:last word] ...if the selected item was for example leather shirt, the result will be "Modded shirt". etc. - added a new plant: heather - added: flowering plants Most of the wild herbs do flower now respective to their own special flowering periods. For starters this is mostly an eye candy addition as herbal effects of the plants are the same whether you use leaves or flowers. (In the future the herbal effects may vary depending on the used parts.) The difference between growing, flowering and "past the flowering season" plant is graphically represented, but there's also a verbal description available upon looking at the plant. If the plants is a flowering kind it's possible to gather its' seeds only after the flowering period is over. - improved: hunger and body energy reserve system Feeling of being hungry (or satiated) is now based on stomach content, energy intake and body energy reserve. Upon loading your old character for the first time into this new system you'll get to start with full stomach. The new system is much more detailed and realistic than before, but easily comprehended by using your common sense and trying different kind of diets. As stomach content factor is completely new, at first it seems to restrict one's ability to eat as much as before AT ONCE. On the other hand the equal amount of nearly any food will fill your stomach equally. So berries, single vegetables etc. are now proper food and effective snacks. But as we have learned, there are differences between nutritional values of different kind of foods. So eating it's not only about filling your stomach. Nutritional value of the food eaten affects the energy intake and increase of body energy reserve and these factors determine for how long you will feel satiated and have enough energy in your system. It is even possible to increase character's body energy reserve beyond the daily consumption by constantly eating high energy foods. After practicing this kind of diet you find yourself being not too hungry the day after. On the other hand, when practising very light diet the body energy reserve starts to drop which will backfire by frequent feeling of hunger. Very poor diet eventually leads to starvation. When starving or having very low energy reserve one finds himself getting hungry very fast and needs to eat quite often to recover from the condition. And so on... - improved: SWIMMING Swimming is no longer based continuously rolling dice for whether you sink or advance but on growing fatigue during the procedure and your SWIMMING mastery level which determines how fast you will lose your strength to keep afloat. The more skilled swimmer you are the slower the fatigue will accumulate, and longer you can swim before getting over exhausted. However, rivers and rapids are more strenuous to cross even for a skilled swimmer. The distance a character can swim is now less random and always quite the same for the same skill level. Naturally all the physical penalties and fatigue to start with do lower the performance. When accumulated fatigue is starting approach the character's SWIMMING mastery level, he is in fear of drowning. Warnings and remarks about the swimming progress will be displayed upon entering the water and during every swimming move so you won't drown by surprise. With very low swimming skill it's still advisable only to dip quickly into shallow water before you learn how long you can swim properly. The rate of swimming skill increase has been also lowered, so you won't no longer become master of swimming overnight. - fixed: any container working as a cooking pot Naturally this shouldn't be and has been fixed now. - fixed: fish recipes producing incorrect meal names This was the case at least with fish soup. - fixed: "edible containers"-bug - fixed: armour analysis crash on some platforms - fixed: character misplacement after saving the game while in the water Characters saved in the water, nearby the shore, sometimes appeared on the ground leaving the watercraft in the water. This has been fixed now. - modified: game course selection is now allowed for "quick and easy" character generation mode - fixed: crashing when trying to build north-western wall of a kota too far from the framework - fixed: being able to consume plain flour ---------------------------------------------------------------------------- Version: 3.13-patch 2 Released: Jan-31-2011 * Saved characters from the previous version are compatible with this * version. Newslist for 3.13-patch2 starts here: (read on to reach the actual 3.13 newslist) - modding fix: [ground] tag being ignored if there was no [remove] tag as well So now it's possible to use [ground] tag on it's own to check for required, not removable items on the ground. - fixed: planting seeds from a container using the whole contents at once - modding add: [TERRAIN:terrain_type] tag can be used as {requirement} in diy/biy_*.txt files. Example entry: ----------------------------------------------------------- {[TERRAIN:spruce_mire pine_mire]} 'Mire terrain type' Notice the usage of both curly and square brackets and also DO use your own defined 'requirement description'. Multiple terrain types can be given. See TERRAIN-tags in flora_*.urw files to get the idea of possible terrain type name. - modding add: {requirement} entry is now wildcard sensitive. This instantly brings in various possibilities to come up with new, not too restricted item/material groups. Example entry = Allowed based on wildcard string comparison ----------------------------------------------------------- {*bow} = shortbow, juniper bow, long bow {*mail*} = mail habergeon, short mail cowl. {Dried * cut} = Dried squirrel cut, dried badger cut If you do use wildcards in your {requirement} entries remember also to define your own requirement description as the default game output in the crafting requirements screen is exactly what's between the curly brackets { } Example: ----------------------------------------------------------- {*bow} 'A bow' {Dried * cut} 'Dried meat' - modding add: \time\ header value is now enabled for craftable (diy_*.*) items. There are also two new abbreviations which can be used to define the preparation time not only in minutes (which is the default) but also in hours or days: d - for days, and h - for hours. So, instead of \180\ you can use \3h\ and instead of \1440\ you can use \1d\ As a related issue, in-game time report for the items being prepared is also fixed. - fixed: plants disappearing instantly after their growing season is over Now all the plants, both wild and cultivated, start to wither gradually and individually after their growing season is over. This period lasts for several weeks so you'll surely notice when you should harvest your crops at the latest. The withered plants also stay visible for some time and only then disappear gradually - to sprout again in the spring. This also gives you more concrete feeling of the autumn as you one day notice the first withered berry shrubs and mushrooms. - fixed: game-info not being displayed in crafting menus for the items that can be made in patches - fixed: items on the ground disappearing upon entering/leaving certain zoomed-in maps This bug was related to densely populated or utilized maps and was a result of bad attempt to allocate more item space. The bug manifested itself usually by wiping out nearly all the vegetation from said map, or by losing (transportable) items upon zooming in. - fixed: crash potential upon encountering creatures on the wilderness map - fixed: village marker color glitch when viewing the map of known areas within a njerpez settlement - fixed: nutritional value of milk (which was completely missing!) ---------------------------------------------------------------------------- Version: 3.13-patch 1 Released: Dec-29-2010 Newslist for 3.13-patch1 starts here: (read on to reach the actual 3.13 newslist) - fixed: shelter/camp icons appearing all over the wilderness map - fixed: animal hide as a required raw material not being correctly recognized for example in crafting skis - fixed: the crashing bug - which was especially frequent upon zooming in - fixed: item corruption in several crafting related occasions - fixed: occasional graphical glitches in crafting menus - fixed: foreign traders acting hostile if met on the Njerpez territory - modified: spoilage times of fresh skins have beens increased to prevent the occasional "rotting before tanning" bug - added: modding possibility to add sub-menus to Make and Cookery menus (see menudef_additional.txt in your UrW-installation directory to get started) -- The actual newlist for version 3.13 starts here: -- - added: modding possibilities This is the first version to feature moddable game data. The system is still far from complete and will grow more deep and more diverse step-by-step, but this is a start which brings in some great possibilities already. Currently it's mossible to mod plants, do-it-yourself items, build-it-yourself constructions and cookery recipes. A modding guide will follow, but while waiting for that a spontaneous exploration of modding possibilities can be started from these files: diy_*.* - do-it-yourself items biy_*.* - build-it-yourself constructions flora_*.* - plants cookery_*.* - cookery recipes - flora of the UnReal World improved in many ways All of the plants have been checked and corrected for their nutrional values, habitat, growing season etc. etc. etc. In general the vegetable kingdom now appears in more rich and more realistic detail on every field there is. There is a whole new secret life of plants which is far too versatile to be described here, but luckily can be learned by living in the unreal world. * In addition to harvesting plants only for berries, pods or root vegetables (like previously) it's now possible to harvest plants for their leaves and seeds as well. * Added numerous medicinal effects for plants There are numerous effects. For example: astringent, anti-inflammatory, vulnerary, tonic, diaphoretic, alterative, pectoral etc. etc. etc. For some plants (like good old mushrooms) the effects take place when the plant is eaten, but usually it's necessary to prepare a herbal beverage from the leaves of a plant. * Added new cultivated plants: - Rye, Barley and Hemp * Added new wild plants: - Yarrow, Nettle, Sorrel, Meadsweet, Golden rod - added: destroying cultural settlements and/or population will also remove the settlement icon and cultural indication * Wiping out the whole population of a cultural settlement (village, camp etc.) will remove the cultural indicator of the neighbouring area turning it into no-man's land - except if the area consists of clustered villages, it will belong to the original culture as long as there are inhabitants in any of the closely neighbouring settlements. * Destroying any settlement completely (usually by burning) will also remove the according settlement icon from the map view. This applies to all types of settlements including Njerpez war-camps. * When Njerpez do set up their war-camps, the neighbouring area will also turn into Njerpez territory. - added new character generation option: "Quick and easy" This option serves mostly the beginners, but also anyone who wants to get playing fast. Only thing you need to select here is the name of your character - all the rest of the character generation options are randomized to a good average. Creating a character in the good old step-by-step fashion is now known as "Custom"-character generation. - changes in terrain type names All the bog and swamp terrain types are now called 'mires' which is a more proper word for them as northern wetland areas. 'Backwoods' terrain type is now called 'Spruce mire' as this terrain type isn't a mere forest but a wetland area as well. - improved: remote target selection (F3) When selecting a remote target (to examine, throw, shoot etc.) the cursor will appear initially at the location of your latest selection. The initial location is reset upon moving your character. - added water content for edible items Eating something that contains water reduces not only hunger but thirst also. Of the raw ingredients the water content is naturally highest in berries, but this new factor also applies to cookery recipes. If there's additional water in the recipe (soups for example) the water content will be effective in the resulting meal as well. - added two new extended commands (#): Empty and Pour Both of these are related to containers; mugs, cup, bowls, pots, bags etc. * "Empty"-command Empties the container discarding the contents permanently. * "Pour"-command This is used to pour something from your inventory into a container. The command can be used to pour from one container into a another or to fill a container with selected (food) items. Currently only foodstuff and liquid can be poured into a container making it's possible to carry and manage bags of roasted salmon and bowls of berries and so on. NOTICE: As result of improved container handling the containers filled in the previous version may appear to be flagged as empty - even though having titles like 'Pot of water' etc. To reset and to return usability of such containers try emptying them or re-filling them with water. - removed option: fill container with rainwater This will be introduced again in the future in a more realistic fashion. - added three new AGRICULTURE options: Harvest, Tresh and Grind * Harvest-option is used to cut down or gather plants as a whole for threshing. It is still possible to gather edible or mainly used part of any plant by using the pick up-command (, or ;) but grains must be harvested via the actual harvest option. In addition, this is the only way to collect the seeds from a plant. The harvested crops must then be threshed. * Threshing is an act of separating the usable parts from the rest of the harvested plant. It is most often done with grains to separate the grain itself from the straw, but can be done with any plant. When threshing is complete the separated grain, seeds, roots, leaves etc. may be collected. * Grinding is used to produce flour from grains. - AGRICULTURE game-info updated - COOKERY overhaul Several additions have been made: * COOKERY-menu has been re-arranged. Available menu options now include the basic cooking and preservation methods (Roast, Boil, Salt, Dry, Smoke) which can be applied to practically any raw ingredients you like, and sub-categories for various recipes. * Lots of new recipes. * Preparing meals has become more open-ended as there's more variety and more freedom when it comes to choosing the ingredients. There are also optional ingredients in many recipes, so the possible variations to prepare even the most basic soup are numerous. * Nutritional values of prepared meals aren't predefined anymore, but based on the chosen ingredients and the cooking method used. This makes cooking far more interesting and worth of experimenting. A portion of meat stew doesn't always keep you satisfied for the exact same amount of time; it depends on what do you put in there. * ...and to accomplish all this: nutritional values of all the fish, animals and plants in the game have been checked and corrected. The system is now based on carbohydrate, protein and fat content in each and every foodstuff. NOTICE: As a result nutritional value overhaul the food prepared in the previous version may appear less satisfying than expected. - COOKERY game-info updated - added new skill: TRAPPING The name here is pretty self-explanatory. Trapping covers crafting and constructing various traps and setting them in place properly. For characters from previous version TRAPPING is opened upon first load with mastery level of one's TRACKING skill. TRAPPING-options can be accessed by using the skill directly, or from the [M]ake-menu just like before. - added new skill: CARPENTRY Introducing CARPENTRY also replaces the semi-useless WOODCARVING skill and for characters from the previous versions not only the names of these skills but also their mastery levels are swapped. Having the carpentry present now doesn't bring in anything too revolutionary, but separates craftable wooden handicrafts into their own section and under their own mastery level. Using the CARPENTRY-skill brings up a menu from where you can choose all the carpentry based crafts to make. All the carpentry based crafts can be also accessed from [M]ake-menu. - added new craftable items * Wooden shovel Can be used like any shovel, but the actual digging takes a bit longer than with its' metal counterpart. * Grainflail Grainflail is an important threshing implement. * Primitive bow A shortbow in the current version is a lot more demanding to craft than previously, so a primitive bow now takes its' place as a simple bow made from a slender tree trunk. - added new skill: BUILDING Building is the ability to construct forms of shelters and housing. This ranges from durable wooden structures and kotas to simple shelters and fences. For characters from the previous version BUILDING-skill will be initialized to the mastery level of one's TIMBERCRAFT-skill. Using the BUILDING-skill brings up a menu from where you can choose the available constructions. The same building options can be accessed also from [M]ake-menu just like before. - added new construction to build: a kota Kota is built by using your BUILDING-skill. You can choose the size of your kota freely within a certain range. Several slender tree trunks and large animal pelts are required in the process. - changed building option: "Shutter" -> "Wall with a shutter" In the previous version a shutter could be cut into any built section of a wall. Now the wall and the shutter are built together. The result is the same, but now you need first to decide at which wall you wish to have a shutter and only then start to build it. - Crafting items re-arranged Regardless of the new features below, remember that the good old [M]ake items-menu still works and can be used as an overall menu for all the crafting and building there is. * As we now have a bunch of new skills all the craftable items have been re-grouped under the according skills. As a result of this using a certain skill (CARPENTRY, BUILDING, TRAPPING) allows you to directly start crafting and building things belonging under said skill. The same crafts can be naturally accessed through the [M]ake-menu where they are just grouped a bit differently - by their usage. It's a matter of taste whether you wish to use the according skill directly to craft a certain item, or use the [M]ake-menu. * Item groups of [M]ake-menu have been slightly re-arranged and there are new groups as well. With the self-explanatory group names and using craft skills directly it shouldn't take too long to learn what craft can be found from where in this version. - hideworking improved * Tanning hides is now a lot more laborous task including several steps from cleaning and soaking the skin, to applying tanning material, rinsing and finally mechanically softening the skin. It can now easily take couple of days to tan a big hide. Requirements for tanning process have also grown more complex including for example need of a working bench (table, bench or even a tree trunk will do) and a beater - which can be any club-like object used to pound the skin soft. * There are two new hideworking options: - Clean Cleaning the fresh skin is now always the first thing to do before it can be processed any further, tanned or cured. - De-hair Dehairing is used (at will) to remove hair from the skin of a fur-bearing animal. This way the tanning always results in obtaining leather, which one may sometimes prefer. * Hideworking game-info has been updated to cover all the new aspects of hideworking process. There's also help button (?) added into hideworking menu to easily bring up the information when the hideworking time is at hand. - added: option to repair worn-out clothes Clothes and armours made from fur or leather can be now repaired by player. The option to do this can be found from clothes-section of [M]ake menu. If the piece of clothing to be repaired hasn't been damaged more than 40% of its' original size a corresponding amount of fur or leather is required and used to patch it up. - fixed: 'A house' advanced game-course task not completing if the house under construction had its' door left open. - fixed: Human NPCs practically never trying to dodge nor block if attacked This bug was propably easily unnoticed by many as it worked for the players favour, so expect the combat to be slightly more difficult now. - fixed: aggressive companions/dogs sometimes attacking random target upon zooming out from the battlefield - fixed (once more): ghost sounds of tree felling down - fixed: task triggering problems with "Prey in a trap" and "Checking the trap" tasks - fixed: sleeping NPCs (mostly animals) occasionally not waking up when attacked - and sometimes not even when seriously injured - fixed: squirrels staying 'up in a tree' even if the tree was felled down - added restriction to work the soil (using a shovel) on certain terrain types The soil of bog and swamp areas is just plain too wet to be worked for agricultural purposes or for digging pits. - added more birds: swan, tufted duck, mallard and capercaillie The first three are migratory aquatic birds being present from spring to late autumn. All of the birds (including the good old black grouse) now exist only at their typical habitat and do have a bit more improved behaviour. Swans and mallards prefer bigger lakes, tufted ducks are most happy at small marshland ponds and capercaillies live in the vast conifer forests. - added: aquatic life for beavers Beavers now spend most of their time in the water, only occasionally coming to shore. - animal habitats checked Don't be surprised not to find too much wildlife at open mires anymore as most of the animals now tend to live and exist only at terrain types which are their natural habitat. - added: outnumbering penalty If the player is engaged by two or more enemies in a combat situation each enemy above one will bring extra -10% penalty for player's attack or defend maneuvers. It's not likely anymore for even the most skilled swordsman to bring down eight Njerpez warriors surrounding him, as the mastery levels for attacking and defending in that case would suffer from -70% penalty. ---------------------------------------------------------------------------- Version: 3.12 Released: May-26th-2010 * Saved characters from the previous versions generated prior to 3.12b are * compatible with this version, but the world they lived in will be lost. * See THE MIGRATION section before hurrying ahead with your old adventurer. [The latest additions - START] ------------------------------ - fixed: ghost notes and sounds of "Tree falls down." Couple of instances where the bug occured were found and fixed. Report back if more issues of this bug are encountered. - fixed: some (very clumsy = low agility) NPCs not being able to climb up even the lowest level elevations - fixed: trees felled by your companions sometimes producing bunch of slender tree trunks, instead of one tree trunk (which is how it should have been) - fixed: "bad tool penalty" wasn't applied when making wooden cups and bowls with stone-axe - improved: character location upon wilderness map encounters As we know, the character's location on the zoomed-in map relative to an encountered creature normally produces encounters where the creature is within the character's field of vision. This is still true in most cases, but there's now a minimum zoomed-in distance in effect which tends to locate the character further away, but still within sight of the prey. In addition to this, in cases where you can't see very far (nighttime etc.) the heading direction of the character and a verbal notification is your only lead to the whereabouts of the encountered creature, no visual guaranteed. This "heading and a hunch" based zoomed-in location is applied also to encountering creatures which aren't caught by surprise - and that would be mostly the ones you've encountered several times before or spotted from a greater distance. All of this was applied to add more challenge for hunting as it was all too easy if you just spot animals on the wilderness map(especially around swamps), moved to encounter them and upon zoomed-in location your prey was within convenient range already. Now most of the real hunting has to be done on the zoomed-in map. - fixed: game freezing bug upon nocturnal encounters The game could end up in a very long and slow loop when there was a wilderness encounter during time of the day when character's range of sight was low. - fixed: bugged character body temperature calculations causing frostbites occasionally occur in seemingly random fashion, even in warm temperatures - balanced: bleeding injuries Several corrections have been made and the new bleeding mechanics will work exactly the same for NPCs and the player characer. * It will take a lot more time for the victim to faint (and eventually die) from bloodloss than previously. * Total number of bleeding injuries (and their severity) is naturally the main factor in how fast a fatal amount of blood will be lost. And an attribute which defines what's fatal is the character's (or NPCs) endurance. Higher the endurance the more one can bleed without ill effects. * A new feature for NPCs is that they can try to stop their wounds from bleeding, just like the player character. In case of animals, not too serious bleeding can (depending on endurance) even stop unaided. * So it's not determinate at all that your prey or enemy will perish if you manage to make it bleed - unless you make it bleed properly. If an animal is wounded beyond a certain bleeding degree the wounds won't stop from bleeding all alone, unlike minor bleeding wounds. This can happen as a result of several minor bleeding wounds or then by just one single seriously bleeding wound from a lucky or skilled hit. In case of smaller, low endurance animals (like squirrels, birds, hares etc.) any bleeding wound is usually fatal, but an elk or a bear won't be brought down just as easily anymore. * For human NPCs stopping the wounds from bleeding is relatively easy although after a heavy bloodloss the battle can be over very quickly after fresh bleeding if there hasn't been enough time for regeneration - and just like with the player character a complete recovery from a heavy bloodloss can take several days, even weeks. And do notice that just like the player character NPCs will need a combat free zone around them before a wound can be treated, so it's best to keep the pressure on if your enemy is bleeding badly. - fixed: shelters (mistakenly) providing some basic warmth even without fire burning and even during cold weather - fixed: foreign traders being willing be to hired by player character - fixed: sleeping human NPCs (excluding the Njerpez) not reacting aggressively to bow attacks - fixed: northern spear not working as a ski stick - fixed: rare game freezing bug caused by individual NPC/animal structure getting full (in case you had encounter thousands of individual creatures) - balanced: amount of time required to wear/take off clothes and armours It's considerably faster now. - re-written: interior area recognition, indoors temperature and fireplace checks * Previous routines caused problems particularly when smoking meat and fish as fireplace recognition was prone to fail occasionally. This inconvenience should be history now. * Indoors temperature checks are now a bit more realistic which means the everlasting basic warmth the houses in previous versions provided isn't in effect anymore. During the very cold winter days you'll need to warm your house on a daily basis to stay comfortably warm. Feeling a little chilly indoors however is very, very normal and nothing to be afraid of. * Indoors temperature checks now also take into account whether the doors are open or shut. So remember to keep your doors shut during the cold weather. On the other hand, having the doors open can used to cool your house down during hot summer days. [The latest additions - END] ---------------------------- 3.12b bugfix patch 1 & 2 features and general 3.12 additions start here: ------------------------------------------------------------------------ - fixed: small lake tiles appearing graphically bugged in "Village" start-up scenario - fixed: areal zoomed-in item