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Re: Does BAC reduce realism? That's a very interesting question. Is realism in games a thing? Well, obviously for UrW it is, but for others no. In my experience the UrW is, what I think, one of the more realistic games about survival, but is it really realistic? well, no; that's somewhat impossible for a videogame. There are many things to be considered like balancing, and obviously, fun (that delicate line between tedious realistic work in-game and reward for the user).

Therefore, does BAC unbalance the realism of UrW? I would say no, on the contrary it brings more realism.
Maybe you can find Finnish realism discrepancies (like the birch-bark punt Brygun mentioned), but in general it just adds historical iron age heavy-inspired-realism processes. Balanced and, as the same UrW authors said, with some artistic liberties for the purpose of make an entertaining game, not an documentary about Iron Age Finland (although UrW can be considered a similar thing, is very educational :D).

I think that if the game goes 100% realistic wouldn't be fun. Life was and is hard, and the struggles for ancient people were a thing. But there is a well said principle you can find in Aristotle's Poetics: The spectator will be satisfied if the story presented to him respects the own rules of the world representation delivered. For example, you maybe don't know what a giraffe is, you may never seen one, but if someone came and explain it's properties to you, respecting the rules of physics and biology that governs 'your' world (this very world), you would understand what a giraffe is and be satisfied seeing a characterization of that. A similar thing applies for UrW and BAC, both gives you elements of a world that you can say "oh, yeah, sure it was a thing in those times".

And in addition, in my gameplay experience, I would say it is balanced. If you read the code it has limitations for keeping things difficult as those things were  in those times. Mining bog ore was a thing, but the process would surely be a slow one. The same goes for 'carrying tree trunks' and 'building a house'. Man that was a thing. You don't want to do it in actual life in the same way you do it in UrW, is really tedious and hard work. That's why lots of cultures had rituals for many things, those were very important accomplishments.

May 24, 2020, 05:44:16 PM
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Re: Loading a save game uses a tick of time Yes it does, and this is intentional for the reasons PALU guessed - to encourage playing the real threatening situations through.
It's confusing to spot at first but now you all (reading this) know. Been like that for 26 years, and I can recall only very few remarks of it. We'll keep this trademark continuing. :)



June 15, 2020, 07:10:11 PM
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Re: Bloodscrapes disappeared on reloading I can't get this re-produced, so it's somehow condition related.
Brygun or JP if you've still got example saves available where the issue happened feel free to e-mail them over to me.

(I'm wondering could it be about the season, I did my tests when there was no snow on the ground, and bloodscapes stayed there normally.)

June 30, 2020, 01:26:37 PM
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Re: Bloodscrapes disappeared on reloading Got this fixed (with Cornan from Brygun. Thx!).
I seem to have flipped certain routine parameters which then broke bloodscape timestamps. It's back to normal now, which means bloodscapes are removed after two days from their first appearance. Would be better if they faded gradually, and according to elements - maybe to adjust that in the future.

Fixed - persists in 3.62.

July 06, 2020, 03:08:12 PM
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Re: Return the action pictures I miss the action pictures too, it made the game feel more immersive
July 08, 2020, 07:21:50 PM
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Version 3.63 released on Steam, Itch, and for lifetimers Hey, a new UnReal World release is out now.
Version 3.63 is now available on Steam, Itch.Io and Lifetimers will find the release at the designated forum section.
The summer sale on Steam still continues for a little while, so if you're quick and willing it's possible to take that sort of a tactical advantage.
With the new release the previous version (3.62) is now publicly available at downloads section.

UnReal World Steam store page:
https://store.steampowered.com/app/351700/UnReal_World/

UnReal World Itch.io store page:
https://enormous-elk.itch.io/unreal-world

This version 3.63 is kind of a summery release in itself. There's features and fixes on all fronts, but some is specifically related to the lush of the summer.
You can find the full changelog below but first, here's a moody image of certain real world item which you can now find in UnReal World too.

...as I'll go now gently beat myself with this one, you can enjoy the new release -- and do the same in there at will.




Version 3.63 changelog

- 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 -> Building -> Wooden 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 Utility 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



Cheers!

July 09, 2020, 12:38:00 PM
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Re: [3.63] Steam news text goes into underline mode Yeah, there are those bbcode combinations sometimes messing the format.
But for some reason the Steam news post this time looked just fine to me, even if I didn't edit it.
If you mean this one being the troublesome:
https://store.steampowered.com/newshub/app/351700/view/2519150201087490806

Here at forums news edit had to be done.

Quote
Posted as a bug note here as not sure how else to inform you.
This is fine, but e-mail can do the trick also.

July 09, 2020, 12:42:00 PM
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Re: Version 3.63 released on Steam, Itch, and for lifetimers Awesome update!

Truly appreciate the bug fixes!

[kidding] ‘vasta’ should be called ‘vihta’ in western cultures... [/kidding]  :-X

July 10, 2020, 12:19:13 AM
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The stories that come from this game are incredible... So 36 days into my first serious game, I was on a trek to check a semi-successful trap I had set up. I was desperate, with my starvation meter at about the 53% mark. I had just constructed my first bow using animal leather from animals I had killed for cord. I was very excited to use it, but I needed more cord to make arrows. Had every ingredient but cord :(. Anyways, I was seriously hoping I had caught something in my trap. On the way, I was notified that I had been jumped by a kuika tribe robber. The map zoomed in, and I noticed a man laying down about 5 spaces ahead of me. I should have just run away then. After telling him to piss off, I would not be giving him anything, he called out his buddies, and they beat me until I was unconscious. When I woke up, I had no weapons and no tools. I had to construct a crappy stone knife to even do the simplest of tasks. I continued on my way to check my trap. If needed, I could use my knife to butcher whatever animal I caught there, since it was a small animal trap. I finally arrived, only to find an empty trap. I sulked back towards the shelter I had set up. Along the way, I ran into a hunter. I asked to trade, since he had tons of meat and food on him. He said I had nothing of worth. I did the only logical thing in return: I plunged my stone knife into his neck. He swore, and within seconds, he had beaten me to death with his club. Part of me believes I attacked him for food, part of me believes I had hoped for death. Anyways, total actual game time for all this to transpire: 8 minutes, a dead adventurer, and countless swear words said along the way. 10/10 would recommend the game.
July 22, 2020, 07:00:14 AM
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Re: The stories that come from this game are incredible... Recently I was on my way back from an unsuccessful hunting trip and was coming up to the peninsula my cabin is built on when I encountered a bull elk. I zoomed in but it was very late and I couldn't see him so I gave up on it. I got back home and went to stoke the sauna stove because I have a giant pile of meat smoking while my new dog ate from his pile of reindeer bones. As I was doing this, a bull elk appeared in the cabin directly next to me. I paused for a second. I thought it was gonna attack me and tried to yell at it but it just stood there. So I did the only logical thing and closed the door behind him and order my dog to attack before stabbing it to death with my spear. I've spent multiple in-game days chasing rabbits to no avail and suddenly a 400 lb moose just wanders in to my living room lol
July 22, 2020, 08:27:52 PM
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