limit (still) occasionally causing new items to disappear if they were brought at the location by other means than dropping. So for example new hides being tanned could still occasionally disappear. Item structures are now cleared on the run if necessary so all the bugs related to this are hopefully gone for good now. - fixed: item duplication bug when [m]oving pile of items - fixed: fireplaces not staying heated after the actual fire had burnt out - fixed: "TERRAIN KNOWN MISMATCH", which was luckily more of a debug note than an actual bug - fixed: flying or climbing animals not falling down on the ground even if hurt to a degree of making them prone/unconscious - fixed: animals/NPCs appearing and being stuck on water/ice tiles Animals/NPCs can now walk on ice, and also will not be located in the water upon zoomed-in map encounters. - changed: lakes won't be frozen anymore as late as in april This wasn't a bug, but confusing enough compared to previous versions so the ice-cover period has been changed to match the tradition the most players we're accustomed to. - fixed: peas (food) were accepted as a weapon to break ice when making hole in the ice - fixed: prepared soil (agricultural tile type) being able to catch a fire, burn and _disappear_ - fixed: villagers getting mad if your character attacked a Njerpez at the village territory - fixed: zoomed-in terrain ground-cover (moss, lichen) not getting cleared upon building (a house) on it - fixed: rare bug causing character to be located on a blank map upon zooming in AND being thrown into an endless "loading map" limbo - improved: item stacking (especially in case of timber/firewood/branches) - fixed: "Fire flames..." notification in case of non-lit fireplace - modified: njerpez combat skill averages boosted a bit As all the Njerpez are individuals there may still some below average fighters among them, but odds to encounter a more lethal Njerpez enemy has been raised. - fixed: items moved or thrown on ice sinking (as the ice was mistakenly treated as water) - fixed: bug potential to have buildings (at villages/camps etc.) located under the water - fixed: task descriptions referring to walk over map border (as being old-school information) - fixed: Big Elk-task not completing - fixed: villagers getting mad about attacking wild game nearby their settlements - fixed: (nasty) terrain resetting bug where the zoomed-in location you had visited and explored before could occasionally become cleared and reset - fixed: (rare) bug causing MARKER OVERFLOW warning - fixed: (rare) bug causing new items dropped on the zoomed-in location erasing some of the items already at the area - fixed: storehouse re-stocking Storehouses in villages will now re-stock from time to time even if the player isn't picking up any goods from them. You didn't find that shovel you were looking for? Maybe you should come back later on. - fixed: eternal flame bug If you left a zoomed-in area where a fire was burning, it could still be burning when you came back - no matter how long you were gone. - fixed: fire not burning down the flora - floating status of some wooden items checked - including some vital elements like rafts and punts - balanced prices of overvalued items such as javelins, staffs and clubs - fixed: possibility to make squirrels withdraw (and come down) from a tree - fixed: shutter deconstruction not bringing back the logs used - the effect of cold balanced You will still be prone to the cold weather just like previously but frostbite isn't as common anymore, except in extreme (wintertime) conditions. - improved: graphics, diversity and generation of zoomed-in maps Graphical improvements consist of re-drawn tiles and smoother representation of overlapping and curving terrain features, smoother seasonal ground/water/ice colouring etc. You'll see. * In addition to having just one simple "ground"-tile, we now have a couple different kinds of undergrowth and ground foundation tiles, which define not only the look of the terrain but several other factors as well. The new undergrowth types are: - Lichen Lichen mostly appears around pine heathland areas - especially in the whole new lichenous pine forest terrain type. - Moss ...which previously appeared as a tiny, barely noticeable tile here and there now forms larger continuous areas and has claimed its place as a dominant ground-cover in some types of forests and wetland areas. The new ground foundation types are: - Bedrock Plain bedrock is most commonly revealed on higher cliffs, mountain tops and the shores. No trees can grow on bedrock, and shovel work there is naturally useless as well. - Crag A crag is a rugged, rocky area that appears on the ground, mostly at higher heathland areas, shores and mountains. The layer of ground on top of the crag is very thin, revealing rocks and stones that lay on top of the bedrock. * Notice that the undergrowth (moss and lichen) can also grow where trees and plants can't, so you may occasionally run into bedrock or crag with your shovel even on a moss-covered forest tile. * All the zoomed-in terrain maps are now generated in more detail and also have stronger terrain type dependant characteristics and landscapes, as they are generated and presented on four levels: 1) ground foundation 2) undergrowth 3) pickable plants/berries/items etc. 4) trees/boulders/man-made constructions etc. (Oh, and the fifth element would be the elevation.) More ground foundation and undergrowth types are now easy to introduce and will be added later on. - some additions to hypertext game info * "TRACKING" re-written to match the current version * added new topics: VILLAGE, KOTA and SINGLE FARM. - villagers now practice a certain discipline as to how one is allowed to act in their territory You will be verbally and/or physically ordered if you break the rules of good behaviour. And if one seems not to learn their lesson, at some point the villagers will lose their patience and decide to get rid of you for good. Behaviour that isn't allowed anymore would be something like: - setting traps - felling trees within the village - setting a fire in a suspicious location (i.e. next to somebody's wall) - deconstructing buildings ...and so on - go figure :) - fixed: "Learn a new ritual"-task not getting completed if character has already mastered all of the rituals - improved: Hiding Hiding works pretty much the same way as previously, but there are some changes in game-mechanics: * Even though you are moving in an area where there isn't much cover to hide behind, hiding now means that you are also trying to move as silently as possible. So now it's possible to try to sneak closer to a sleeping game animal, for example, even in relatively open terrain. * Sneaking is prone to physical penalty and agility. Your chances of success at moving silently are better if you are lightly equipped, don't limp and don't need to cry out in pain every time you move your body. * Hiding mode will continue until you choose another type of movement (running for example) or quit hiding. Hiding isn't automatically stopped even if you are notified. If your prey hears you closing in, or even spots you, staying still trying to sneak forwards after a short pause will sometimes work. Of course only a foolish character would keep on hiding and sneak ahead slowly when the enemy has clearly seen him and is handling his battleaxe with a grin. - The biggest and the most fundamental addition in this version is the whole new random world generator. Before introducing this major change in more detail, let's introduce "the migration" process. This is how your old character, from the old world and the previous version of the game can be brought into this new version and also have a new world created. THE MIGRATION (of a saved character from the previous version of the game) * Do not uninstall the previous version of the game before your character has been succesfully migrated. * Install the new version and copy your character folder from the previous installation to the installation folder of this new version. * Now as you load your character with the new version a migration will start. An information box will appear, telling you pretty much same the thing that we describe here now. As you decide to proceed with the migration your character will bring along to the new map all the items in your inventory plus all the animals and party members you have leashed or nearby you. The migration can be accomplished only when your character was saved on a wilderness scale map. For this reason take some time to play the old version to gather your valuables with you and have your companions and animals around you. * Upon migration the old old world you lived in will be completely lost and replaced with a new random world. Solid structures can not be migrated. Only inventory items, leashed animals and party members. * After you've chosen to proceed with the migration, a new random world generator will pop up and you are off to generate a new unreal world for your character. Take some time to get to know the new landscape as from now on this is the world you'll be living in - there's no changing the campaign map after this. (Take a look at the section below which covers the new features of the random world generator). * If you are not satisfied with some aspect of the migration, for example location to start on or the area that was migrated, do try it again until you are happy with it. For migrating the character again quit the game without saving or otherwise delete your character from the new installation and proceed again from the top of this list. In case of unexpected troubles or in a need for personal migration assistance you can always contact the author. - random world generator overhaul (- a monumental task in a nutshell :) The random world generator itself has been completely re-written - and that means lots of new code and additions all over the game. What catches your eye first are the few visual changes in map generation and map of known areas displays: * The map is six times larger than previously and contains the whole UnReal World peninsula. * The look of the random world generator is fresh, but the basic controls are the same. You can re-randomize the map and starting location, zoom in and out and see cultural regions and when you are happy with the world you just enter and play it. * Color indicators of the cultural regions have been modified. * In-game display of map of known areas will also show you a little navigation box telling you which area of the map is being shown. New features of the random world generator itself are: * As the map is bigger, it now covers all the cultural regions. * A new map is generated only when creating a new character. Once you enter the world, there is no longer any need to cross the map border. * Different cultures are spread around the map in the areas we've learned to expect them, and now there's also a Njerpez territory in the south-east. * All the details are randomly generated, but the overall structure of the world is somewhat fixed. You will find most of the mountains near the northern coast-line. There are major lake-regions, where lakes are connected with rivers. The rivers flow all the way down to the sea, and sea-water is now distinguished from lakes. * There are also new terrain types: - Fortified village. Both the Driikiläiset and Njerpezit have some of these. - Settlement. A newly established house by NPCs. You won't find any stores there. - Lichenous pine-forest. An area with dry, sandy soil covered with lichen. Typically only pine trees grow here. - Pasture. An area where animals go to graze. It's mostly grass and might have some older trees here and there. - Cliff. Plain exposed bed-rock which grows almost nothing. You might only find one or two twisted pines rooted in the crags of the cliff. - Water tiles now come in different grades of depth. Shallow water is where you can wade. Normal water is where you can touch the bottom with a sesta, i.e. two or three meters (six to nine feet) deep. Everything deeper than that is graded as deep water. - Sea-water has its own tiles. - Road. In central areas of some cultural regions you'll find roads connecting the villages. * Region names are also generated with a whole new algorithm which pays attention to whether the area is forest, lake, island, bay, peninsula, mountain, hill etc. thus giving meaningful names in finnish. In addition to this a (sloppy) english translation of the region names is also shown to bring some extra flavour for non-finnish players. - added: height curves Terrain height is now generated for the whole random world and brings especially the zoomed-in map movement and graphical representation up to a whole new level. Different kinds of height curves are generated for mountains and hills, swamps and woodland areas and all of these blend together to create a seamless topographical surface. This beautiful new addition is best seen and experienced in the game itself, but a few things worth mentioning would be: * Character's field of vision is (naturally) prone to height curves, so some new tactical factors arise; hills, valleys, and ridges can provide different kinds of possibilities both for hiding and observing your surroundings. * There are hills and cliffs of varying steepness. Usually your character will be able to climb up or down a hill just by moving normally, sometimes the climbing skill is needed and sometimes you may encounter an upright cliff that is just impossible to pass - and you have to find an alternative route to reach your destination. Differences in steepness are also represented graphically so you'll soon learn to read the terrain height at a glance. * Even though the graphical and tactical additions brought on by height curves are in effect up to their maximum on the zoomed-in maps they also affect the wilderness map. Different terrain types now have a much wider scale in height than the previous basic "hills & mountains = high, everything else = low" categorization. By wandering on the wilderness map you'll find out that heathlands and pine forests range higher than conifer forests, and the swamps and wetland areas remain very low. The mountains and hills aren't the only lookout terrain types anymore - you can now also stand on a high heathland ridge and see backwoods far away and down below slowly turning into a wetland area - and so on. In general, the forest areas on the wilderness map don't block your eyesight as completely anymore as they slope on different levels of height. - added: Njerpez villages As revealed above in the south-east now appears an actual land of the Njerpez where your character can also travel to (preferably heavily armed). And on their own land the Njerpez live in the villages with some storehouses and livestock. As we have learned the Njerpez war-parties in the Unreal World do include only men, but in their villages you can find Njerpez women also. The land of the Njerpez continues to be an unfriendly place to visit but a good place for an adventure or revenge. And for the character who is after vengeance a carefully-planned attack on their villages may be satistactory AND profitable - especially if you happen to find a stockpile of loot. - added: Better and more fair (player wise) line-of-sight routines for NPCs including facing direction Line-of-sight is now calculated exactly the same way for you and for all the NPCs and animals. NPCs (and animals) also have a facing direction which is shown by a little blue arrow on their avatar - naturally pointing in the direction they are facing. This brings in more tactical possibilities to sneak up on your prey from behind. Also, when an alert NPC suddenly turns around 180 degrees to face in your direction that should tell you that it probably heard you approaching. - improved: AI in enemy selection for your party members and dogs Your companions and dogs will now only attack targets that they can see. They won't rush away for some random target in the distance like previously. As your companions maybe facing in another direction than you they can sometimes guard your back very effectively. In case your companion doesn't see an enemy to attack, they will attack the enemy within your sight. - improved: NPC combat AI and maneuvers and morale checks All of these changes apply to all the NPCs - so in the case of your companions they are helpful, and in the case of your enemies they might be downright nasty. * Weapon wielding: NPCs prefer to wield and use weapons that they master the best, or the ones which will cause the maximum damage - depending on how they see the situation. NPCs can also change their mind and wield another weapon even in the middle of the battle if they think it's a good idea. * Added archery for NPCs! - Not every NPC owns a bow, but those who do and choose to use it in a battle can be very dangerous enemies. There are no stories (yet) of an adventurer surviving an encounter with a party of Njerpez warriors armed with bows. * NPC combat morale is calculated in an entirely new, more intelligent way and there's also more variety between individual NPCs. Basic rules will deal with hits taken and given, and the number of fighting men on each side, but you can also expect to see some surprising courage, loss of control or a sudden fall in morale. Have some fun personal battles! :) - improved: Animal morale and approach/hurt/escape behaviour Just like with NPCs you can expect more variety between individual animals, even though the main characteristics for each species are determined. * A whole new behaviouristic feature in addition to plain escaping is hiding - which hares and birds (for example) tend to do. Now some animals don't necessarily reveal themselves to a hunter by escaping right away, but rather stay still and hope for the threat to go away. And indeed sometimes your prey may be hiding just behind the tree as you pass by. * Larger beasts, mostly bears, can make false attacks. Staying calm while under attack or even taking few bites(!) without charging back can sometimes save your life. * A desperation factor has also been added and it can sometimes turn an escaping, timid beast suddenly aggressive if the animal sees charging back as the only way to get rid of a tormenting hunter. As a result of all the new factors, you can also regularly encounter animals that don't behave the way you've learned to expect them to behave. For example, you might encounter an elk who will calmy stare the approaching hunter in the eye when it's more common for them to bolt off into the woods. And there might be a pack of wolves that can be scared away by throwing a branch at them. General behaviour rules for each species are dominant, but every now and then ananimal can surprise even an experienced adventurer. - added: a description of which direction the attack is coming from when you are attacked from behind. This is vital information especially when someone is shooting arrows at you. - added: tracks on the zoomed-in maps Wandering animals will now also leave tracks on the zoomed-in maps. In the wintertime even the lightest animal will leave tracks in the snow, so wintertime is the most fruitful hunting season for trackers. When there's no snow on the ground only the larger, heavier animals will leave visible tracks - unless the soil is suitable (ie. soft and moist) for the lightest prints to show. Each animal will have their unique tracks shown graphically. You will spot tracks automatically when you are nearby them, but only from a relatively short distance and this is also subject to your character's eyesight. The graphical representation of the track can indicate its age so that the freshest tracks can be clearly seen, and the older ones are alphablended into the soil according to their age. TRACKING-skill itself now works on the zoomed-in map also and can be used to tell you details of the tracks at your location. Even if there's no visible tracks in sight you can use the TRACKING-skill to look around more carefully and upon success figure out that there actually seems to be a vague trail nearby. Even if the animal leaves tracks, it doesn't leave them in every location it's at - except when it's walking in the snow. As the elk escapes from you and you rush after it you will find a track here and another there. Circling around, determining the direction of the tracks, some good guessing and sometimes returning to the last clear track and starting again may be required to stay on the trail. But all in all, this is a whole new way to enjoy hunting! In the wintertime a hunter who is skiing after his prey can build a warm camp for the night, rest and continue tracking again in the morning. The tracks will stay there - unless it's snowing a lot. Also it may be very interesting to come out of your cottage in the morning and notice that a bear had been circling around the animal pen during the night. In the wintertime the tracks of small animals can be fun just to find and follow. There may be a surprising amount life around you all the time even though your traps stay untouched and you've heard nor encountered nothing else for days but the wide wilderness humming at your back. - fixed: 'figure in distance' being lost after zoomed-in encounter The problem we had was: You spot a wandering creature on the wilderness map, an encounter happens on a zoomed-in map and as you return to the wilderness map you can't find the same 'figure in distance' anymore - even though we all know it's still in the area. This has been fixed now: If you lose the creature on the zoomed-in map, you may still spot it as a 'figure in distance' on the wilderness map. - zoomed-in locations of wilderness encounters improved Upon encountering a wandering animal/human in the wilderness the encountered being is now always within the field of vision of your character. Even if you haven't explored the zoomed-in map before, expect to find some bits of the map already known to you after zooming in. This simulates the character being more careful when wandering through the terrain prior to encounter, and also sometimes needing some circling around the exact location of the encounter before spotting the wildlife. - fixed: crash potential when dropping the last item from inventory - fixed: villages becoming deserted The ghost town syndrome is gone for good now. People may still wander away from the village for a little while but they will return for sure now. ---------------------------------------------------------------------------- Version: 3.11c Released: 17-Nov-2008 * This is a bugfix release for version 3.11 * * * If you are new to version 3.11 in general, please follow the list * of new features all the way down to the version 3.11 release notes. Version 3.11c fixes the following: - fixed: graphical glitches with shutter icons in some architectural settings - fixed: leashed animals not following the character on a certain wilderness map locations - fixed: a character appearing being under fences or big rocks when climbing on them - fixed: rye bread and flat rye bread having different nutritional value - added: correct nutritional value for animal fat... ...and you've got a real energy bomb there! - fixed: a rare bug where deconstructing something didn't bring back the raw materials used - fixed: some grievous frostbites causing crash when viewing the injury profile - modified: learning curve of skiing made easier - fixed: possibility to talk to the Njerpez if they haven't noticed you - adedd: missile weapons (spears, arrows and such) that are stuck into an animal will decrease its' physical penalty thus lowering its' movement rate - fixed: archery problems In some cases character's archery skill weren't calculated correctly causing even skilled archers to miss their targets. ---------------------------------------------------------------------------- Version: 3.11b Released: 23-Oct-2008 * This is a hot bugfix release for version 3.11 * * Saved characters from the previous versions (major version 3.10) are * compatible with this version to some degree, but do pay attention to * "PREVIOUS VERSION COMPATIBILITY" information concerning some new features. * There are known problems with creature porting from earlier versions, * so if you want to continue playing with your old character it's * recommended to walk over map border and have a campaign change as soon * as possible. Version 3.11b fixes the following: - added: maximum time limit for tasks to avoid practically impossible tasks being tried, for example: to split boards with stone-axe which would require several days to succeed - fixed: "You can't use a spoiled" item notification with automatic tool selection procdess - fixed: northern spear symbol - fixed: possibility to command people even if they aren't your companions - fixed: crash possibility when zooming in at the area with old-traps - fixed: crash possibility when zooming in the villages The price for fixing this is the corrupted, old version villages propably being completely empty of life. (As a bonus you may be able to steal all their goods without facing anyone to resist) - fixed: attacks from behind by invisible opponents - fixed: spoiled food behaving like enchanted weapon when thrown - added: option to get back to chat-mode selection screen from the main chat screen - fixed: dead companions talking - fixed: birds being able to fly when trapped - fixed: pack of animals freezing when the first one is killed real fast - fixed: character loading problems on some Linux/Wine combinations - fixed: villages getting deserted The villagers shouldn't randomly disappear anymore, however they may wander even quite far from their homes, but should not disappear anymore. Most of the villagers should now stay at the village center, some may go wandering nearby even for days, but should eventually return. ---------------------------------------------------------------------------- Version: 3.11 Released: 17-Oct-2008 * Saved characters from the previous versions (major version 3.10) are * compatible with this version, but do pay attention to "PREVIOUS VERSION * COMPATIBILITY" information concerning some new features. - added game-info on following topics: Turnip, Broad beans, Trap-fence, Passive hunting, Log, Buildings, Sauna, Slash-and-burn cultivation. - updated game-info on following topics: Plants, Traps, Fence, Hunting, Fishing - added: new key commands to pack/unpack animals Pack and unpack options have been removed from the "Extended commands" menu and integrated into good old "pick from a direction" and "move items" key commands, which now therefore have an additional use in packing and unpacking animals. What could be more logical than this: [;] - "pick items from a given direction" - also works for unpacking an animal, if you use it to the direction of your pack animal. You can use this command also to pick items from your companion, but currently they are only willing to hand over their food. [m] - "move items" - also works for packing an animal if you use it to the direction of your pack animal. - added: overhunt restriction The number of certain animals at a certain region is now limited. So if there's a region with only few elks around and they all get killed you won't encounter them no more - at least for some time. Animals however can migrate to new areas even from great distances, but if you keep on hunting at a certain region for a long time you will see the results in lack of animals. There are some animals (squirrels, hares, birds etc.) which are practically too common and numerous to overhunt, but for a bearhunter who has managed to bring one down, it's a waste of time or a matter of great luck to find another within the same or closely neighbouring hunting grounds. So you must value your big game from now on. - chat overhaul All the chat-modes have been integrated into the new chat screen (which has been around for few version). The oldschool chat-screen with possibility to type in free lines is history. As a result of this, some chat-modes and options work temporarily on a 'lighter' engine, but will be upgraded and improved in the future. These are the things that had to go/change: - Healers work for free. - People tell you tales no more. - Ask for food/drink has been removed. - You can't get a wife no more. If you have one already, she will wander free. Engagement rites will be added soon in a more authentic way. So those were the setbacks. How about the good news then: The bonuses of the chat overhaul are: * Instead of pre-generated tales we have seen in the past versions, people now tell you news and incidents they have seen by themselves or heard about. And these are real, working game world events which you can go and see for yourself. This system replaces the random regional events which were used in the past versions. The wolves and the Njerpez can cause trouble just like before, but the only way to find out about the big news at a certain region is to witness them by yourself or to talk to the people. When you do greet people, they might tell you some news. Some people know a little, some people know more and some people know who you should to talk to find out more. The news you get can stay at a rumour level or then you might get exact directions to the place where the bear has been seen or the Njerpez have built their war camp. When you hear the news about some topic for the first time, a chat option to talk about it will appear in your greeting options the next time you talk to someone. This allows you to question people and even pick news from a one village and go to the next one to see if they know better there. Currently people consider the following events at their territory as a news they sometimes want to share: - any Njerpez activity/sightings/encounters - the bear - sightings of wolves or gluttons - the lynx - foreign traders * People give you a bit more verbal description of the settlement, lake and cave locations you ask about. They also mention the name of the region they are talking about. When asking about settlements around, you can also ask if they know more distant settlements if you think the directions point to the neighbouring village you already know. * Deliver items chat option is now much more convenient. You are allowed to select and deliver items in a row, for example when hiring a company, until the person is satisfied. * There are new "Command" chat-options which allow you to command your companion to make a fire, fell down trees or to roast the meat/fish he/she has. So it's easier to hunt together as you can command your companion to roast the meat you gave him while you are doing something else. Your companion will also watch the food that is cooking and pick up the roasted food when it's ready. Also if you hire a company to help you build a house, you can command him/her to fall down trees while you are making logs and so on. More interactive NPC behaviour will be added soon, as the system is now created. - when making items etc. the tool selection is now completely automatic The best tool for the job - whatever it might be - will be automatically selected from your inventory. - added: possibility to make batches of items This option is restricted only to items that are usually required in larger quantities and to maximimum amount of ten batches/pieces of a certain item at a time. But yes, now you can make several arrows or bunches of wooden stakes with a single make command. - game-info browser intergration improved Whenever there's game-info browser chapter available about a certain matter the first line of the description will be shown within "There's more info" pop-up box. This gives you a quick sneak preview of the subject. This is useful for example when browsing your character's inventory and can lure you to see more information about things you thought you already know enough. Moreover, game-info about items you can make by yourself, traps and so on, is easily accessible from the item/construction sub-menus - also with a short teaser description. Similar information interface is also added to the culture selection menu when creating a character. - traps overhaul * Game-info on each trap can be accessed directly from the trap-menu. * Added set and not-set symbols for each different trap. * Small and big lever-traps are history. These single item traps are replaced by brand new trap constructions. PREVIOUS VERSION COMPATIBILITY: If you have small or big lever-traps with you or set somewhere in the wilderness, it's recommended to get rid of them. They either don't work anymore, or work in a very odd fashion. * Added four new traps: light lever trap plus small, big and heavy deadfall trap. So there's something new to learn as for which animals and how these traps work, and what is required to construct them by yourself. These traps are constructions, not single items. So they are built at the location and will stay there until disassembled. * Added new trap-menu option: "Disassemble" In case of a trap construction you can disassemble the construction down to its' original parts and raw materials. In case of a single item trap (fox trap or loop snare) disassembling will trigger the trap allowing you to pick it up. * "Cover" trap-menu option removed. Traps which need to be covered to be effective are now automatically covered when they are set, thus covering isn't something you need to do manually anymore. * Pits and holes aren't traps by default anymore. Only the act of making a trap-pit (from the trap-menu) will turn a pit or a hole in the ground into a trap-pit. In this process the pit gets covered and optionally improved with sharp stakes. You can also freely walk into plain pits or triggered trap pits without risk of getting hurt. PREVIOUS VERSION COMPATIBILITY: All the trap-pits you have made in the previous version will appear as a plain pits in this version. You must use the current version trap options to make them trap-pits again. * Added new trap-menu option: "Reset triggered trap construction" Resetting a triggered trap works only for trap constructions, not trap items (like fox trap or loop snare). Resetting means fixing the triggered trap and setting it again to be ready for another prey. In case of a trap pit this means covering the pit again. In other cases this means fixing and resetting the triggering mechanism etc. Usually this doesn't require any extra equipment or materials; just simply using the same spruce twigs and branches again to cover the trap pit or to pulling the same deadfall up again and setting the triggering stick etc. * Traps do attract the animals they are designed for more efficiently. The trap type and design has now more effect in what kind of animals will get caught in it. Generally the animals won't be attracted of the trap at all if it's designed for significantly different species. - added: natural holes in the ground as a zoom map terrain feature You can occasionally find naturally formed holes in the ground on the zoomed in maps. The holes can be utilized in building a trap-pit at the location if one finds it reasonable. - added: notification when a settlement not known to you earlier appears in your view - effect of the cold weather balanced In general you don't get frostbites that easily anymore and you will be notified about your bodyparts getting cold earlier than before. You can get such notifications even on a cold autumn night if you are dressed lightly. But the frostbites are something don't need to be worried about until winter. - tile-graphics overhaul + other fresh graphics * Most of the tiles have been re-drawn, especially the ones representing the terrain. And this is because we have overlapping tiles now! The game looks a lot different compared to previous version, but you'll surely get used to it. This is a kind of improvement that is better to see than to read about, so this is all I write about it :) * Added different kind of door and shutter tiles depending on the wall they are at. * A bunch of fresh pictures: - background picture for the ritual screen - walking, running, fallen and hiding character pictures - village - your settlement - fence (in game-info) - Statistics screen has been slightly re-arranged and stylized In addition to hunger and thirst meters, you can also see your characters' warmth and level of exhaustion as a verbal descriptions. Notice that the warmth of your character isn't updated immediately after wearing or removing clothes, or warming up by the fire. Also when you leave your cosy campfire or house you will only gradually start to cool down - which is a good thing thinking about the cold winter. - fixed: rare bug where walking on the zoomed in map sometimes ended up in a generation of a blank terrain - fixed: time not passing when using "rest a turn" key command: [.] - fixed: a human encounter on the wilderness map producing wrong cultural description - fixed: "learning by doing" task not completing - fixed: time-counter of items being prepared not passing correctly while sleeping This was mostly a matter of food not cooking while sleeping. - map marker structures re-organized to fix badly aligned shelter and settlement markers nearby the coast-line PREVIOUS VERSION COMPATIBILITY: You will temporarily lose map markers of your old traps, nets and shelters. When you locate them again and visit the zoomed in area they are at, the markers will be activated again. You can also expect to be not zoomed in your old settlements automatically at first. The good news are: Shelters and settlements built nearby the coast-line don't have their markers located on the water anymore. - NPC artificial intelligence improved * All the NPCs and animals as well can now go around obstacles in a more intelligent fashion. People can also easily enter and leave houses now, for example as an attack or an escape maneuver. * When the night falls the people will go sleep inside. * The villagers keep up fires, fell down trees and do other little activities instead of just randomly walking around. - fixed: people occasionally wandering away from clustered or closely neighbouring villages leaving them empty - added: more specific nutritional values for different kind of food For starters this applies only to the amount of energy you get from a certain food. Fatty meat and rye bread satisfies your hunger way more efficiently than berries and mushrooms. Notice that this applies only to the new food you find in the game, if you are playing with your old character. The food generated in the previous versions will have the same average nutritional value as before. Now that the system has been implemented a more detailed nutritional values can be easily added later on. - added new cookery recipe: meat soup - throw command re-written First of all it fixes the bug where you couldn't throw an item from your inventory if wielding something already. Improved/fixed throw features go like this: * If you are wielding bow and arrow a bow shot will be executed upon "Throw" command. * If you are wielding a bow and select an arrow to be thrown, the bow will be loaded and a bow shot will be executed. * If you are wielding something else than a bow and arrow you can choose the item to be thrown from the inventory. If your both hands are already in use you can only throw one of your weapons. * If you throw something into a solid obstacle the item thrown will bounce and land nearby the obstacle, except the arrows which will hit and get stuck - or break. * If you throw something into the water it will sink and vanish with a splash, except the items that float. Currently only timber and few rare smaller items will float, so be careful when throwing your goods into the water. * There's a limit how far you can throw heavy items. Missile weapons designed for throwing and arrows will naturally fly beautifully over the great distances, but for example heavy axes and swords can't be used as a long distance throwing weapons anymore. And the heavy kaumolais spear also now claims its' place as a close combat weapon. You can throw it if you like, but as a missile weapon it is heavy, clumsy and inaccurate. - fixed: possibility to build something at the location with items being prepared (food cooking, hides getting tanned etc.) - fixed: move command still relocating items even if the task was cancelled - added limit for picking up heavy loads Every character can pick up a load of approximately 1.5 times their weight. Depending on the characters' total encumbrance and endurance it may still be impossible to move with such a burden even if it was possible to lift it up. - animal behaviour improved * Birds Birds will fly around their territory, occasionally landing on the ground to search for food, eat or to spend a night. Birds can also land on top of the trees and stay there resting or looking around. They also don't tend to be too scared of other beings when flying or sitting in a tree, but will escape with a rustle if surprised on the ground. A good hit to a flying or sitting bird will drop it down and somewhat injured bird can't get on its' wings anymore. Bird also do have a separate "on the ground" and "flying" graphical symbols now. * Squirrels Squirrels behave pretty much the same as previously, running between trees, climbing and jumping from tree to tree. Squirrels also feel more safe when up in a tree, thus providing a more static target for a squirrel hunter. A good hit to a squirrel will drop it down, usually injuring it up to a degree where it becomes impossible for the animal to climb up again. Any animal flying through a tree or sitting or climbing up there will have its' graphical symbol shown halved/blurred representing the animal being covered by the leaves and branches. * All the other animals do move around with a little more logic in their heads. They can escape in a more clever way, or circle around you and attack from behind. ---------------------------------------------------------------------- version: 3.10-2 released: 10-Jun-2008 ** Saved characters from the previous versions (major version 3.10) ** are compatible with this version. ** BACKUP YOUR CHARACTER FOLDER FROM THE PREVIOUS INSTALLATION BEFORE ** INSTALLING THE NEW VERSION, THEN COPY IT TO URW FOLDER OF YOUR NEW ** INSTALLATION. - fixed: animal skin values Hides gotten during any other season than late autumn or winter appeared pretty much worthless. - fixed: animal mobility checks One could too easily run after and reach most escaping animals. And vice versa. Now animals are in general faster than a running man - but stil do have their unique mobility rates. With a fast, not too encumbered character, running down for example a hare is still possible. But when a bear rushes at you at the open area, you don't turn around and run and survive. - fixed: crash/oddity possibility when picking up a food with longish description Luckily this was only linked to such a delicacy like 'Roasted kuikka-tribe adventurer cut' and such. - very long item description lines in the inventory menu are cut to prevent them overwriting other details - inventory-screen keyboard interface improved * Inventory page will be switched when moving the item selector with cursor up/down keys over the page boundary. * When switching pages with PgDn/PgUp the item selector at the next page will be located according to its' location at the previous page. * When there's only one inventory page or you are at the last page, pressing PgDn will move the item selector to the last entry. * At the first page of inventory, pressing PgUp will move the item selector to the first entry. - inventory item re-ordering after usage restrained When eating, using or by other means consuming food or some raw material from a stack, the re-ordering of the remaining stack should be less all over the inventory now. - fixed: weapons thrown and hitting succesfully at small animals (like squirrels) disappearing - fixed: "you can't eat the whole [random object] at a time" notification - fixed: possibility to move on an obstacle with a watercraft - fixed: animals being able to climb and fly when caught in a trap - skill improvement overhaul The old rule of improving skills by using them still applies, but has been balanced allowing skill usage to improve a certain skill faster or slower according to how challenging or educational the task is. When a skill usage is called to perform a certain task, the improvement possibility of the skill can be negligible, rare, propable or very propable. An example: A negligible skill improvement can be expected when using a timbercraft skill for cutting wooden stakes. Felling small trees can be considered as rarely improving the skill. Felling big trees is harder and propably will teach you something. And your timbercraft skill will very propably improve in a log wall building process. Notice that the improvement is still possible with doing less challenging tasks, but no way you can expect to become a master timbercrafter with easy wood cutting exercise only. The old rules of skills improving faster when your mastery level is low, and the learning slowing down when you gain more knowledge, are still true and even more in effect. All in all, the skill improvement system works now in a much more realistic manner, and the no pain no gain slogan applies also to the UnReal World. - removed possibility to eat salt (directly from a bag) - eating raw meat/fish is possible only when very hungry - added quality tags for the food descriptions You'll find out if your meal came out awful, bland or delicious when you taste it the first time. When there's no special quality tag it means the food is plain good. - added quality tags for fresh skins and prepared hide/leather: They are: Ragged, Inferior, - (no special tag means plain good) and Fine You'll find out the quality of the prepared hide/leather when the tanning process is complete. You can't also never get a superb hide out of a very low quality skin. - fixed: game-course bonus features and rewards happening again after saving and loading the character again - fixed: multiple items being cooked not appearing as a graphical stack - fixed: rare freezing conflict with UrW, Windows and ntdll.dll upon displaying start screen graphics ---------------------------------------------------------------------- version: 3.10-1 released: 5-May-2008 ** Saved character from the major version 3.10 are compatible with this version. ** - fixed: skiing not stopping even if the skis were taken off - fixed: character getting sleepy too fast - fixed: dead shopkeepers still trying to trade. Very persistent businessmen! - fixed: stacks of traps in inventory reducing down to a quantity of one if a trap was set (applied) from the stack - fixed: an occasional bug that caused prepared food on the ground to corrupt when cancelling the progress of a certain item based tasks - fixed: walking on the zoomed in map not increasing hunger, thirst nor fatigue - usage of pots and water containers improved * "Fill a container" command now also works as an "empty a container" command. If you try to fill a container that has something in, the container will be emptied first. In case of liquid-only containers the re-fill questions automatically follows. In case of pots, the pot will be only emptied. This way you can throw away your spoiled morning porridge. * Pots filled with water will be automatically emptied if they are selected as a required item when cooking etc. - fixed the time required for curing and tanning * Fixed: curing being instant. Now it takes some time depending on the skin size. * Time required to tan skins now better corresponds to the skin size. Previously it took always more than an hour to tan even a small skin, now less than half an hour of work is needed for squirrel skins for example. Bigger skins, like those of elks and bears, may require working for few hours. - fixed: exploit to make a brand new bandages from a strip of bandage + similar exploits due to too broad-minded margin in amount of required raw material. - allowed possibility to build a fire to a location that can't be seen for the sake of surviving at the pitch-dark winter nights - increased the amount of time before the prepared food is overcooked and spoiled for the sake of more relaxed gameplay - when using the same inventory command in a row the inventory will be shown starting from the same entry where you were last time. - protection value of the clothes you make is now dependent from the type of the leather/hide used In brief: a bear fur shirt protects you better than a hare fur shirt - in general. But notice that the clothes (and the animal skins) have more than one protection factor, so a thick leather may be as protective against blunt attacks as most hides are, but surely it is not so warm. The hide type is now also included in the name of the finished cloth, so you'll have a bear fur caps and a cow leather shirts now. If you mix hide or leather of different animals the finished cloth will be descriped simply as a "fur cloak", for example, and the protection value will be the average of the materials used. However if a significant amount of the material is of a certain type, the finished cloth will be labeled and valued according to that. So it's possible to make a wolf fur cloak even if you needed a few strips of squirrel in the end. - success in skinning the carcass has effect now The more you fail the less skin you'll get. Otherwise the success (depending on the hideworking mastery) affects the time required to skin the carcass. Protective value of the skin stays the same whether you succeed perfectly or manage to get only a strip of the skin, so this mainly has effect on trading - the smaller the skin the lesser the value. - success in tanning has more effect now Very poor or very good success in tanning is notified in the produced hide/leather description -> "Poor bear hide", "Fine cow leather" etc. In the clothmaking this has no effect, for a badly tanned hide may not be very flexible but has the same protective value. In trading there is a significant difference in the price between a poor and a fine hide. - fixed a bug where the consumption of items in inventory affected to similar items on the ground So you could have a wooden tub of water emptying in your cottage by drinking from one in your inventory. Same thing with the food also. Wow. A far out bug. Very magical. But it had to go. - fixed items not stacking when eating or drinking from a stack - fixed annoying inventory re-ordering method upon using items (eating, drinking, wearing, wielding) For example: now your stack of bread won't keep jumping up and down the inventory every time you touch it. - fixed black grouse skin and fat having negative weight and thus causing various oddities in inventory - fixed item descriptions being in plural with single items also - barking barks removed (nevermind, if you haven't ran into this "feature") - when playing game-courses the next task information will be displayed automatically upon character load and after completing the current task - weight of the logs, tree trunks and blocks of wood corrected The changes however won't apply to the characters created in the previous version until a campaign change. Trunks and logs are now as heavy as they should be. - fixed: burnt out torches not disappearing from the inventory - added possibility to use item hotkeys in inventory to select items also from a non visible next/previous page - fixed: creatures not walking over the carcasses - foreign traders' inventories arranged a bit to offer more trading possibilities - fixed exploit: possibility to repeat-fish on the wilderness map - fixed: deconstruction of sleeping bunk, table, bench and fireplace clearing out as a ground instead of a floor - removed character waking up when learning a new ritual or feeling the presence of the supernatural world The ritual screen also won't pop up upon this encounter when there's already a new ritual still to be learned or if all the rituals have been already learned. - fixed: skills with a high mastery level decreasing after a ritual that temporarily improves the skill - fixed: crash possibility upon talking to a wise man to learn a new ritual ---------------------------------------------------------------------- version: 3.10 released: 22-Apr-2008 *** NOTICE! Saved characters from the previous versions *** are NOT compatible with this version. - added a new command: [m]ove items By this command you can move select items at your location to a chosen nearby location. The command is useful for filling a fireplace or adding more firewood to a burning fire, or moving a pile of heavy logs to another location etc. - fixed the time passing too quickly when walking on the zoomed in map - wilderness encounter randomization re-written * The cultural region (east, west, north) has effect on how common a certain species is at the region - or if it's present at all. Few examples: - Arctic fox is most common in the north, and completely in the west. - Elks become rare the norther you go, and the wild reindeers become more common naturally ...and so on. * Domestic animals don't appear in the wilderness anymore * Squirrels, hares and foxes are the most common animals in general. All the other animals still roam the UnReal World also but can't be expected to see as often as previously. * Humans are more rare in the wilderness. The foreign people, including both Njerpez and foreign traders, visit the northern areas very rarely. Foreign traders are most common in the west, and Njerpez warriors - if you want to meet them - do raid the eastern UnReal World most often. * Beavers exist only nearby the water * In general the wilderness encounters have been balanced and made more realistic. - added possibility to choose whether you want to zoom into a local map to chase encountered animals if they are relatively small Sometimes you may want to travel on the wilderness map without automatically getting zoomed in when a small animal is encountered. Encounters with humans and larger animals are always automatical and have to be dealt on the zoom map. - wild reindeer is now known as forest reindeer - weight of the meat and skin gotten from slain animals have been checked and tuned to better reflect the actual real-life weights So forget what you have been used to in the previous versions. - added variying size for the animals When looking at animals you may find a description like "Big elk" or "Small lynx". Now there are bigger and smaller individuals of each animal, and also the average ones. This way you can go for the bigger animals when choosing your prey from a flock of reindeers for example. Amount of skin and meat gotten from the slain animal is also relative to its' size. - added possibility to offer multiple items when trading - "How many?" box re-written When there's need to select a number of items (for example when picking up from a stack) the "How many?" question box will pop up. Good old [ENTER] selects all, and keys from 1-9 selects the appropriate amount, without need to press enter afterwards. For picking up a freely chosen item count you need to press [SPACE] and enter the number. "How many?" question box is also mouse sensitive. - game-courses and task info screen improved and updated There are now three game-courses, instead of previous four, but the tasks in each now differ more than previously and there's less repetition and also a bunch of whole new tasks. Task info screen also now shows you related key commands to complete the task thus making the game-courses more convenient for UnReal World rookies. - fixed a bug that made it possible to pick up an item that is still being prepared if there were other items at the same location - a larger number of items on the ground will also be shown graphically as a bunch of items - fixed the possibility of catching a large number of a species of fish which actually wander alone or in small groups So don't expect to catch several pikes etc. at once anymore. - a new inventory menu The inventory menu, from where you select items to eat, wear, drop, use and so on, has been rewritten. The new menu works in the same way as the previous one but has a new look and is completely mouse sensitive. Usage of drinks and foods, condition of armours and clothes etc. is also shown graphically instead verbal description. - added mouse sensitive item selection list for picking up items Now you can select items to pick up freely from a list. - added a bunch of new items * A stone. These can be found on the zoomed in terrain maps. Stones are needed for some building jobs. * A board. Boards can be made from big tree trunks with the timbercraft skill and are used in some construction tasks. * 4 new axes: broad axe, woodsman's axe, carving axe and splitting axe. The new axes have unique graphical symbols of their own and characteristics that make them more handy in some tasks than in others. Check out the descriptions for the new axes in the game-info browser to learn more. - separate survival skill options for collecting branches and spruces twigs have been merged into a one single option When using the "collect branches" survival option the type of branches gathered depends on the tree you're collecting from. From conifers you get spruce twigs, all others will produce branches. - many game-screens have been graphically renewed and made completely mouse sensitive: * Character profile screen. * Random world creation screen. There's now also an option to view the cultural territories of the created world. * Map of know areas. You can view cultural territories from here also. * Ritual screen, armour coverage and wounds screens are now completely mouse sensitive, including the possibility to launch the game-info browser by pointing and clicking. * Skill-screen has been graphically renewed and is now completely mouse senstive. Yes, you can point and click a skill to use it. And yes, you can improve your start-up skills during character creation also by pointing and clicking. * Game-course selection screen. * Game-info browser. It's completely mouse sensitive now. Just point and click to follow the links. * Character log. Options to turn pages to a certain day or month are temporarily disabled, but will be restored later on. * List of game-commands (?-key) screen. - "You have gotten lost" random encounter has been removed. - changes in cookery and recipes * There's now only a single long list of recipes, instead of sub-categories. * A few recipes, for example fish soup and veggie dish, have been removed to be added later on with more detail. * Boiled mushrooms are now blanched mushrooms. * When food is made in a pot, you'll find the prepared food listed under FOODS in your inventory. Naturally this kind of food needs to be eaten, instead of drank like previously. When you have eaten all of your pot of porridge for example, the pot will appear empty in your inventory under DRINKS & CONTAINERS. * Added a new recipe: Smoked fish. * Preparing salted meat or salted fish now takes up to a few days, instead of a few hours like previously. * When salt is required in cookery, the amount of salt needed is relative to the amount of food being prepared. * It's now possible to bake flat bread in the embers of a burned-out campfire in addition to baking it in a fireplace - which previously was the only option. - smoother changes in the color of the ground according to the season There are now some 20 shades of ground, so you'll see the ground turning green in the spring and white in the winter in a much smoother manner. - estoc, rapier, falchion, morningstar and warflail have been completely removed because they actually belong to an entirely different historic era - added a new command to repeat the last action Key-command for this is - and you just can't forget it since the last repeatable action and this little but powerful key-command are continuosly shown on the main game-screen. Now you can repeat virtually EVERY action you ever perform in the game. For the sake of usefulness, minor actions (like eating or dropping items) don't overwrite the last repeatable action. - "required item selection" overhaul This is a major change which greatly affects gameplay, making it smoother and more realistic when it comes to the role of specific tools for specific tasks. "Required item selection"-screen is the one that pops up when you need to select ingredients for cooking or materials for building and so on. The improvements here are: * If you are wielding any tools that are required for the task you are performing, the wielded tools will be automatically selected if they are suitable for the task. If you are wielding more than one tool, the more suitable one for the task will be selected. * Some tools are better suited for certain tasks than others and the tool chosen will affect the success of the task as well as the time required to perform it. When a specific tool is preferred for a certain task, you'll be notified about this during item selection: "You need an axe - preferably a woodsman's axe" etc. You'll also be notified if the item you are using is poorly suited for the current task. It is possible to perform a task that prefers (for example) a specific axe with nearly any axe, but the work is easier and the result is better when you use the proper tool for the job. Sometimes two different types of axe may be required for the task to complete it most efficiently. This is the case for example when building log walls. * When multiple items are required you can select them from separate item stacks. For example if you need 2lb. of water, and have a pot of water and a skin of water with 1 lb. left in each, you can select one of them and the "item selection"-screen simply prompts you to select additional units until the required amount is achieved. You can now also select multiple small pieces of fur to complete a piece of clothing that requires more fur than you have in one single piece. Also, if the task requires five pieces of tying equipment you can use three cords and two ropes if that's what you have. * If the task to be done gets cancelled after the required items are selected, the chosen items won't vanish but return in your inventory. * Sometimes you may be asked for optional but not necessary items, for example in some cookery recipes. Just exit the item selection if you don't want to use or don't have the optional items. - building construction is now a tile-by-tile procedure. You can now freely choose whether you want to build a corner here or a wall there. The shape and size of the building isn't restricted at all anymore. You can also build shutters, doors, tables, benches, sleeping bunks and fireplaces! There's also a new option to deconstruct things you have built, so you can remove a wall, a door, a shelter etc. if necessary. - changes in make items/constructions menu * Separate fur and leather clothing sub-categories have been merged into one single list of clothes to make. * Fence and cellar building options now appear in the buildings sub-category. * Some constructions now require boards in place of logs. One example is when building a cellar - which also no longer requires you to dig a pit before building, although you do still need a shovel to build one. - militant style, armed elder tribesmen have been removed. In their stead you'll now meet some old villagers. - culture information added to NPC descriptions From now on you'll find NPCs like "Kaumolais hunter", "Owl-tribe maiden", "Sartolais sage" etc. - added unique graphical symbols for the peoples of the three major cultural regions. Thus eastern, western and northern people look a bit different. - all the human NPCs are generated in a more detailed and versatile fashion Each human NPC is generated individually, instead of the previously used less-varying pre-randomization method. - culturally linked items All of the items that people use, carry, possess and craft now differ from culture to culture. This goes for hunting weapons, bows, armour types, tools, even their knives. There are some clear and strong differences and characteristics. For example: A koivulais hunter will carry different kinds of equipment than a kiesse hunter. A bowyer from Reemi won't make the same types of bows that can be found in Driik. If an islander prepares himself for warfare, he'll be carrying different weapons than what a kaumolais warrior would have etc. The items you can obtain from the craftsmen at the villages are also culturally linked, so if you are after Driik-style weapons you really need to go to Driik for them. And if you'd like to get yourself a northern bow, then to the north you must go. So now there is a real chance of cultural exchange, and the only way to find out what a certain cultural region could offer to you is to go there and see for yourself. You may want to read more information about the cultures from the game-info browser, as culture now has a much greater impact on the game-world than ever before. - culturally linked start-up equipment The start-up equipment your character gets are also culturally linked so you'll get only items that are characteristic to the culture you have chosen. - a change in tanned skin description If the tanned skin is fur the description after tanning will be an animal hide ("Bear hide" for example). Tanned skin of non fur-bearing animals is decriped a leather (for example "Cow leather"). - amount of firewood you get from one block of wood has been corrected. You'll get more firewood per block than previously, the actual amount that corresponds to the original weight of the block. Annotation: a splitting axe is the best tool to use for splitting firewood. - direction and target selection stylized a bit The look of the direction and target selection info-box is new, and you can also use the mouse to select the desired location when choosing the direction of an action. - some changes in sub-menu hotkeys, descriptions of actions and in times and materials required to complete certain tasks. Just minor changes and tuning here and there, nothing too confusing. ------------------------------------------------------------------ version: 3.04-2 - a bugfix patch for version 3.04 released: Jan-08-2007 *** CHARACTERS FROM VERSIONS 3.04 and 3.04-1 ARE COMPATIBLE WITH *** *** THIS VERSION. *** - fixed key commands occasionally not working when entering the game Phew! This annoying show stopper bug is now history. It was launched if your last action prior to entering the main game screen was a mouse click. - fixed hiding making the game really laggy sometimes - fixed occasional crash when looking at certain creatures This was caused by string a overflow, with creature names such as "Elder tribesman called 'Matti'". - added avatar graphics with fallen symbols Thanks for fallen avatar symbols go to nickname "Eternal" from UrW-forums. ------------------------------------------------------------------ version: 3.04 released: Dec-16-2007 - a new installer The look of the installer is fresh, and now it also creates a start menu folder for the game with unistaller and list of new features shortcuts. - savefile size reduced It's starting to be reasonable now. - fixed map screen [F6] sometimes getting filled with markers Although I wasn't able to completely find out which caused the bug to appear I think the map screen is less prone to it now. - slight tuning in map genarator * amount of inland area lakes recuded * amount of villages (especially in archipelago) reduced * close groups of settlements (driikil„is and reemil„is villages) made slightly smaller - but not too much - as their density is intentional - introducing a new creature randomization system as applied to Njerpez warriors and foreign traders Now Njerpezit and foreign traders will be created and randomized as you encounter them. Pre-randomizing system isn't applied to them anymore. This way the new Njerpezit and foreign traders you encounter will be completely different individual beings everytime. Previously there was less variation and only a bunch of different pre-randomized beings among them. In the future all the beings of the UnReal World will be included in the new new randomization system. - removed excess amount of swords and metal armours from Njerpez warriors and foreign traders Foreign traders still carry metal armours for trading, but this is more balanced now and not everyone of them is packed with several pieces of armour. Variety of weapons and armours the Njerpez warriors will carry is also balanced and there aren't that many swordsmen among them anymore. - fixed bug with food left in the cellar spoiling quickly after taking it out - removed possibility to choose another starting scenario upon changing campaign - fixed bug potential code in data structures Various item related bugs and oddities, like hides to be cured appearing as *unmatchablestring*s etc., might have been result of the found and now fixed bug potential code. - swimming improved SWIMMING-skill is now merely a zoom-map skill. To swim, your character must be facing towards the water and upon using the skill he/she will enter the water. After this you only need to move your character normally to swim around. If the characters' physical penalties (encumbrance, fatigue, injuries) make the swimming considerably harder you will be notified about it when entering the water, and also during swimming if they grow up to risky levels. Fatigue keeps growing as you swim and it may tire up your character to the point of drowning. You can also rest while swimming by using key command [.] but can still sink under the water. With a low swimming skill your character more likely doesn't manage to progress forwards than be in danger of of drowning fast. If your character keeps sinking under the water it should be taken as a warning. Three consecutive sinks result in passing out and drowning. Swimming nearby the coast-line or in small ponds, where the water isn't deeper than your height, is always risk free. Swimming in rivers is more difficult and in rapids it can get really, really hard. - natural attack damage levels reasoned Maximum damage factor has been added to prevent some animals to cause too much injury with a single attack. This has been applied mostly to attacks of smaller and less dangerous animals. Now there's no way a fox can cause bleeding wounds thru any thicker armour, or a sheep kill you instantly with a kick in the neck. Now the badgers can't rip off your arms nor you need to be afraid of beavers easily gnawing you to pieces. As a result of adding maximum damage factor, wearing any reasonably thick armour will protect armoured bodyparts from attacks of smaller animals practically completely. Humans also had tendency to act like ninjas when unarmed, kicking you easily in the head. Now this kind of unarmed attacks are directed to the body area. Some sudden and fatal damage can still happen, but this should be more rare and within reason now. There could be a furious wolf going for your unprotected throat and finishing you with a single crushing bite or a horn of a wild bull might hit you right in the eye etc. - ritual screen slightly re-arranged You can now choose general ritual information by pointing and clicking [R] button with mouse. The same thing applies to [ESC] button also. When the screen is shown upon character creation or when learning a new ritual you can't exit it (confusingly) by selecting a ritual - now it must be done by clicking or pressing [ESC]. A small info box will keep you informed about available options. ------------------------------------------------------------------ version: 3.03.1 - first bugfix patch for 3.03 released: Oct-31-2007 CHARACTERS FROM VERSION 3.03 ARE COMPATIBLE WITH THIS VERSION. -------------------------------------------------------------- - fixed "Trade by barter" task completion not working properly - fixed villagers travelling too far away from village center Especially medicine men, children and women won't go wandering away from the village area anymore. - possibility to find a medicine men in villages increased - character will be able to sleep even when very hungry or thirsty The sleep will be shorter and not as refreshing but possible. - humans don't have a neurotic urge to drop their items in buildings or building sites anymore - decreased possibility of encountering creatures on areas with animals or humans already Wildlife will avoid this kind of areas so you don't end up finding a zoo at your backyard as (annoyingly) easily as previously. Moreover now it's pretty useless to try to encounter random wildlife when traveling with two cows, a wife and a barking dog etc. Encountering wildlife in villages is also fixed. - fixed warnings in code which MAY HAVE caused some problems with UrW and Windows Vista. However, I can't be 100% sure of this, so please send me reports of game crashing if you happen to get some. ------------------------------------------------------------------ version: 3.03 released: Oct-11-2007 *** NOTICE! Saved characters from the previous versions are NOT compatible *** *** with this version. *** - fixed possibility to burn down caves - random world options menu after map creation is now mouse sensitive It works the same way, all the hotkeys also, expect that you zoom into 1:1 view with 'Z' key instead of ENTER. - swimming balanced a bit It's a bit easier on the wilderness map now, and a bit more difficult on the zoom map. - the fish stuck in a net will die if not picked up soon enough Now you should check out your nets preferably on a daily basis, or at very least after two or three days. - fixed missing 'hideworker' store symbol Now it appears, but being a symbol of a hide - not a fox like previously. - time required to find cover and hide decreased - fixed occasional problems with 'repeat previous combat option' - lots of new truecolor and none 256-color images All the 8-bit images are history. There's a big bunch of new images including for example: * new 'character acting' images for moving by watercraft, setting a trap, making a fire, fishing, working wood, tanning and curing hides, drying meat or fish. * new animal pictures of bear, hare, reindeer, snake * new terrain type images of village, field, lake, river, rapids, mountain, cave, grove, forests, bogs etc. ...and more. - current map view enchanched When on a zoom-map a small image of the current terrain type with a description will be shown above the actual map view. More versatile description and scale is shown below the map view. Wilderness map view remains the same as before. - savefile disk space comsumption reduced again just a little bit This shows only after exploring the world for some time. Initial savefile size has actually increased. - character profile menu is now mouse sensitive Also 'Yes/No' attribute reroll selection upon character creation can be selected by mouse click. - trading/chatting improved There's a whole new chat screen, which is currently used only in trading for goods or animals and in asking for directions. However, all the chat options are selected from the new screen, but when choosing anything else than 'Ask for directions/Trade/Buy an animal' you will enter in the old chat-engine. * So, ask for directions option is active again and can be used to ask for location of villages, lakes and caves. * New trading system goes like this: NPC offers an item for a trade and if you are interested in it the trade will start. You can now choose and offer items from your inventory until the trade is complete. Trading will also start when picking up items from stores - just like before. * 'Buy an animal' chat option will be available in the chat option list only in the villages. New chat screen is also mouse sensitive. - new setup option: RESIZE QUALITY The game occasionally resizes certain images. RESIZE QUALITY setup option can be set to LOW, MED, GOOD or HIGH. LOW is the worst quality but fastest way to do it, and HIGH is naturally top quality but most slow. If occasional resizing feels slowish on your system, you can use this to speed things up a little bit. But resizing images actually doesn't happen often at all. - the world is now culture sensitive! This means, each region of the world now belongs to some culture - or in some cases there's no man's land between settled regions. Yes! This is a big change, although not utilized very much yet. But it's there now for future cultural improvements. - villages improved Villages and settlements now have characteristics specific to which culture they belong in. Differences can be seen in the size of the villages, population, building and store types. For example Kaumolaiset have rather small villages and Driikiläiset have bigger, almost town-like villages. Northern people do live in 'kota's - which are kind of tents made out of animal hides. You can expect to find more fishing related stores from Islander villages and so on. More changes will be added in the future but there truly is now some effective cultural variety. You can learn more about cultures and characteristics of their livelihood and villages from the game info-browser. - changes in zooming in nearby the shore When you zoom in nearby the shore and are facing towards the water you will be automatically located nearby the coastline on the zoom-map. ----------------------------------------------------------------- version: 3.02 released: May-22-2007 *** NOTICE! Saved characters from the previous versions are NOT compatible *** *** with this version. *** *** This is a bugfix version - please take a moment to read also changes *** *** in 3.00 if you are new to UrW 3.?? versions. *** - fixed occasional game-freezing when entering a village/crowded area - time required to go into shock and finally die from bloodloss has been doubled. This of course applies not only to your character but also to all the other creatures as well - fixed fast-spoilage bug which occured when transporting food (with a punt etc.) to an area not visited long time ago - fixed possibility to leash and steal animals from villages - fixed oddities in using skis Sometimes the game didn't correctly recongnize removing or putting on your skis. - wielding a weapon in a village isn't a hostile gesture in anymore This feature was removed because of causing too many unintentional conflicts. - fixed "go away" command not working It didn't work properly when you tried to command people to get away from your area/settlement. - appearance of wandering animals slightly tuned Number of wandering animals on the wilderness map has been increased a bit. Their moving routines have also been enchanced. Now it should be easier to find animals and their tracks from the wilderness. Nevertheless it's still not too easy. - changes in TRACKING Automatical follow of the tracks has been removed. Now you have to always track and move, and track and move manually. You will also be notified wether the tracks you find are fresh or old, so remember to read the information you get upon tracking carefully. - fixed bug in encounters on ice Even though you did encounter something on ice, the creature never showed up on the zoom map. This has been fixed now. - changes in seeing creatures from the distance on the wilderness map Now you can spot them only if they are on a relatively "open" landscape like for example a bog, field etc. Moreover, it isn't possible to spot small animals like squirrels, hares and such from a longer distance anymore. - fixed mobility meter oddities Now it should work. To clear things out, since mobility meter hasn't been too precisily documented in the game: 100% mobility means that you are moving with your normal, unencumbered walking speed. (And how fast that is, actually depends on your Speed attribute) Carrying any load or being injured immediately drops the mobility. If you are running your mobility can get above 100%. Generally running will double your effective mobility, and being down or crawling halves it. Notice that total percentage of penalty from injuries and carried load is reduced from your physical skill mastery as is, but the mobility is calculated a bit differently. So don't get confused having 70% mobility with only -12% total physical penalty or so. - added fallen/dead/sleeping avatars for Njerpez, Stag, Elk, Cattle and Bull - fixed wounds of animals and people wandering with you not healing They just didn't heal properly over time. Now they do. - fixed food packed on animals not spoiling This old exploit is now fixed. - added sex choice to character creation It's chosen after chosing culture. - all the face portraits are now truecolor images Some old ones may have gone, and I think there might be at least one new portrait also. Portraits to be chosen are related to the culture you choose. - caves are back And as result of this game-course tasks "Cave combat" and "Cave exploration" are now functional. Caves can be found by the mountains - but they are small ones, no multilevel dungeons. Most of the caves you find are propably empty but some may be inhabitated by a lynx or a bear or so. And maybe you can sometimes find a lonely adventurer or a foreign warrior lodging there - or at least somekind of traces of past human visitors. ----------------------------------------------------------------- version: 3.01 released: Apr-18-2007 *** NOTICE! Saved characters from the previous versions are NOT compatible *** *** with this version. *** *** This is a bugfix version - please take a moment to read also changes *** *** in 3.00 if you are new to UrW 3.?? versions. *** - fixed game-info music not stopping after trying to check out non-existant information of an inventory item - fixed 0% left when planting something - fixed villagers not defending each others upon attack - fixed wild animals entering villages - fixed fistfuls of peas not reducing correctly from character's inventory when using them in cooking - fixed planting peas -> There started to grow fistful of peas instead of a pea plant. - fixed favourableness of the trap-ritual -> There appeared a tree trunk or other random item when using the ritual. - fixed day check not working in net-fishing -> You were able to pick them up and catch something right after setting them. - fixed plants/berries growing back in an instant after harvesting them. - fixed wives dropping items in shops - disk-space comsuption of character folder reduced down to one third - fixed fast-spoilage bug - when encountering something and zooming in your character will be turned automatically heading to direction of the encountered creature. Creatures encountered this way will also be relatively close to your character - but not necessarily visible at first. - fixed possibility to cook something out of spoiled ingredients - fixed occasional random memory map traces appearing on fresh zoom areas - fixed creatures occasionally appearing and moving upside down - packing and unpacking an animal isn't possible in the water - new setup option: IDLE ANIMATION Idle animation can steal quite a bit of CPU usage on slower or laptop computers. That's why this option was added. ----------------------------------------------------------------- version: 3.00 released: Mar-15-2007 *** NOTICE! Saved characters from the previous versions are NOT compatible *** *** with this version. *** *** If you play the game on Linux with Wine, use Wine version 0.9.10. *** - map structure complete overhaul The game map, The UnReal World, now consists of one entire seamless area which is about twice as large as before. This is a huge improvement which affects the whole gameplay and is the most significant and was the most labourious improvement in this version 3.00. When moving on the zoom maps little loading takes place when you travel further away from the original zoom-in location, but the principle of seamless maps stays. You can travel across the UnReal World in the zoom-in mode if you like! As mentioned before this brings some whole new aspects to the gameplay. You can chase your prey virtually forever, there's no border it can cross and get away. Same rules of course apply to your character also. [ENTER] is used to zoom in and out, like previously. And you are allowed to zoom out back onto the wilderness map when you're a reasonable distance away from other creatures. I wouldn't be surprised if the map structure overhaul has caused some weird bugs since practically everything in the game has something to do with the maps. I had to re-write a lots of code and have tried to eliminate the bugs the best I could but if you still find some, please do report. * known bug: Party members and tame animals are prone to vanish upon campaign change, so maybe you should think of a little slaughtering before changing campaign. - saved characters need A LOT more space than before Even an initial character creation eats up 70 Mb's of disk space and it keeps growing during gameplay. This is not a feature :) but a result of map structure overhaul. - completely re-written random world generator! It's so much faster, better and more beautiful that you have to witness it by yourself, but some major new features are: * You can choose to create map from three different regions of the world: Inland, Northern or Archipelago. These region types are quite self-explanatory and give you an idea of what kind of landscape will result of each. * Option to save and load previously generated maps is back. * Rivers. Yes. There are rivers. * World is generated fast and the result is beautiful and realistic. * Random world generator interface is mouse sensitive. Hotkeys work too. - game interface made more mouse sensitive here and there Many menus and lists are mouse sensitive now and you can point and click the option you wish to select. All the keyboard commands are still functional and you should keep in mind that the game is still foremostly keyboard based. Mouse sensitive menus are best notified from the alpha blended bar upon current selection. Clicking cursors keys or moving the mouse causes the selection to move. Mouse-click, Enter or possible Hotkey-click then selects the current option. - start menu is mouse-sensitive So loading and creating a character, setup etc. can be gone thru by pointing and clicking. The game also now starts immediately after loading or creating a character without having to choose "Play" option like before. Oh, and old pretty unnecessary setup options "fade old notes" and "permanent map" have been removed. - "Choice menu" is mouse sensitive now That's the menu where you choose most of the game options like what to make, attack type, hit location, how to talk and many skill-related options etc. Hotkeys are still working also. - ritual screen improved and stylized * Added mouse sentivity. You can select and choose a ritual by pointing and clicking it with mouse. * Info texts and button locations have been slightly modified. * Removed excess keypress previously needed to continue when ritual screen pops up during character creation. - "Map of known areas" screen re-written Even though there is now a bigger world to memorize, this screen now runs faster than an escaping fox! There is also new option to toggle map markers ON or OFF, and since the whole map doesn't fit on one screen you can scroll it with cursors keys. This screen is also completely mouse sensitive so you can either use hotkeys or point and click the buttons with mouse. - there are no more caves Yes. Caves have been completely removed. They really didn't fit into the game anymore. Game-course tasks haven't been updated yet, so all the cave related tasks do get accomplished automatically. Might be that somekind of small caves by the mountainsides will be added later on, but multi-level dungeons in the UnReal World are now history. - little changes in start-up scenarios "Call of the cave" scenario has been removed and "Hurt, helpless and afraid" has been moved to take its' place. In the "Agriculture" scenario start-up equipment now includes something new to plant: broad beans. - winter SURVIVAL command "make a hole in the ice" works now only on the zoom-map. - wrapped maps removed This was because of map structure overhaul. Somekind of maps may be added later on. - TRACKING-skill and wandering animal routines enchanced TRACKING-skill now only tries to look for existing tracks, it doesn't generate them like previously. So if you are a skilled tracker and just can't find tracks from a certain location, it's very likely that no animal has been there for some time. So, wandering animals don't just magically pop up from time anymore. They are set to exists in more realistic way and once this is done they go about their lives and walk the earth as they please. Now TRACKING-skill is also occasionally checked automatically as your character wanders throught the wilderness. This means if you happen to walk across elk tracks you have chance to notice them even if not actively using the skill. During the wintertime even a not so experienced tracker should be able to quite easily spot some tracks only by roaming around. Of course this is not infallible and active use of TRACKING-skill has it's time in hunters life. - character creation process enchanched and stylized * Culture, season and portrait selection menus are mouse sensitive now. * Visual appearance of the process has been stylized to be more player friendly and informative. * Object and creature randomization is comfortably fast and thus executed automatically everytime. - flora overhaul ALL the mushrooms and wild edible plants and berries have been COMPLETELY re-arranged and re-written. This goes for their names, growing season and environment and so on. All of this is now more realistic, and especially the growing environment has come into play more. * Once more: All the mushrooms are new. And like before there are poisonous ones, not so poisonous ones, deadly and now even psychoactive ones. * In addition to good old blueberries and such there are now lots of new berries: lingonberry, cloudberry, northern bilberry, raspberry. All of which grow in their natural environment. * Unique individuals of plants, berries and mushrooms which can be harvested, ripen and mature at a little bit different times, earlier or later than the other individuals. Rarely some that ripen very early can even produce two yields of harvest during their growing season. * Fruit/crops bearing flora now appears as a plants - shrubs, brambles and bushes. There is now for example a blueberry shrub which can be harvested for blueberries. Harvesting is done like before, by trying to pick up the plant. If the plant bears fruit/crops, harvesting will start and after some time you'll be informed of the results and the harvested crops are added to your inventory. Time spent for harvesting depends on the plant. Some berries for example are more slow to gather than the others. - added terrain symbol variations and re-drawn old ones Basically this means there are few different tiles for some trees, mountains etc. This makes the terrain look better and more natural. Many of the old symbols have also been re-drawn. - procedure to go by waterways modified Now it goes like this: - have a punt or raft beside the coast-line - wield a sesta etc. - step on the punt/raft and move normally towards the water. This is a lot more smooth way than previously. (And if you happen to do it in the old fashion way by applying sesta, the game will inform you how things are now.) - added water depth The water is shallow nearby the coast and gets deeper further away. This currently has effect on the fish populations and fishing and moving with sesta. You can't go too deep using sesta as it needs to touch the lake bottom. - added new item: Paddle Paddle is used to move a punt or a raft ahead. With paddle you can move thru deeper waters than with sesta. Paddle can be made by yourself. It is located under "Wooden items" in the "Make" menu. - zoom terrain generation enchanched * Lakes and rivers have beautiful curvy coast-lines matching their wilderness map shape! Mountainous areas also have curvy edges. In general all the zoom maps are now far more better detailed generations of the wilderness locations than before. * There are new trees: Rowan and Alder. And also young trees of already existing species: Young spruce and Young pine. Currently different trees don't have much of different qualities or characteristics but this will be added later on. Now it only looks very, very nice. One thing is that young trees aren't visual obstructions, so you can see but you can't walk thru them. * Pines, not young nor older, aren't visual obstructions anymore so you can see easily around in the pine forests. They still remain as obstacles of course. * Lots of terrain generation routines have been re-written to make the zoom maps better represent the characteristics of each landform type. * Added new map-symbol: Moss. Currently it has no other use than to serve as a little eye-candy at pine swamps. - hills, mountains and their height Mountains are not obstacles anymore. Not on the wilderness map nor on the zoom-map. So you don't have to climb the mountains anymore - just walk. It however takes more of game-time than walking thru flat terrain. Then, terrain height has now a slight significance: When standing on a hill, you can see further away. Actually only mountains are visual obstructions from the hill-top. When standing on a mountain-top you can see as far as.. well, as far as you can see.. So hills and mountains can be used to scan the horizon. Currently it doesn't matter wether you really are at the highest point of the mountain or hill. Hills and mountain tiles of different height will be added later on - but this is a start. - slight modifications in getting slender tree trunks All the young trees will make slender tree trunk when fallen down. Falling down a slender tree (rowans and alders) is now a bit faster, but you get only one trunk from one tree. - minor animal dangerousness modifications Lynx and badger made less dangerous. Bear made more dangerous. - fishing skill/procedure enchanched First of all: fishing is now solely a zoom-map skill. Upon using FISHING-skill a sub-menu with three options will open. There are options for active fishing, setting and pulling the net up. When selecting active fishing you'll be asked to select your fishing equipment. After selecting good old fishing rod, a club or a spear an appropriate fishing method is started just like before. Biggest changes are in net-fishing. From now on nets need to be set into the deep water. So it's not possible to set them from the coast anymore. There's also this separate sub-menu command for pulling the net up. Picking them up in with [;] command doesn't work anymore. After setting the net on the zoom-map a marker will appear on the wilderness map to show you the location where the net was set. This helps, or makes it even possible, to find the net afterwards. - fish populations and catch enchanced and made more realistic All the fish now have attributes for their environment and habitat, time of activity, how rare or common they are in The UnReal World etc. This brings the fishing to the new level. Your catch is determided by all these factors. The fish can have habitats like shallow or deep water, river or rapids. They can be active for example early in the morning and late in the evening. Some can be caught by net, some can't etc. The fish species remain the same as before. Few spoilers: perch is the most common fish in the UnReal World. It lives in lakes, not too deep, and is usually looking for food in the morning and in the evening. And if you are after those big delicious trouts or salmons you'd better head to the rivers. Having some rapids in that river won't harm at all. But there are also trouts living in the lakes here and there. - growing flora has their own symbols All the growing plants, mushrooms, berries and so on have their own symbols which look a bit like the adult/ready plant but are smaller, or just appear as a twig or shrub without berries etc. Some plant symbols have been re-drawn, for example turnip which is now reddish like this old turnip breed has been. - sounds are panned relative to your characters location/direction The sounds your character hears during the game already have loudness relative to the distance from you. Now the sounds are also panned relative to your character's location and direction he/she is facing. For example: S = something that makes sound, @ = your character S.. ... .@. ... If your character is facing directly to north you'll hear the sound slightly from the left. If your character is facing towards the sound then you will naturally hear it from the center. And if your character is facing to south you'll hear the sound slightly from the right. "Heading" screen also still shows the sound location visually but now you can also find your way to the source of the sound just by listening carefully. - added lots of new musics Intro and "character death" tunes are performed by FM2000. "Armour coverage" and Outro (game end) tunes are performed by Armas Huutamo (author actually plays in the band). Rest of the musics are from the Primimitive music from Finland: Home-coming ritual CD which is made by UrW authors and is available and for sale at the game home page. FM2000 and Armas Huutamo CDs are available for example from Lahna Records: www.lahnarecords.fi Feel free to support the bands by buying their records, especially if the music hits you. You can also contact the author for more info about international orders since there many different possibilities. - lying/dead bear has it's own sprite This is added just for starters. Later on all the animals and humans get their own lying/dead sprite. So prepare to see a collapsed bear instead of upside-down bear. - symptoms of diseases/diet improved There are many more ailments than before: nausea, stomach ache, slight and severe poisonings etc. And some mushrooms for example are deadly or cause severe poisoning only in large dosages. Small dosages maybe causing only nausea. Symptoms can also appear only after few hours, sometimes after few days, from ingestion. And like before in case of mushrooms: some must be boiled before eating, and for some even the boiling can't remove the poison completely. One new feature you should remember is that eating raw fish or raw meat isn't good for your stomach. - storehouses actively restock their supplies New stuff did occasionally appear at storehouses in the past too, but this was dependent on the NPCs really to walk in and leave something they didn't need. In addition to this, storehouses now also actively restock their supplies if they are running out. Notice that in the UnReal World this doesn't magically happen overnight. It takes days, sometimes even weeks for the storehouse owners to overcome serious shortage of supplies, but now it really actually works! - passing out because of pain/shock modified Possibility to pass out from getting wounded to limbs or other non vital areas has been reduced significantly. Only few pain sensitive limb areas remain. For example foot and elbow, but the effective impact required to make the character pass out from this kind of wounds has to be a lot more severe than previously. Notice that this modification applies to non-player characters also, since combat rules are identical for the both parties of the battle. - regional events re-written/modified This was because of map-structure overhaul. Njerpez raid and forest fire events needed most of new code, so they carry the highest bug possibility. Avalanche and settler events have been completely removed. - regional knowledge of non-player characters is temporarily a plain zero Because of map structure overhaul NPCs don't temporarily know anything about their surroundings. Re-writing all of this would have delayed release of this version too long, so I decided to do it later on. And especially as the whole communication system is going to be improved soon. - some game-course tasks removed (= made automatically accomplished) Few game-course tasks that were related to old map structures and caves do get accomplished automatically. Later on new tasks will be added to replace these ones. Automatically accomplished task are for example: "Moving on", , "Secrets of the mountains", "Cave combat" and "Down we go". - small islands are safe from encounters Wandering animals don't appear on small islands anymore. - added new plant: broad bean This brings a little more variation to the fields, and you can grow your own broad beans too. In this version Broad beans can be eaten raw, but recipes will be added later on. - added new truecolor images * background picture for armour coverage screen * all four game-course title pictures * elk, stag, fox, artic fox, lynx, wolf, squirrel game-info pictures * big avatars: moving by watercraft, falling a tree. Also almost all of the old avatar pictures are now truecolor ones. - summon the giant pike ritual removed For most of the players it was too much of a high-fantasy thing thus removed. ----------------------------------------------------------------- version: 2.92 released: Aug-06-2006 *** NOTICE! Saved characters from the previous versions are NOT compatible *** *** with this version. *** - fixed raining at the wintertime Now it snows. Horizon window still has the same rain symbol but blue raindrops are replaced by white snow-pixels. - added notifications of cooked food getting ready or burned This applies to recipes where the food is left to be prepared and character's presence isn't needed - that is currently roasted meat and fish. Character will smell when the food is ready and when it's going to burn soon. Your character will smell this practically every time, but exceptions CAN happen. - fixed odd food spoiling This happened in various circumstances: After spoiling some food by burning it and then handling not spoiled food. Or sometimes when using cellar etc. Hopefully it's fixed for good now. - using newest SDL version at the moment SDL version 1.2.11 unmodified - using newest SDL mixer version at the moment SDL_mixer version 1.2.7 unmodified - few internal graphic routines re-written Theses are mostly things you can't see except for the real working floodfill-routine. Just check out the armour screen. Body areas are completely coloured - the old floodfill routine was too stupid to do that. - new true colour background pictures * Religious/supernatural profile background picture. It's really supernatural. I like it! * Armour coverage background picture is the same old one but a true color version. * Wounds & injuries background picture is a new one, but familiar from the start-up screen. - fixed "I don't see you - you don't see mee" kind of hiding Previously you could easily sneak beside your target when looking away from it. When you didn't see your target, it couldn't see you either. Now this is fixed and it is actually very important to maintain visual connection to your target especially when you are getting near to it. - [t]hrow command improved When you have both hand in use, primary and secondary weapon wielded, the command work as previously - you'll be asked which one to throw. But when you have at least one free hand you'll be able to choose directly from your inventory what to throw. This means you can shoot with your bow, when you have it wielded, just by using [t]hrow command. No need to wield arrows like before. This makes it also few keypresses easier to for example throw firewood into the fireplace etc. - avatar revolution Both character and fellow creature avatars are under big construction which brings up many possibilities to make avatars more lively in the future. This is what new we have so far: * There's now female character avatar. * Stag and elk have different avatars.Stag is pretty much like the old one. Elk is slightly smaller and doesn't have antlers. * Added own avatar for squirrel * Many creatures have now little animation * Added a color variation for cattle, bull and dog - achery (and missile attack) improved * If you are shooting unaware target, a creature which is sleeping or one which can't see you, and miss a shot, creatures will still react to the sound of the arrow and if they are awake they may spot you. Sleeping animals tend to wake up but not necessarily notice you at first. * Human opponents respect the bow and arrow. That means if you are getting many shots to them without them getting to close combat range they tend to escape and take some distance for some time to protect their skin. * Animals don't actively dodge arrows or thrown weapons. So they are easier targets compared to humans who are aware of your intentions. * Added size modifier for both archery and thrown weapons. Creatures noticeable larger than humans are now slightly easier to hit. On the other hand you'll get a little penalty for trying to hit smaller animals. So shoot close when you are after squirrels. * It has always been easier to hit from the close distance and now that has been modified slightly even more easy. So bows are more accurate. Long distance shots still need great skill or good luck. * Arrows can break when hitting the target. Hit to a hard target, like a tree or rock, is very likely to break your arrow. Hit to a soft target or creature will also sometimes break the arrow. - stupid aggressive creature moves removed Ever met an aggressive creature who just runs around while your character is scoring nice hits? Me too. That kind of not-so-wise combat behaviour should be removed now. - fixed possibility to drop negative number of items - default install directory changed to "UnRealWorld" instead of "UnReal_World" - added two new bird sounds - added just a tiny possibility to use mouse It's possible to use mouse to choose a target in shooting, throwing and checking out a distant location etc. This is kind of testing, so report back if it doesn't work. Good old arrow keys are still working. Left mouse button also works as ENTER key everywhere in the game. - added ambient and moving sounds As you walk, crawl, run or row your punt you'll hear a corresponding moving sound. Now there is also ambient sounds in the background all the time. These include basic humming of the wilderness, wind and rain. There are on/off config options for both moving and ambient sounds if you like the silence better. - characters will endure freezing weather a little bit better than previously - added wintertime bonus for furs produced All the furs produced during wintertime will be more valuable than those produced during other seasons. This is because the animals have thicker fur at the wintertime. The value difference is not shown within the item name yet but you'll notice the difference when trading. ------------------------------------------------------------------------------- VERSION 2.91 URW.EXE FIX I -------------------------- May-15-2006 -- fixed random crashing which occured especially in villages. -- hides disappearing when trying to tan them fixed. -- food continuing to roast after picking them up fixed. -- game not recognizing completing "make roasted meat" task fixed. -- food not roasting while sleeping fixed. ------------------------------------------------------------------------------- version: 2.91 released: May-12-2006 *** NOTICE! Saved characters from the previous versions are NOT compatible *** *** with this version. *** *** Data structures have been changed also, so if you are using some *** *** editors don't expect them to work either. *** - fullscreen initialization options Instead of just choosing fullscreen mode ON or OFF there's now to alternative methods initialization methods: ON1 and ON2. If you can't get the game running in fullscreen mode by just choosing ON you can try ON1 or ON2. I'd like to receive reports if these options do any good for those few who haven't gotten the game work in fullscreen mode previously. Removing SETUP.URW file from your UrW will reset the settings if the game fails to start after mode changes. - internal game data structure improved This is something the players won't notice, but it will start affecting the game in the future. This is linked to having better organization of information about items being prepared. Now you can see amount of dried or smoked food in preparation AND cooking has improved a bit... (see below) - cooking of few recipes improved You don't have to sit still while preparing roasted fish or roasted meat. Now you leave them by the fire to get roasted and can move and work while they are being prepared. More recipes will be changed to work like this in the future. - character directory removal after death Fixed - I think. Although it has worked in my system for a long time so can't be 100% sure. - little more animation Other creatures move a little more while they are active (not sleeping etc.) and you own avatar also when he/she is doing some tasks. - exhaustion behaviour improved When character gets really tired from not sleeping the fatigue meter will start to grow. At some point fatigue prevents the character from walking without small resting periods. If exhaustion keeps continuing character finally starts to fall down and fall asleep. At first sleep is light but finally, after severe exhaustion, turns into unconscious one making it possible to die from coldness, thirst or attacks during sleep. It's much more realistic now. Not possible to keep crawling around for days without sleeping anymore. - graphical improvements Hey, aren't there few true color images in the game now? Yes! Start-up and character creation screens and few other are now true color ones. And more is to come. - new sounds fall, shooting with a bow, timberwork, horse guffaw, reindeer and elk coughing and bawling sounds, corpse skinning and cutting sounds, whimpering (small animals), snuffle, new roar variation, snorting and grunting sounds (pigs and bears), water sounds, few birds as nature sounds, good old "harr"-sound when encountering something is also back, tree falling down sounds, running sound for escaping animals, burp sound, eating sound (which is original), thumps and cracks and block sounds for combat, player gets hit sounds (these are original also), death scream, and three variations of ritual performing chants! - added just a little of touch of 3D to nature sounds Nature sounds come randomly panned and with varying volumes to give a nice little feeling of space. True origin of sound related panning will be added later. - colors fixed from map generation screen Colors of villages and some forest areas were buggy. That's fixed now. - new musics Dramatical heavy drum beat added to armour and wound screens. ------------------------------------------------------------------------------- URW.EXE fix II -------------- Mar-26-2006 -- added full-screen mode and setup option for it This option is enabled from the setup. By default the game starts in a windowed mode, but if you prefer full-screen then just toggle it on from the setup, start the game again and it should run in a full-screen mode. If it doesn't, report to me, and play in a windowed mode. Deleting file SETUP.URW will restore setup defaults, if you fail to do it manually. -- added setup option to turn background music on/off -- fixed trading bug This is a victory! It was quite totally messed up, but should work with no problems now. -- fixed pressing-shift-key-alone-clears-the-previous-attack-buffer bug -- wound screen: fixed wounds being drawn "outside" of the body -- fixed year-number-not-increasing bug -- keyboard correspondence fixed: numpad zero (0) and period (,) are working now. URW.EXE fix I ------------- Jan-25-2006 -- fixed memory leaks There were many of them in addition to reported armours / wounds screens. Report if you find more. -- horizon statistics screen is updated while sleeping so you see sun and moon traveling quickly accross the sky -- pageup, pagedown, home & end keys didn't work except the ones in the numpad. Now they do work. -- ritual performance screen wasn't showing. Now it is. -- clock ticking while doing tasks was too slow. Now it's faster. ------------------------------------------------------------------------------- version: 2.90B released: Jan-20-2006 *** This is the first Windows release of UrW ever. So, the game is very likely *** *** more buggy than the previous versions ever were. There are really not many *** *** new features that a player would notice - the game just has been ported to *** *** Windows environment. *** *** From this version on the evolution of Windows UrW is just about to start. *** *** The game actually lacks some of the features of older versions. (See list *** *** below) *** *** Please do report especially the new bugs you find. After a relatively *** *** stable Windows version has been released, new game features will be added. *** What's "new" or has been removed/changed: - when creating a character object creation part has gone slow. You'll see numbers running during this process. - the game doesn't run in full screen, but in 800*600 sized window. - take a screenshot [F10] doesn't work - loading of maps into rndworld generator doesn't work. - occasional problems to remove directory of dead character. Some very rare reported problems in this matter. If directories aren't removed correctly you can do it manually. - screen and colors and stuff: There are no screen fades in/out. - sounds & music: All the music and sound effects from the old version are forgotten and gone forever. They were of low quality. UrW will be having completely new and a lot better set of music and sound effects in the future. For now there are just a few sounds effects and even less music. This is what we have currently: - monotonic shaman drum beats and one rythm in start-up, character creation and death/quit background music - few animals sounds: cow, sheep, dog, plus few growls and roars - water (when swimming etc.), opening and closing door sound - start-up menu selection sound - wolf howl and owl (as a night time sound) - few battle sounds What is new already in current sound effects interface is the fact that there are few variations for sound effects. I try to keep it that way when adding more sounds. You will also hear from the sound volume how far the cause of the sound is from you. This doesn't apply to wilderness map. - map item limit of 200 pieces: I think I removed it! Hopefully. ------------------------------------------------------------------------------- version: 2.80 released: May-24-2004 *** NOTICE! Saved characters from the previous versions are NOT compatible *** *** with this version. *** - fixed tons of bugs. ...just to mention couple of: * Fixed "the easy women"-bug. You can't no more get a wife just by saying one carefully chosen sentence. * In making items water skin no longer work as "skin" of an animal. * You can go ashore on a map location with a shelter. This was previously impossible. * In addition to a maximum number of items a certain animal can carry there's also limit in weight now. You can't pack logs on a sheep no more etc. * Item symbol of fish foods prepared is now fish, previously it was a "ham" symbol. * You can cancel your attack at any phase; in choosing enemy, aspect or location. - people do respect the fences Only aggressive or escaping people now climb over the fences. So now you can protect your home and property a little bit better by enclosing it by a fence. - new graphics * added new startup screen * added couple of new character faces for each culture. These include couple of portraits that some UrW playrs have sent to me. Hopefully the persons concerned will recognize themselves. * new "hiding" and "shooting with a bow" small pictures - added some animation The animation is very little and there's not so much of it yet, but now that these routines have been coded more is to come. Now you can see animation in: * waves and fire. * some creatures as they peacefully move about: cattles, bulls, dogs, snakes, sheeps, shopkeepers, women - vegetable kingdom is associated with turning of seasons All the plants, berries, mushrooms, vegetables and so on, are associated with turning of seasons. They start to grow in the spring and if not harvested will die in the late autumn. Now the vegetarian food you find from the wilderness may be ready to be picked up or still growing. If you happen to find an area with lots of vegetarian food in a growing phase you can come back after a while and find them ready to be harvested. Also the plants you leave untouched in the autumn will die when the cold weathers come but start growing again in the next spring. The area you completely harvest won't propably have new plants growing in the next spring. - change in FORAGING-skill The skill only makes you find young, growing plants. Plants that are ready to be harvested you should find and notice by walking around the current area. - added new skill: AGRICULTURE Yes, it is now possible to grow some crops! Use the skill when you posses some appropriate plants or seeds. Generally you should plant your crops in the spring and harvest them in the autumn. The growing season is between those two seasons. Some plants and crops need more time to grow than the others, and some need to be planted earlier than the others because of their sensitivity to cold weather. It's also possible to plant or sow something in the late autumn for the next year. Even if the plants wouldn't have time to make a harvest that year they can pass the winter and start growing again in the next spring. The plants/seeds you are going to plant or sow have to be healthy, not spoiled. You may want to start looking for these early in the spring because finding them is not always easy. Currently it is possible to plant turnips (from turnip seeds) and peas (from fistful of peas) You'll learn more by trying the skill out and reading about it from the game info browser. There are two agriculture options: - Prepare the soil - Plant/sow something When you have selected a place where you wish to grow something first you have to make the woodland fertile with a burn over procedure. Fall down some trees and set them on fire. When the fire has burnt out and the remainding of the fire are left use "Prepare the soil" option. The soil at the certain location will be now prepared for you to plant/sow something. Burn over and prepare the soil until you satisfied with size of your agricultural area. After this you need to wait until the ground has cooled down. Remainding of fire will disappear and prepared soil can be seen. Now you can use "Plant/sow something" option. - added new item * Turnip seeds - with these you can grow your own turnips - you have to set the fire burning in fireplaces There is no longer everlasting fire burning in the fireplaces. You'll have to set the fire burning by using SURVIVAL-skill. The procedure is the same as in building up a normal campfire. First wield and throw enough firewood into the fireplace. Then use SURVIVAL skill to get the fire burning. Once the fireplace has been heated up it stays warm for a long time. You can warm yourself beside it or cook something after the actual fire has burnt out. This is advantage of fireplaces compared to a normal campfile. Now, if the weather is cold, you'll have to remember to warm up your house before it' s comfortable for example to go to sleep. Also sauna stove must be heated up before there is use to throw water on it by applying the sauna scoop. Fireplaces are now also used in cookery. Certain recipes can be prepared only in the heated fireplace. - recipe categories re-arranged Recipe categories for cookery are now as follows: Meat recipes Fish recipes Soups and drinks Vegetarian recipes Additional Some recipes have been moved into another category. For example "Fish soup" has been moved from "Fish recipes" to "Soups and drinks" - changes in some recipes * "Flat rye bread" recipe Flat rye bread now needs to be prepared in heated fireplace. Previously normal campfire was required. * "Smoked meat" recipe Smoked meat needs to be prepared indoors with a a recently heated fireplace. It takes couple of weeks before the meat is ready. - new cookery recipes * two turnip recipes: stewed turnip & boiled turnip (under "Vegetarian recipes" category. * pea soup (under "Soups and drinks" category) * dried meat (under "Meat recipes" category) It's possible to prepare dried meat only when the weather is cold and dry enough. That is from the beginning of the winter till the spring. Dired meat is prepared by hanging cuts of meat on the wall outside of some building. Then the meat is left there for at least month. This is worth of the trouble because dried meat keeps good virtually forever. * dried fish (under "Fish recipes" category) The procedure is the same as in making dried meat. It takes a little less time to dry fish. Dried fish also keeps good for a very long time. - cellars added Cellars are for preserving food and especially vegetables. Bread, meat or fish stored into the cellar also keeps good significantly longer but vegetables can be preserved in cellars from autumn till the next spring. Cellars are large pits dug into the ground and strengthened and packed up with slender tree trunks and rocks. It is possible to build your own cellar by using [M]ake-command and [B]uildings & Misc-category. To store something into the cellar just walk on it and [d]rop the food you wish to store. To get something from the cellar walk on it and use [,] pick command or use [:] command to check out what is in the cellar. - wives do not fight beside you anymore Now wives only watch helplessly as you enter into a fierce battle or someone attacks you. This prevents them from doing any foolish, like attacking superior enemy, while you are away. You should protect your wife, not the vice versa. - new chat option: "Command" There's a new chat option "Command". Now you can command your party members, wife and other people to do something for you. Not everyone will obey your every command though. This chat option can be executed from the further distance than the usual chat options. Commands are: * "Wait a moment" You can command someone to stand still for a moment. They'll continue moving about after a while. This is useful if you have something to say to someone who is just about to walk away, behind a house etc. and you are afraid you'll loose him. * "Wait here" This commands someone to stand still until you give him/her a permission to move again. This way you can keep your companions out of trouble and prevent them from going somewhere you don't want them to go, for example not to rush into the fight. If you leave the area your companions will start to follow you again again. So you still need to use "Greet" option to tell your wife to wait until you come back from the longer journeys. * "You can move about now" This gives someone a permission to move again. * "Go away!" Used to the people to leave your territory or home immediately. - two new start-up scenarios: "AGRICULTURE" and "HURT, HELPLESS, AND AFRAID" ------------------------------------------------------------------------------- version: 2.70 released: Dec-14-2002 *** NOTICE! Saved characters from the previous versions are NOT compatible *** *** with this version. *** - some bugs fixed - as always. Hopefully I fixed something that made YOU to use a bad language. - there's no longer need to be afraid of angry dogs in the villages. - trap-pits can be filled again (and therefore removed) by using a shovel. - animals can be milked only once a day. - bloodscapes and remaindings of fire will eventually fade away in a couple of days. - you don't learn rituals straight away anymore. You will be notified when you are about to learn a new ritual. The ritual will appear in the ritual menu, but before you can use it you must talk to some wise man or a sage to learn the correct words and manners to perform the ritual. - shelters you build are marked on the wilderness-scale map and on the 'Map of known areas'(F6) - added new item to make: stone-axe - bloodthirst of small carnivores (fox, ermine etc.) reduced. They still can hurt you so bad that you lose your consciousness but they don't (on purpose) try to finish you after you've passed away. - maximum amount of meat to be cooked at once recuded from 40 to 20 pieces - Oatmeal is now called porridge - added new item: Bag of rye-flour In the villages bags of rye-flour can be found from granaries and food storehouses. Rye-flour can be used to bake bread and cook porridge. - added 3 new cookery recipes: smoked meat, porridge & flat rye bread Smoked meat must be prepared indoors, preferably at sauna. After you've hung up the meat nearby the fireplace to get it smoked and dried it takes several days before it's ready. Notice: when you come to get the smoked meat they are picked up one-by-one, not in a stack. This is because of internal structure of the game - so dont send a bug report about this :) For cooking porridge you need flour. A porridge made this way is rather rough and takes some time to cook, but the recipe is easy and as we all know porridge is a good breakfast. Flat rye bread is a simple bread made from rye-flour and water. - people in the villages now really defend each other. When attacking a single villager you can now expect to have virtually everyone in the village to attack you. - you don't no more get charged of assault when people walk into your traps. Previously you could get charged of criminal activity even if your trap was honestly set for wild animals. - people have some new stories and matters on their mind. Thanks for these go to Johannes Leino. Have a nice chatting! - added possibility to get a wife. It's hard to give any tips within the field love, but there are some general guidelines. * Only Maidens are good wife candidates. * It takes some time to get her interested. You must be a known person in the village where your sweetheart lives, so remember to visit there pretty often. * It all starts by talking with a girl. You can ask her some directions or anything at all to make a contact. After you get to know each other a bit you can occasionally greet her or have a little chat with no particular reason. You know... * You'll notice when the girl gets interested. * Women love gifts, so be sure to give valuable items to your sweetheart. (There's finally a good use for anklets and necklaces) You propably know that women like expensive furs and beautiful clothes more than weapons and tools. * Talk to the girl a lot, leave the village and come back after a while, let her miss you for awhile, then return and surprise her with a gift and so on... Do this for days, weeks or months - whatever it takes. Patience is good. If you think things aren't going fast enough you may try to give her more and more gits. Listen to her - you'll then know where you are going. So what's so special about a wife then? If love doesn't count there's still something left; If you are wounded or suffer from a disease, every night slept with your beloved one improves your healing rate. So it's a good idea to come home to rest with your wife if you've got hurt during your adventures. Cookery made with your wife is twice as fast as alone and you'll make better meals too. So it's very reasonable to come home to your wife afer a succesfull hunt, and prepare the prey together. Wife can be told to stay at the certain place. Usual procedure is to tell your wife to wait for you, at your cottage for example, when you go hunting or on a dangerous expedition. Chat option 'Greet' is used to tell your wife to stay where you are or to walk with you. After you've got yourself a wife your main objective as a man is to keep her fed. If you leave her alone without food for a long time you can be sure she'll be gone when you come back. So always remember to give her enough food when you are going away for days. - required time to dig or fill a trap-pit increased. As I've been correctly reminded it takes more like hours than fifteen minutes to dig a reasonable size pit, so digging or filling a trap pit now takes about 1-2 hours. - wild animals avoid big parties (and big numbers of other animals) This means you have to leave your house if there are lots of animals around and you are after a game. Also if you have encountered pack of animals it's not likely that something else will be encountered at the very same area as long as there's quiet and peaceful again. - you can't light torches and lanters just like that anymore. If there's no fireplace around you first have to make a fire, stand beside it and only then [a]pply torch or a lantern in order to light it. You can also use already burning torch to light up the next one. Torches also last a bit less than in previous version. - you can tell other people to go away from your area. "Go away" or "This is my area" are good ways to express yourself in this matter. People usually escape in a hurry. Of course you must have something built or at least have a building site around before anyone believes that the area they are at is your home. - some improvements in trap routines. Animals that are light in weight (hares, foxes etc.) can walk over trap pits with no harm. Amount of injury of trap-pit with pointed poles reduced. One can now survive from dropping into a trap like this but still surely gets badly hurt. Leashed animals and your companions don't get caught into your own traps. - skills of your character will improve a little bit faster now. - food left in the snow now keeps good forever if it's cold enough. If temperature is only slightly below zero the food may still get spoiled. ------------------------------------------------------------------------------- version: 2.60 released: Dec-17-2001 *** NOTICE! Saved characters from the previous versions are NOT compatible *** *** with this version. *** - encountered creatures won't stay on the zoom map area forever. They'll eventually go about their lives and move on if there's nothing too interesting at the area. So the lonely settler doesn't have to watch a flock of reindeers and group of hunters arriving and staying at his backyard anymore. - pick-axes and boulders removed. - added new map symbol: big stone. - savefiles slightly organized. They still are fragmented and take some space but not as much as previously. - heavy and slow object maintenance routine removed. Hooray! - buildings improved. You don't no longer 'enter' into a building and 'exit' back to open air. Rather buildings are fixed part of the current map. - saunas improved. Only now they really are like saunas; just a stove, bench, tub of water and a scoop. Saunas also can't be recognized as saunas on the outside anymore. And nothing prevents you from living in a sauna or vice versa. - do-it-yourself buildings improved. Type of the building is selected beforehand when making the groundwork. There is a different kind of groundwork option for each building type. Now it's also possible to build a storehouse. So go on building your home and courtyard better and more beautiful than ever. - clothes and armours heavily improved. * Quilt and quirboul armours have been removed. * Added new materials for clothing: linen, nettle, wool and birch-bark. More information about these can be obtained by using the game info browser. * Added lots of new clothes. * People now wear clothes more correctly according to their sex, wealth and status. Their ensembles also are historically more correct and realistic. All in all clothes and materials now better (and very well!) fit into the world of the game. - inventory screen and "more info"-notification: A notification about more information in inventory screen is now launched only when there really is more information available. - inventory commands (eat, wear, take off etc.) improved: All the old key commands work just fine but now it is also possible to change the inventory command from the inventory screen. Inventory screen will also show up until you return to game by pressing [ESC]. So it's more convenient to for example drop or wear or eat several items in a row. - some creatures can be seen on the wilderness map. You can now spot figures of big creatures on the open areas of wilderness map. You may see an elk swimming in the lake or a bear walking accros the swamp. This requires a good visibility or open area. I.e. in the forest creatures still can't be seen. - human behaviour (heh) improved. They'll go about their lives, enter houses and come out bringing goods to stores and getting something for themselves. Stores will re-stock, people will have new items to trade with you and something old and used will be given away (dropped) for free from time to time. Now you need to pay more attention not to exploit the villagers - otherwise the life won't be so prosperous. - animals appear more commonly in the villages. Wether they are kept outside or inside there are some animals in every village - there are no specific farms anymore. And if there are any watch dogs around it may be a good idea to try to avoid them. - Njerpez warriors have improved their camps. They've learned to build small storehouses where they seem to keep their booty. - SURVIVAL-skill improved. There's a new option for collecting spruce twigs which you now must be carrying before they can be used in making a shelter. - New building option: build a gate. It's now possible to build a gate into a fence. The option can be found under [M]ake items in the section "Buildings & Misc.". - pack animals carry varying loads. This depends on the animal size and strength. Cattle can carry more than a sheep, and horse can carry more than a cattle, and so on... - animal skins and their processing heavily improved. First a bit of terminology: - Animal skin is a fresh skin removed from the carcass. It will spoil within few days if not tanned or cured. - Curing means processing the fresh skin so that it will preserve for a longer time. There's a new HIDEWORKING option "Cure the skin" for this purpose. Curing is used if you don't want or can't tan the skin right away and want to preserve it to be tanned later on. - Tanning is a process for softening the skin so it can be used in clothing. There is a new HIDEWORKING option "Tan the skin" which replaces the old "Produce fur / leather" options. Tanning always requires usage of some tanning material which may be either willow/ alder bark or animal fat. It is rubbed onto the skin and the skin is left to get tanned for some time. All the tanned skins will appear as "Tanned - skin" in the character's inventory screen. However depending on the animal, the tanned skin is always either leather or fur. E.g. tanned cattle skin is leather and tanned fox skin is fur and so on. * There's a new inventory screen section called "Animal skins". All the skins will appear under this title. * Prices of animals skins have been improved. Now the skin quality and type of the animal really matters. E.g. lynx, beaver and pine-marten are very valuable. Remember that people usually want tanned skins, plain fresh skins aren't so valuable - if wanted at all. * There are some changes in what kind of fur and leather clothes you can make by yourself. It's also shown in the finished product what animal was used. The animal used also affects to protective values of the finished cloth. E.g. a shirt made of bear skin is thicker and warmer than the one made of cattle skin. - carcasses won't stay around for ever. They will rot away or get eaten by carnivores usually within a week. - you'll also get the fat of the dead animal with "cut a carcass" option. The animal fat can be eaten or used in tanning. - new TIMBERCRAFT option: "remove bark" With this option you can remove and get the bark of willow and alder trees. The bark is used in tanning. - added new people: foreign traders. You may occasionally encounter parties of foreign traders who are after fine furs of the north and usually carry plenty of fine metal armours and swords with them. - people can give you better directions. Nowadays they can also tell you the name of the region where the place you are looking for is. - new chat option. Asking for directions can lead you to find out who among the people (in the village for example) carries the one specific item you are after. This is useful when you are looking for something that can't be found from the storehouses. "Where can I get a specific item?" is a free line you could try if you don't want to use pre-defined chat-lines. - item making improved. If you use leather, fur or cloth as a raw material it will get used up gradually depending on what kind of items you will be making out of it. For example you can make various small clothes from a one big pelt, or you can cut your shirt for a bandage or two and still be able to wear it - until it's completely worn out or used up. - added new command: [F10] - take a screenshot The screenshots will be saved in .PCX format into a SHOTS\ directory in your UrW directory. There's a possibility to comment the screenshots if you want to. Notice that the screenshot option works nearly everywhere in the game. So go on setting up your UrW galleries of greatest or worst game situations! - initial mastery of skills (depending on the chosen culture) slightly re-arranged. - Minor change in "Hunter's request to catch a fox"-ritual Instead of immediately encountering a fox now the _possibility_ to encounter a fox is increased after performing the ritual. You'll usually need to track the fox down or at least wander around a bit in order to encounter your prey. ------------------------------------------------------------------------------- version: 2.50 released: Mar-01-2001 *** NOTICE! Saved characters from the previous versions are NOT compatible *** *** with this version. *** First I would like to point out that this version is DAMN GOOD & more reliable and exciting than ever! Secondly the following persons have greatly helped me in development of this version: Juho Tukkinen & Timo Ryyn„nen (Finland) "Dax" (Soviet Union) Chris Allcock (England) Then, the changes: - lots of bugs fixed, some of the most fatal ones have been found and slained. It looks like none of them survived. - new start-up scenarios: "Runaway slave" and "Lonely settler" Also "Plague" and "Maps and written works" start-up scenarios have been removed and stories of old scenarios have been rewritten. They now better descripe the background of your character and may give you a new kind of perspective to start living your character's life. - new game-info browser pictures for Fox, Wolf and Lynx. - changes in armours: Scale armours have been ruled out - they really didn't belong to the world. Plate armours are now known as Iron armours - Plate Halfhelm is now known as Iron Halfhelm and so on. - added possibility to reroll physical and mental attributes during character creation. - you can cook only up to 40 cuts of meat at a time. - added display for direction of heard sounds. Directions of sounds you hear are now shown in the "Heading box". They are shown by little exclamation marks and will stay visible after the sound until you turn your direction. - new command: <4> - Repeat previous make command. This key-command repeats previous ake command. It is useful if you want to make more than one of some specific item - for example a bunch of arrows. - weather statistics are displayed graphically. Horizon window (in the statistics section) shows you the cycle of the sun and the moon, how cloudy it is and the rain. It looks very nice and gives you better and whole new feeling of days and nights. There is also a simple thermometer indicating current temperature. Changes in temperature have been also fixed to be more realistic. It's possible to experience long warm and cold periods as well as rapids changes. This also gives a possibility of milder, more bearable winter periods. - lots of fresh musics and sound effects. All the background music (except the start-tune) have been changed and some game screens ("Armour coverage" for example) now have background music. Because of this there's also a new setup option: BACKGROUND MUSIC ON/OFF - just in case. There are also lots of new forest and animal sounds which are most of all realistic. When you hear a reindeer puffing or a lynx growling in anger for the first time in this version it may at the very least sound odd, but the new sounds are originally those of real animals. (P.S., angry Lynx is my personal favorite at the moment) - possibility to build cottages and saunas! It's done by ake command. (There is a new build a cottage/sauna option) Decision between a cottage or a sauna is made only at the very last step of the building task. Be prepared to spend some time and logs. - zoom-maps improved. Among the other things you can now occasionally find also little ponds of water and fallen trees. Also the surrouding areas are now generated as you zoom into terrain or enter a location. So if you enter a village with a field on its right side, you can actually see the field from the village-scale map and so on. Besides the fact that it looks very good and increases atmosphere, it also gives you possibility to for example fish by the shores. Also as a hunter you can more tactically chase animals on the zoom-area as there maybe surrounding areas (water, mountains) where your prey can not escape to. - 'Map of know areas'-screen (F6) improved. The traps you've set, villages, settlements (including your cottages) and caves are now shown on this screen. Traps are also shown on the wilderness map too so you don't have to rely on your memory too much anymore. - 'CharacterFile' command-line parameter option removed. The game also won't be finished (meaning returning back to OS) when a character dies. - map borders are shown with light reddish raster line. This will help you to better realize for example a zoom-map or a village borders. Also if you exit a zoom-map (or a village etc.) by walking over map border you will be asked if you really wish to do so. - changes in Njerpez war camps. War camps are now outdoor terrain areas where Njerpez warriors have built shelters and settled down. Map symbol for the camps remains unchanged. - some changes in inventory list: All weights are now total (tot.), not unit, weights. Some colors have been added to inventory list and item weights have been aligned to right. - new command: - Discard items. Sometimes region you live at may get filled with unnecessary items, such as spoiled food or broken armours or anything at all that you don' t really need no more. iscard command removes some items from the game for ever. As you should take care of your own waste it's suggested to remove items you REALLY don't need from time to time - your neighbourhood and surroundings will also get in order and more beautiful that way. - frostbites are shown in "Wounds"-screen as little bruises. - graphical compatibility improved. If the game works fine on your system you can freely ignore the following: There's a new command-line option: GFXFIX which lets you manually set up the graphic interface if the game doesn't seem to display graphics correctly on your computer. Also if the game detects some problems in graphic initialization this option is automatically started. See URW.DOC for more info on GFXFIX parameter. - graphical improvement. * Some tile-graphics and game-screens have been redrawn/improved. * Sleeping creatures are shown to be upside down with that 'Z' symbol on top of them. * Escaping and fighting creatures are marked with little symbols so you can instantly see who is escaping and who is attacking you. - do-it-yourself item 'Primitive rope' replaced by 'Leather rope'. As the name says it's made from raw leather. You can make more than one rope in one session if the leather is big enough. - sensitivity to coldness reduced a bit. The coldness affects the character a little less now but it still does so, and the winter still is a hard season for a lonely wanderer. - added armth option to "Armour protection" screen. You can now check out warmth of your armour(s) and cloth(es) from "Armour protection" screen. This is mostly useful at the wintertime. ire protection option has been removed. - LOCKCRAFT-skill has been removed. - attitude of the people may now change from social interaction. Villagers and the people you are involved with eventually get to know you and may turn from unkind to friendly and so on. But this isn't something that happens overnight or quickly. - self-made fences can be kicked down. - empty containers can be filled with rainwater. - time needed to load a crossbow has been reduced a bit. - written works have been removed. There are no more literature, spritual or description scrolls - only maps. - traps improved. There are three new traps: loop snare, small lever-trap and big-lever trap - game info browser tells more about these. All of these traps can also be made by yourself. The previous fox trap, wolf trap and bear trap have been removed and the new traps are somewhat the replacement for those. There are two major changes that will affect the whole atmosphere of the UnReal World and give you lots to learn: ---------------------------------------------------------- (1) The money doesn't make the UnReal World go round anymore. Money, as we knew it before, is history. All that was previously buying and selling is now trading. You'll notice how things are done when trying to buy something in the old way. Also there are no more places where you could sell your things by dropping them and getting money in return. It may take some to get used to this but that's how things are now - and maybe you'll have to change your attitude to the life in the UnReal World a bit. When you get into trading you should know that the person you are trading with decides what he/she wants from you. There is however possibility to make him/her give you a new offer. Notice that your trading partner ignores weapon you are wielding or armours/clothes you are wearing. So if you wish to trade some of your wielded/weared items you should take them off before trading. All of this will get more clear to you when you get into trading in the game. (2) Villages/settlements have been changed. Atmosphere and outlook of the villages is now pretty much different. Lots of building-types have been removed or re-named. There are no more so many shops and no bars or inns at all. Villages now consist more of houses of ordinary people, sheds and storehouses and they tend to be smaller than previously. There are also women and children around as well as sometimes animals and stuff outdoors. Also titles of some people have been changed. Here is a list of some changes for you to get the idea: * Miller -> Granary * Shopkeeper -> Craftsman * Farm -> Animal shed * Shipwright -> Fishing shed * Fisherman -> Fish storehouse * Lexigraphers, armories, apotecharies and chandlers have been removed. * Militiamen -> Elder tribesmen - if you 'buy' (in fact trade it to something) an animal from animal shed (previously know as 'farm') you'll also get a rope for leashing it. - added new things to cook. These are: Meat dish, vegetarian dish and fish soup. Other changes: Berry soup has been moved to 'Drinks' cooking category. 'Soups & boilings' cooking category has been removed and recipies from there have been moved under new 'Additional' cooking category. - new option: milking Yes, it's now possible to milk some animals - sheeps and cattles for example. Milking is done by using 'fill empty container' (key sequence: #f) command beside the animal you wish to milk. - mountain goats have been removed. Those damn tough creatures who did't fit to the UnReal World anyway have been removed. And now that they are gone I know you're missing them already... - fire behaviour fixed and improved. Fixed the bug that caused you to immediately burn when walking over the map border if there was a forest fire on the other side. Added possibility to feed the fire and burn some other items besides the firewood. The fire must be started with firewood but you can also set or throw clothes, wooden items etc. burning materials to the fire to make it burn longer - or just to get rid of some equipment. - encounters fixed. Sometimes it happened that you encountered something but never really found the creature on the zoom-map. That should be fixed now. - food preservation improved. Now the food will preserve much longer at the wintertime if left outside or even carried with when the weather is cold. Also the food in the storehouses doesn't spoil - this sometimes happened in the previous versions. - trap-pits improved. Now you don't have to worry that a creature in the trap- pit could attack you unless it's very tall, clever or agile. Humans, bears, wolves and gluttons for example may still be able attack you even from the trap-pit but smaller and less agile animals can be easily finished from the edge of the trap-pit without danger. - CLIMBING-skill improved. You can now use CLIMBING-skill to climb trees for observing. - 'potions' containing something to drink are from now on know as 'mugs'. - item making improved. There's a whole new 'ake items' category: Weapons. All the weapon-like items to make can be now found under the 'Weapons' category. There are also few new items to be made by yourself: * shortbow * arrows * mugs * skin * javelin * torch - added possibility to save/load randomly created worlds. In the course of random world creation it's now possible to save created worlds (if you happen to like them) or instead of generating a random world to load a world from a disk. (...sounds like there's a map-editor coming out one day...) ------------------------------------------------------------------------------- version: 2.40 released: Mar-20-2000 - quiet (URWQUIET.EXE) version of the game added into distribution package. It's for those who encounter problems using sound version. More info will be shown during game installation. - added three new skills: SKIING, WEATHERLORE and WOODCARVING. ...names are pretty self-explanatory. - added new option to HIDEWORKING-skill: Make raw fur. With this option you can produce raw fur from animal skins. Raw fur can be used to make fur clothes. - added skill hotkeys. Skills can be used now with direct ALT + hotkeys. See Skills-screen to find out skill keys. - added new ake items category: Make fur clothes. So now you can make fur clothes by yourself. - added new new items to make: Wooden cups, bowls, skis, ski stick... - added bunch of new items: Wooden cup and bowl, fur vest, fur hood and fur footwear. - added few new rituals. - lots of audiovisual improvement! Added lots of new sounds and music as well as amount of new graphics...you'll notice them - and I hope you'll like 'em! - whole new option: - Map of know areas. With this option you can see map of known areas of the current campaign - map has been still leaved rough but it should be a big help for finding ways and forming a clear view of the wide wilderness. - new foods to make with COOKERY-skill: Berry soup and vegetable soup. - ...and of course some minor bugs have been fixed. - added damage to weapons: Weapons will now wear out in battles and in use. This will be indicated by percentage. For example: Club [95% left] Eventually weapons will break down. Currently there's no way to fix weapons - you just have to get new ones from time to time. - object maintenance is possible to cancel. In some cases object maintenance (who you've encountered it will know what I'm talking about) may be taking too long - now it's possible to cancel it, save the game and run it again when you've some time. More info will be shown as the maintenance starts. - added some chatty people. Some people have now stories and tips to tell you. Try greeting some of the villagers and the people you encounter in the wilderness and you may up end into a nice chat. ------------------------------------------------------------------------------- version: 2.30BETA released: Apr-30-1999 *** NOTICE! Saved characters from previous the versions are NOT compatible *** *** with the version 2.30. *** - this is a 32-bit, protected mode-version and should be able to run even under Win95/98 (previously it was possible to run the game only from MS-DOS or DOS-shell) - added lots of new sounds! - added few new rituals. - graphical revolution! The game works now in 800x600 SVGA mode. There's a LOT of new graphics! - it's possible to use snow to reduce thirst at the winter. If use drink (key-command q) option at the winter you will be asked if you wish to put some snow into your mouth in order to reduce thirst. - new option under SURVIVAL-skill: "Make a hole in the ice" Use this option to get water from the ice-covered lakes or for ice fishing at the wintertime. - TRACKING is lot easier at the wintertime now. - Added possibility to ski: Skis and ski stick are new items. Now it's very slow and fatiguing to walk in a deep snow so sking is essential in order to travel longer distances or to be able to chase down animals. To ski simply [a]pply skis and [w]ield a ski stick. - New items to make: * Wooden items: Raft (primitive watercraft for crossing lakes) * Whole new category: Leather Clothes (Possibility to make leather clothes out of raw leather.) - You can make raw leather under HIDEWORKING skill. Raw leather is used to make clothes. You can make raw leather from animal skins. - Approximate weight of items can be seen from the inventory. - More user-friendly random world generation: - You'll see a map of the area and some statistics during the random world generation. - You can randomize world over and over again until you are satisified for example with the number of villages or caves or terrain in general. - new starting scenario: MAPS AND WRITTEN WORKS It's also possible to select "THE VILLAGE" scenario in the unregistered version and you always get yourself a torch when selecting "THE CAVE"-scenario. - added game courses! You can play the game freely or select one of the three game courses each including various tasks to keep your busy and excited. ------------------------------------------------------------------------------- version: 2.20 released: Nov-11-1998 *** NOTICE! Saved characters from previous the versions are NOT compatible *** *** with the version 2.20. *** - completely new graphics and outlook! The game uses now 640x480*256 graphics mode and looks very much better than previously...or what? Some game-screens have been re-arranged in order to look and work better. Some neat graphical candies and background pictures have been added as well. Graphical presentation of wounds is also new and rewritten. Game info browser has been made graphical and there are some pictures in addition to just a plain text. Sleeping and dead creatures are now more clearly presented by 'Z' or bloodstains. - a whole new random world generator! The random world consist now of 20 * 20 wilderness maps. The terrain generated is also more realistic and natural. Now you may expect there to be swamps near water etc. The terrain also somewhat matches the real terrain you could see in the far north where the UrW is placed. The wilderness map scale has been changed from 1 kilometer to 100 meters. This brings you more detailed wilderness map and more relaxed way of playing as a single move on the wildernes doesn't take so much out of you. - lots of new game info available! Use the hypertext game-info browser! There is a list of main topics which provides a good and clear base to start. - zoom-maps improved: 1.Zoom-maps are no longer disposable. This brings a whole new aspect to for example trapping, lodging and encountering creatures. You don't have to cut the corpses for meat right away, you don't have to set your traps again after checking them, you don't have to worry about leaving your things on the zoom maps...because they will be there when you zoom on the same map again. 2.You may find water-puddles from the zoom-bogs and swamps. 3.There is a new terrain-type called thicket. This prefers to thick area trees such as alders and willows. 4.Names of zoom-maps are also generated now. So if you wander on the wilderness map at the area called "Kaira" and zoom in the terrain the zoom-map name will be something like "Pine swamp at Kaira" or "Rugged Heathland at Kaira" depending on the terrain. This kind of map names in the character's log (for example) may help you to better remember the area in question. 5.Rocks and branches may be found lying around zoom-maps. - new commands: - Hiding. With this command you can hide if there is proper cover available. When hidden you may lurk for enemies and animals or try to approach them without being noticed. Creatures can however hear or scent you. <-> - Stand by. With this command your characters stands by for a 24 hours or until you cancel it. The command can be used to wait for example a night to fall, the sun to rise, an animal to come around, a fire to warm you up or etc. It can also be used to let time pass for example when you need to recover from your wounds. <:> - Examine a location. This command shows you a list of items etc. at your position or type of the terrain. - Make items. This commands allows you to construct various items and constructions from clubs to ropes and from fences to traps. Check it out! - new items: Rock - just a plain rock. Can be used as a primitive weapon. Cord - tying equipment shorter than a rope. Light spear - light, simple and somewhat fragile spear. Bandage - bandages are now separate items which have to be made with command. They are used to tie up wounds. Wooden stake - long and slender piece of wood made out of slender tree trunks. It has various uses. Trunks - you get trunks by falling trees. They vary in size, length and thickness. Firewood - chopped pieces of wood used for building fires. Block of wood - pieces of chopped tree trunk. - changes in shooting with bows: 1.It takes now some time to load the crossbow so it won't be very useful weapon in the combat anymore but a very effective weapon in the situations where you have plenty of time for loading or you want to be ready to shoot and still move around with a loaded weapon. 2.It takes also some time to draw the normal bow when you choose a hrow command to shoot with your bow. So even if you have target in your sight it may move away while you draw your bow. This makes bows quite useless in close-combat. - animal improved/new animals: Squirrels may climb in the trees. Added new animals: Black grouse, Arctic fox, Ermine, Weasel, Polecat, Pine-marten and Badger. More information about these creatures can be found from the game-info browser. - TIMBERCRAFT-skill improved: There are few sub-skills: fall a tree, chop a tree into blocks and chop a block into firewood. It makes difference wether you fall trees from a thicket or try to fall a big spruce or pine. - TRACKING-skill improved: It takes some time to check out the tracks and the results aren't so clear and definite as previously. - added food spoilage: Raw meat and raw fish is are easily perishable. Breads and the like will be preserved longer. Salting or cooking up the foods for preservation is recommended. - weather improved: Added rain: Sleeping outside may be unpleasantly interrupted if it starts to rain. (But You can build shelters now) Temperatures are more effective: It may get very cold even by the autumn now. You are unlikely to be able to sleep outside by autumn or winter without proper clothing or making a fire. - NORMAL_CONTROL config option removed: Regrets for those who used it and good luck learning the tricky but more effective moving system. - SURVIVAL-skill improved: Added a possibility to build shelters. Shelters are useful and sometimes essential when spending a night outside as they keep you at least safe from the rain. Build a fire-option improved. Now you do not select firewood from the inventory but just set the wood you wish to burn on the ground and set them on fire by using "Build a fire"-option to the correct direction. There may be branches and trunks and blocks of wood all mixed up and you can throw more firewood to the fire if it starts to burn out too soon. - trap-hunting heavily improved: There is a whole section for traps under new ake-command and from there you can build a traps or improve and cover trap-holes. You should really check out this section! Traps are now longer set on the wilderness maps. They must be set on the zoom-maps and you have to remember it very clearly where you set your trap in order to be able to come back to check it. There are two new traps: "K„p„l„lauta"-fox trap and Wolf-trap. - It's easier to use punts nowadays. You don't have to use sesta every time you wish to shove your punt ahead. - You don't have to stand on the corpse to skin/cut it anymore. Now it's enough if you stand nearby it. - Villages and the people in them affect a bit more to the terrain around. You may see marks of fishing,hunting,timberwork etc. when exploring the wilderness nearby villages - you may find this useful sometimes. - Chat improved: Chat-option "Region information" renamed to "Ask for directions". People may also know much larger areas than previously if you ask them for directions. Added "Trade items" chat-option. With these option you may try to trade things with people. Now the encounters with people in the wilderness may be very useful if they happen to carry just the item you want and are willing to trade it into something you - new regional events: - "New settlement": People may build new settlements around the wilderness. You may want to interact with these settlers for example by trading items etc. - "Rich animal population": From time to time the terrain may be blessed which very rich animal population of some species. For example a rich elk, deer etc. population with the knowledge where the animals have been seen will provide very good supply of meat for a long time. - "Lack of wild animals": The terrain may also suffer from the lack of the wild animals which may considerably make the living harder as the hunting may get very unsuccesfull. - relation between cutting a corpse and hideworking changed: Skinning the corpse with HIDEWORKING skill is now an independent operation which leaves the corpse still present and to be cut for meat. Cutting a corpse before skinning it however makes it impossible to skin the corpse afterwards. - ritual/supernatural section heavily improved! See game information about RITUALS and MYTHOLOGY for more info. - added few new start-up scenarios. ------------------------------------------------------------------------------- version: 2.15 released: Jun-02-1998 *** NOTICE! Saved characters from previous the versions are NOT compatible *** *** with the version 2.15! *** About this version: This UrW version contains some features that are not really fully functional and practical right now but in the next version. UrW is going to change a lot from now on and I have so much work that I felt an urge to release a new version now. Otherwise it would have been taken very long to hear anything from UrW. Now that the new version is out and some of the most urgent innovations are added in the game I can safely and peacefully build the game further. - quest rewards improved: You can now be rewarded in very various ways. These rewards are also more realistic and maybe more useful than the previous ones. Have fun getting yourself rewarded! - clothes and armours will be automatically weared when the game starts. - encounters may occur during the night when sleeping out in the wilderness. - added new skill: TIMBERCRAFT. Timbercraft is a general ability to cut down tree and produce lumber such as rollers, logs etc. It's also very good way of making huge amounts of firewood. - added new ritual: safety of the night. - added new kind of settlements: In addition to big villages it's now possible to find also find small settlements kept up by a single family or small group of people. These settlements are not places for doing business and they usually have a bit different kind of buildingsthan the villages; storehouses and drying barns and other useful and necessary buildings. - added few new quests. - hypertext browser improvements: When you mistype a word the browser won't take you back to the first topic but stays in the current topic. Scandinavian letters ˇ and ™ (which are needed in some keywords) can be typed by non-scandinavian keyboard layout users by pressing [F1] or [F2]. - added new black & white character faces! Some may say they are uglier than the previous ones but they fit much better to the world where the game is placed. - Chatting improved and a new chat option 'Region information' added. With 'Region information' chat option you can ask general information about current region like where you could find a village or are there any lakes nearby etc. Now there is some point of talking to people who you may encounter in the if you have gotten lost. There are also lots of new ready chat lines to select even during a general conversation. You don't have to wonder so much what on earth should I type in to express myself right. You can also get back to the previous topics during some conversation. This very useful if the chatting goes off-topic and you really need to talk more about previous topics or you forget something important you have been told earlier. - Rastering added to make characters range of vision more realistic. Creatures, objects, terrain and everything very far away will now cover in darkness. This brings whole new excitement to the game (especially at night) and causes situations like: "What the heck is that? Should I run away or is just a tame, harmless cattle." - added startup scenarios! You can now start playing from various situations. You can freely pickup a startup scenario which you find exciting in the course of character generation. It's my intention to much more these scenarios in the future. Different scenarios give you different advantages or difficulties to start your life in the UnReal World. (Scenarios work only in the registered version!) ------------------------------------------------------------------------------- version: 2.14 released: Dec-12-1997 *** NOTICE! Saved characters from previous the versions are NOT compatible *** *** with the version 2.14! *** - added new fishes. Salmons, burbots, pike-perches etc. etc. - added fur armours/clothes. These can be found from armourers and hideworkers. Fur clothes are designed to keep your warm and they are in some cases more protective than leather armours or clothes. - added new weapons. Lots of new kind of knives, spears, bows and swords. You'll notice them when founded. See WEAPONS keyword from the game-info browser. - new cooking category: Soups & Boilings This category currently contains only one recipe which is 'boiled mushroom'. When poisonous mushrooms are boiled they may become less poisonous or fully eatable. Non-poisonous mushrooms of course taste better when boiled. - starvation added! Previously your character would die after couple of days without food. Now you can stay alive a much longer - EVEN WEEKS - without food. (but not without water) There is a new starvation meter added into the statistics section of the game-screen. It will start to grow slowly when your character spends too much time without eating. (Starvation increases your physical penalty.) When you find food again or decide to stop your hunger-strike starvation decreases as your character gains energy. This may take some time if you haven't been eating for a long time but eventually (if you remember to eat well) you will get back in shape and suffer from starvation no more. - chatting routines improved. Even though the people you meet don't appear to be 'chatty' you still have several options to interact with them: - you may ask for a help if you are low on food or water. - you may ask or hire them to wander with you. - you may find someone willing to try to accomplish dangerous tasks with you. etc. Instead of choosing a direction where to chat you need to now select a target for your chatting attempt. This means you don't have to be just beside someone to talk to him/her - you can chat with people from some distance. Some chatting maneuvers however must be executed just beside your target - for example [D]eliver an item. - new chat-option 'Ask for help' added. This option is used to ask several kind of help from the other people of the UnReal World. - chat-option 'JOIN' removed. Creatures will now automatically join with you if that's what they want to do. Unjoin-option is still used to leave joined creatures from your company. 'UNJOIN' option still exists but it will show up and can be executed only when talking to joined characters. - creatures can fight each others! You may now happen to witness fights between creatures and your companions, pets or fellow- adventurers may save your life by helping you in combat situations...or they may get killed as well before you can do anything to prevent it. This brings a huge load of excitement into the game! - creatures sleeping routines improved! Even your footsteps can now wake up light sleeping creatures. And I guess there is no need to mention that noisy activities can very easily wake up creatures even if heard from some distance. - lots of new graphics! (scenes and images) - new sound effects! - added rituals and an active spiritual world! You should learn about rituals and the spiritual world during your character's life. The hypertext game-info browser however contains little information about rituals; See keywords: RITUALS, RITUAL and RITUAL POINTS. - added a spiritual/religious profile. The known rituals are shown here and they are executed and performed from this screen too. You may pop this profile up from the regular character profile screen or by pressing [F4]. - new key command: [F4] - show religious profile. This key-command pops up your religious profile where you may check out your religious/supernatural status & - added new skill: RITUAL. Ritual skill reflects the fact how well you can perform rituals. See more information from a skill-screen. - new scroll type: Spiritual Scroll. These scrolls may include anything from rituals to spiritual treatise. They are highly valuable for their founder rather rare. - CRTPLR improved: The religious profile is shown during the character creation. Member of each culture also begins playing with one known culture-related ritual. ------------------------------------------------------------------------------- version: 2.13 released: Jul-12-1997 *** NOTICE! Saved characters from previous the versions are NOT compatible *** *** with the version 2.13! *** - GRAPHICAL REVOLUTION! Graphics of the character creator (CRTPLR.EXE) have been heavily improved. The game itself is also made FULLY GRAPHICAL - hope you like it. There are few config options to speed up the graphics on the slow machines. See URW.CNF for more information. - lots of new cultures! You really should check out the information about the cultures during the character generation (or see the CULTURES keyword in the game info browser). - Maps (game items which can be found or purchased) improved. Maps are more rough and inaccurate as previously. Important locations such as villages and caves are still marked in the maps but you can't count on the maps too much anymore. - added sentimental pictures and scenes. In some courses of the gameplay graphical pictures, scenes or descriptions may appear to better reflect the mood of the current event. You can enjoy them as long as you like and usually get rid off them by pressing any key. - added a couple of new quests and conversations. - Added new animals. + names of some animals are corrected to be more suitable for the UnReal World: Corrected names: Hind -> Elk [Stag (male elk) remains the same] New animals: [See game info about ANIMALS for more information] Reindeer, Wild Reindeer, Beaver, Glutton. - descriptions of the animals added into the game info browser and linked to the looking function. See keyword ANIMALS for hypertext browser ( [F1] ). Notice that all of the descriped animals do not yet necessarily exists in the game. Whenever you choose to look a creature which has more info available in the hypertext browser you will be asked if you wish to read this information. - added some animal pictures. When looking at some animal with an available picture you can choose if you want to see the picture as well. - added new human type: Medicine man. Healers, wise men, seers etc. can be found from the villages. They may heal your wounds or cure your illnesses. Find out what these powerful and appreciated persons can do for you. - added new building type: Drying barn. Dryings barns were used to dry and tresh the grain. They can be found from villages or nearby the settlements. - chat-mode improved. As an addition to only typing in a line you wish to say to your chatting partner you may now some time select some line from the various choices which will appear in the some conversations. Result of this kind of conversations varies greatly depending on the chosen lines. You should not however forget the traditional 'type in your line'-style conversation. - caves improved. Added bad floors, chasms, new kinds of rooms etc. If you drop into a chasm and can't find any other way up you should try to climb up through the chasm above. - villages improved. Added wells, trees and bushes, different kind village shapes and forms. - swimming improved. If you face some serious troubles in the course of swimming you are asked if you wish to continue swimming or swim back on the coast. This means one simple swimming attempt do not end up in drowning so often anymore if the swimming is not succesful. Swimming also now increases fatigue. - cooking improved. Several meals can be prepared at once. You can usually cook about five cuts (or fishes or whatever) at the time so for example cooking of ten cuts will take only about 40 minutes. It's however possible to cook even a whole Elk at once even though it can be a lengthy process. - added new regional event: Epidemic. Epidemics can be very dangerous for the population of the region where they start and this applies also to your character. - description scrolls improved. Description scroll may now contain also some really useful information about items like how effective is the weapon descriped or how well the descriped armour protects you. - #fill function improved. Containers (like skins and bottles) can be filled even if they are not empty already. In this case the container will be emptied first and then refilled with chosen liquid. - some references to rituals (in hypertext game info browser): These should be ignored - rituals are not yet in use. ------------------------------------------------------------------------------- version: 2.12 released: Jan-06-1997 *** NOTICE! Saved characters from previous the versions are NOT compatible *** *** with the version 2.12! *** - added chatty people! Some people may have a little jobs for a brave adventurer or they can be in need of a little favour etc. etc. So whenever some people appears to be chatty talking to him/her may lead you in the dangerous or entertaining task or a nice little conversation. Some conversations are still pretty primitive but more complicated tasks and adventures are coming in the future. - sound effects added! In the some situations of the game play digital sound effects can be heard. In order to hear them you should have a sound- blaster compatible sound card. Sounds can be toggled ON and OFF by editing the config file URW.CNF. - natural attacks (bite,kick etc.) against you can't be blocked anymore. Weapons can be used to block only weapons. Dodge is the only choice to avoid natural attacks such as biting, tearing etc. - trapping improved. Creatures that get caught into your traps may now starve to death (and will be found dead) if traps are checked after they have been set long enough (usually several days). - added new wilderness encounters. In addition to earlier encounters also the following may happen: * Equipment loss/failure etc. * Food loss/poisoning etc. - armour damage is shown percentually in the inventory screen. For example: a Quilt Cowl which is badly damaged and is in about half of it's original condition would appear like this: Quilt Cowl [50% left] - creatures (if co-operative) can be requested to move away from your way by pushing them (by walking in to the same location). - animals can be used to carry loads. Now you can get yourself a horse, bull or whatever you want to (is animal is tame and willing to be leashed) and pack it up with your stuff. There are two new commands to be used with pack-animals; [#P]ack and [#U]npack. (Commands can be executed by pressing [#] first and then selecting Pack or Unpack option from the menu) [#P]ack is used to pack animals and [#U]npack get something that has been packed. To keep the animals following you, you should leash them with a rope. - COOKERY skill improved. Instead of just roasting a meat you can now produce various different kind of meals and drinks. Known recipes are displayed when you attempt to use COOKERY. Some equipment (such as pot or knife) are sometimes required as well as many ingredients such as water, salt etc. Fire is almost always needed to prepare something; you can use man-made fire, fireplace or even a torch for this. - creatures may now carry and possess some money. - key command: [p] - character profile improved. You can now pop-up several other screens from the character profile screen; skills-screen, wounds-screen, armour analysis - screen and character's log. Ths should make things easier for the rookies (no need to remember so many different key commands) and the system more user-friendly. [SPACE] key also works the same way as [p] so you can from now on just press [SPACE] and the previously mentioned character related actions in the game - including using skills. - key command: [F3] - examine creature/location improved. Instead of just getting information about creature or terrain also the items in the examined location will be seen. - graphics improved. - Former 320x200 VGA mode replaced by tweaked 320x240 VGA mode. Some screens may look too spacious and empty but all the space will be utilized in the future. - Character profile, Chat, Help and Skills-screens have been rebuilt. - Graphical wounds & injuries screen added. - Added new character portraits. - added new kind of scrolls. Scrolls may now contain various kind of information instead of just being plain maps. There are: literature, poetry, folklore scrolls, treatise (on craft/lore skills) scrolls and scrolls containing descriptions of artifacts. Scrolls can be found or purchased from the lexigrapher. (some of these are still under construction) - added new creature type: Military. Militiamen keep on law and order in the villages and border lines. From now on (your) crimes won't be ignored. - result of human vs. human combat improved. As you attack another human or you have been attacked and the combat ends up when you fall down unconscious, several things may still happen and save your life: Shopkeepers and the like usually call up the military, outlaws and beggars may take your money and/or valuables etc. So you are more likely to stay alive than previously. - added new skill: HIDEWORKING. Hideworking is used to skin the dead animals to get their hide. Hides can be sold (what a surprise!) to the hideworkers. - cancel option added to direction related functions. Door opening, melee attacks etc. can be cancelled by pressing [ESC] when direction of action is asked. - added temperatures: Mostly at the winter the outdoors temperature should not be ingored anymore. Without warm clothing characters may get severe frostbites when wandering outdoors for a long time. Characters should regularly seek cover from the caves and villages during the long journeys. Fireplaces and man-made fires should not be ignored as well. Temperatures in the UnReal World vary from (celcius degrees): -30 to +0 at the winter +0 to +20 at the spring +10 to +30 at the summer +0 to +10 at the autumn - load carrying improved, added Mobility indicator: The mobility indicator in the upper right corner of the screen tells you percentage value of efficiency of the character's movements. If the mobility is for example 56% character can run, walk,crawl etc. with 56% efficiency. All the physical penalties (INJURY, FATIGUE and ENCUMBRANCE) lower the mobility and therefore slow down the character's movements. When Mobility reaches zero character can not move at all or can only crawl. (See game info browser with keywords MOBILITY and ENCUMBRANCE) - added psychical traits: Characters may now have diffrent kind of phobias and fears. There fears of several animals (such as felines, rodents etc.), fears of open places and crowds etc. Psychical traits can be checked out from the character profile screen. When characters fobia etc. gets stimulated by some situation and characters fails to control his/her nerves several things may happen; character may faint, become hysterical etc. - lighting improved. It gets dark depending on the time of the day and the season. Winter is the darkest season in the UnReal World; it gets dark very early and the bright time of the day is very short. There is also very dark in the buildings and caves where isn't any light sources such as windows and fireplaces. This means that sometimes your character needs some light sources to see around. Torches, lanterns and the like can be purchased from the villages and are very necessesary in the dungeon exploring. Lighting of the areas is also made very realistic: you can see fires (made by you or somebody else) from far away etc; dropped light sources and creatures in their circle of light can be seen easily even if you weren't too near. Also creatures (including your character) carrying a light source can be seen from a far and the creatures in the dark corners with no light source usually can not be seen. All this brings up many new strategies to utilize in the dark areas. - added new shop-types: Chandler, Apotechary and Metalsmith. Chandlers sell light-sources such as candles, torches and lanterns. Metalsmiths sell metal tools and utensils such as shovels, axes, knives and pots etc. Apotecharies sell salt, sugar, spices, stimulants and the like. - new items added: candles, torches, lanterns, lamp oil, shovels, pots, tea, salt. Candles, torches, lanterns and lamp oil: All of these can be purchased from the chandler and are used for lighting up areas. They are classified as a tools and can be used by [a]pply command. Lanterns must be filled with oil before they can be used as a light source. Light sources have some variety in the intensity and duration of the light. -- Shovels, pots: Shovels are used for (surprise!) digging. Holes digged with a shovel can be used as a traps - try it. Pots are used in cooking; for example to boil something. -- Tea, salt: These can be purchased from the apotechary and can be used in various cooking operations. - throwing improved. You can now throw your items/weapons not only to living targets but every location you can see. This is useful when you need to for example light out some dark area where you have heard a frightening roars. Just wield a torch etc. and throw it to the area you wish to see more clearly. - randomize world improved: added roads, fields and new kind of terrain. * Fields are usually located near the villages. * Roads cruise through the villages and can be very helpful for the character who has gotten lost and wishes to find a village. When you find a road you have good change to find a village as well; although the roads can be quite long sometimes. * There is also lots of new kind of terrain: pine swamps, open bogs, heathland and rugged heathland and backwoods. - added new creatures and creature-types: * rats and snakes (not poisonous). * human adventurers and woodsmans. - added avalanches. Avalanches occur as a regional events and may reveal new caves. ------------------------------------------------------------------------------- version: 2.11 released: Nov-13-1996 *** NOTICE! Saved characters from previous versions are NOT compatible *** *** with version 2.11! *** - game time of unregistered evaluation copy of the game increased. Game time of unregistered copy is increased from 7 to 14 game days. This should help you get to know the game better before making up the decision about the registeration. - map scrolling added. There is still some work left in the remembering of the known maps but otherwise scrolling seems to work fine. - added a new trap: bear trap. Bear trap is designed for large beasts and usually can hold even a bear between it's jaws. Bear trap is used the same way as any other trap; see TRAPS keyword from the game info browser for more information. - amount of character start-up equipment increased. Characters now obtain few non-culture related randomizely selected items in the course of character creation. - added names for regions. Wilderness regions are now randomly named. Name of the current region can be seen at the top of the map-screen. - added regional and non-character related random events: In the course of play some major events concerning the current region may occur. These events contain this far; casual Njerpez military expedictions, disasters (fires, flood, avalanches) and terrorizations (marauding creatures or crimes/crimewave caused by organized criminals). This kind of events are quite rare but they can greatly change the character's way of life. Whenever major event is coming up, the player will informed about it and the event will be logged in the character's log. - added new command: - Show character's log Some character activities and major events (such as wars etc.) are now logged and can be browsed via this command. Time, date and the place where logged activity takes place can be seen in the log. - new shop type: second hand shop. Villages may now contain second hand shops where you can find the most mixed sortiment of equipment - practically any object that is ever made on the surface of the UnReal World. - the fire burns! (in case you did not know ;-) Man-made fires, forest fires etc. can be very disastrous for the wanderer who does not understand to avoid them. - new graphical version of the character creator (crtplr.exe). - armour coverage options improved. When checking overall armour coverage ([A]-command) or coverage of individual armour (from [i]nventory screen) you can now see protection protection against different kind of attack aspects such as blunt, edge, point, tear etc. - added new creatures: Njerpezit, Criminals. Njerpez warriors will be raiding on the surface of the UnReal World now. See keyword NJERPEZIT from the game-info browser [f1] for more information. Criminals (bandits, thiefs etc.) are just humans who earn theirs living (and sometimes even more) by illegal activities. - wound treatment bug fixed. There was bug which messed up the treatment of some wounds. - config option FADE_OLD_NOTES removed. Value of FADE_OLD_NOTES is now permanently ON. ------------------------------------------------------------------------------- version: 2.10 released: Jun-29-1996 *** NOTICE! Saved characters from previous versions are NOT compatible *** *** with version 2.10! *** - we are getting graphical! 256 color 320x200 MCGA screens and pictures added. To see them MCGA compatible VGA adapter is required. Chat-procedure is now fully graphical (including faces of talking characters),there is a graphical start-up screen, graphical character profile, armour coverage screen and help screen. Graphic system is still heavily under development but it shows the way where we are going. - wound treating (PHYSICIAN skill) improved: Now you will need some equipment such as bandages and water to treat wounds. Wound treating also takes some time. For more info see INJURIES and WOUND TREATMENT keywords from the game info browser. - added lots of new keywords to the hypertext game info browser: See WOUND TREATMENT keyword from the browser. - unnecessary keyboard work reduced: This means you don't have to give directions etc. when direction of your function is obvious. For example when opening/closing doors the game checks if you are heading towards a door and opens/closes it without asking a direction. - added shields: There are now shields available in the game; currently only bucklers and roundshields. Also a new SHIELD-skill is added which reflects the players ability to use shields. Shields can be purchased from weaponcrafters. See topic SHIELDS from game info browser for more info. - Zoom-map features improved. Just like you zoom into the terrain by pressing [ENTER] you can now also get back to the wilderness by pressing [ENTER] at the zoom map. This works only when there is no other creatures on the zoom map otherwise you must use the old method of walking through the map border. - bugs fixed. ------------------------------------------------------------------------------- version: 2.09 released: Jan-19-1996 *** NOTICE! Saved characters from previous versions are NOT compatible *** *** with version 2.09! *** - brand new hypertext game info browser. Press [F1] to start the game info browser. You will find many sections and topics concerning the game and learn more and more about The UnReal World. Hypertext links make it easy to jump from the topic to another and see detailed information about some individual matter. All information which can be obtained for example from the inventory screen ( by examining items) can be found from the game info browser. Most of the information in the textfile URW.DOC has been transferred to the browser to be available in the game so the documents do not contain much to read anymore - but the browser does. Some game screens also include possibility to activate the game info browser immediately from the current topic just by pressing [F1]. This shortcut feature is clearly shown in such screens so you can't miss it if it's there. - added start-up rookie information. - [D]rink natural liquid-command removed and linked to the [q]uaff-command: When using [q]uaff-command from now on, you will be asked if you wish to drink some natural liquid available (lakes etc.) or some of your equipment. - A legend about the origin of the World added: Start game info browser and see WORLD topic. - Ranks and rank information removed: Something different will be coming to replace ranks. - Statistics-screen re-arranged: You will now see your character's full physical penalty (injury, encumbrance + fatigue) in percents and also percetange value of your injury penalty in together with good old Injury-meter. Penalty values are shown in the upper right corner of the screen like this: Carried load: [encumbrance penalty] Fatigue : [fatigue penalty ] Injury : [injury penalty ] [===================] [full physical penalty] For more info about penalties, start the game info browser and type keyword PENALTIES. - some config options removed: - graphical fonts option removed and forced to be ON: Graphical fonts are now always loaded when the game is started. Some new graphical symbols have also been added. - permanent map option removed and forced to be ON. - creature revolution: - creature behaviour improved: Creatures will now react quite much the same way they would react in the real world. There are several patterns of behaviour concenrning escaping,attacking, getting wounded etc. Now even approaching wild animals will cause somekind of reaction. - added new animals: squirrel, rabbit, fox, horse (no riding yet though), pig, lynx. - removed some (hi)-fantasy creatures which didn't fit to the UnReal World: trolls, harpies, orcs etc. - added diurnal rythm for all the creatures: Now you may see an inn getting empty as the people walk out to get some sleep, you may encounter a stag having an afternoon nap and you may find villages rather empty as you enter one late at night. Creatures have different kind of diurnal rythms: some are active at the day (most people), some at the night, some start seeking prey when the sun sets and/or rises, some spend the whole day sleeping and get active at the evening etc. It brings lots of excitement and fun to the game as you learn about different kind of diurnal rythms of the creatures. - added hearing and smell/taste attributes for creatures: Creatures use them mostly to check out if somebody is disturbing their peace while sleeping etc. - poisoning improved. There is now different levels of poisoning varying from nausea (which is not lethal at all) to deadly poisoning. So some mildly poisonous mushrooms won't make you deadly sick anymore. - added armour descriptions. When examing armours in the inventory screen you will now see description of the armour itself instead of armour material. Description of the armour material can be however easily find by following links in the game info browser. - added new shop-types. - fisherman: sells fish. - shipwright: sells sailor equipment; nets, punts etc. - miller: sells grain made products: breads, pies, cakes etc. - foods rearranged. Some new foods, some foods removed, some foods fixed. - shop identification improved. Every shop has now a sign over their doors indicating which kind of goods the shop is shelling. - added watercraft: punt. Punt is a light watercraft which may be carried over the land from a waterway to another. You need a tool called 'sesta' to move the punt. It's a long staff which is used to shove the punt ahead. You can transport heavier loads than you could carry by loading them in to the punt. In order to use punt; drop it on the coast, step in and use sesta. - money system improved. There are now two kinds of coins; silver and copper pennies. One silver penny is worth of hundred copper pennies. When you deal with money you don't have to worry about differenet kinds of coins - the game splits your silver pennies to copper pennies if needed. The silver penny is still most usual coin and copper pennies are used only when it would be a overcharge to ask somebody to pay a whole silver penny for something. - digging improved. When digging a solid rock you will now first get a boulder which you can break apart or roll away. - added traps. There is only Fox Trap available so far. Traps can be used in hunting or as a tactical weapon in combat situation. Traps are classified as tools so they must be used by [a]pply command. To use trap for hunting: - get yourself a trap - go to the wilderness - set the trap by [a]pply-command. That's it. Then just wait for a day or two (or more) and come back to see if your trap has been a success: - walk (in the wilderness) on the place you left the trap - press [Enter] to zoom into terrain You will be zoomed into the scenario where your trap is in the middle of the terrain and possible prey may be caught in it. If your trap hasn't gone off you have to be careful not to walk on it by yourself. Sometimes you just find a trap that has gone off and no prey at all. In that case some far more bigger animal than your trap can hold has propably triggered your trap. Remember to take your trap with you before exiting to the wilderness again - even if it hasn' t been triggered yet! You have to set your trap again after every time you check it out. To use trap as a tactical weapon: - get yourself a trap - set the trap any place you want but not into the wilderness - tempt your enemy to walk on the trap - slain the poor thing or do what ever you were up to Notice that Fox Trap can hold such creatures as foxes, cats etc. but will only slow down and maybe even provoke such things as bears, lions etc. Readied traps can be triggered by knocking them with some weapon or by kicking them etc. - Bleeding wound treatment changed: [B]-command (Stop bleeding wounds) is no longer in use. Bleeding is from now on stopped by using PHYSICIAN-skill just like when treating any other wounds. When bleeding is stopped the skill skill may be used again to treat the wound furthermore. - FISHING improved: - added new fish-types: pike, perch and roach. - added new fishing related item: fishing rod. - there is three methods to fish: 1. netfishing 2. angling (with fishing rod) 3. club/spear-fishing: You'll need a staff, spear or somekind of club. The idea is to knock down the fishes swimming nearby the coast-line. - the longknife is from now on called by its ugrian name: "skramasaksi". - added cultures: Start game info browser with CULTURES keyword for more info. Cultures currently have an influence only in the course of character generation (CRTPLR.EXE). There are currently three player selectable cultures available. Different cultures currently affect only to characters attributes, start-up skills and their mastery levels and start-up equipments. In the future, cultures will be having a major role in the game. - added new weapon: "Kaumolais spear". - added new character attribute: Frame. Frame tells how the character is bodily build and affects to the character's weight. Frame can be scant, light, average, heavy or massive. ------------------------------------------------------------------------------- version: 2.08 released: Jul-31-1995 *** NOTICE! Saved characters from previous versions are NOT compatible *** *** with version 2.08! *** - added new command: <3> - Repeat previous combat maneuver Once you have attacked your enemy you can repeat the maneuver by using this command so you don't have to enter weapon aspect and aiming zone again, only the direction. - Skill selection-screen re-arranged. Skills can be also selected by letters a-Z or by cursor keys. Typing the skill name is no longer in order. - new CRTPLR version: - skills are selected by typing two digit numbers instead of typing the whole skill name in the option point usage-section. - added new skill: CLIMBING. All characters learn climbing. Currently you can use it only to climb mountains. - mountains improved. You just can't walk on them anymore. Now you have to climb on them which may be quite risky sometimes. - raw meat eating improved. It depends on your will and hunger if you can eat raw meat or not. - FISHING-skill improved. Actually only net fishing has been improved: Now you must leave your net into the water for some days before any fish gets stucked into it. Picking the net (after throwing it by using FISHING-skill) can be done by regular pick commands: [;] or [,]. - added a new shop-type: Hideworker. - added new items (sold by Hideworkers): - Leather Belt - Sandals - Hunting horn - Skin (can usually contain 2-3 litres of liquid) - fixed lotsa bugs (I was doing things too hurry. Shame on me!): - fixed bug in 'fully healed wound'-notice. - fixed some minor bugs concerning corpses. - fixed fishing-equipment bug: you can now fish with spears etc. - fixed season selection bug in CRTPLR: it had no effect. + some minor bugs. ------------------------------------------------------------------------------- CHANGES AND NEWS CONCERNING PREVIOUS VERSIONS HAVE BEEN MOVED TO THE TEXT FILE CALLED OLDNEWS.TXT. -------------------------------------------------------------------------------