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Re: Question about Combat and Accuracy Worth to note - if your skill is very high a counter-strike uses your weapons skill. Both of you will likely be hit, so armor is a good idea.

If you are using a 2 handed weapon, unequip your secondary hand. Dropping is a fast way to do this.

If they drop their weapon use the G command to Get it from their position.

If you are in a bow fight, go behind a tree. If you are directly adjacent it won't block your shots but may stop theirs.

   - Shane

October 09, 2019, 07:51:20 PM
1
Re: Question about Combat and Accuracy Few things to add, and I'm not to sure about these, but...

-  Different ranged weapons have different optimal ranges.  Primitive and shortbows are better at close range, i.e. 10 tiles ish.  Where as hunting bows are better at 15, and longbows are better at 20 or so.  Not sure where the northern bow is good at.  Crossbows seem to be better between a range of 5 to 15 tiles, although you will probably only get 1 shot off at most.  Crossbows are more accurate than regular bows, given an equal level of mastery.  I beleive fine quality added to either the ranged weapon or the ammunition adds +1 impact (additional damage), and masterwork quality adds +1 impact and 10% to your ranged skill.  I don't know if multiple bonuses stack, and if they do, how they would stack.

-  Throwing weapons, basically Javelins, Northern Spears, and Throwing Axes all seem to have an optimal tile range of 4 - 8 tiles or so.  Same rules for quality here apply to ammunition.

-  I don't know what range is optimal for rocks, but it's better than stones, and weapons that probably aren't supposed to be thrown like swords.

-  Anything in the path between you and your target is an obstacle.  This includes animals leashed to you.  You can't shoot over your small leashed dog.  You can shoot over the fence, or the shutters in a building however.

-  Weather you are still at range or in melee combat, it's important to use "F3" to look at what your opponent is wearing and wielding.  Shooting or swinging at a part that has metalic armour is a bad idea, unless you have no better choice.  Regardless of what weapon you are using, it's often better to attack parts of the body that have inadequate protection as hit's to those areas will do more damage.  While all clothing provides some protection, the armor to watch out for is fur, leather, lamellar(?), chainmail, and then iron plate.  If fur types get added to NPC gear, bear fur armor protects more than leather, unless I'm mistaken.  Fur also seems to protect more in general due to blocking more blunt, but that's just from my personal experience.

-  Shooting at somebody wielding a shield is often a bad idea, especially if they are wielding it at CENTER, because this protects that person from ranged attacks that would hit anywhere from neck to knees, which is usually where your shots will end up.  HIGH protects the head, at the expense of leaving the lower body exposed.

-  Different weapons are better for combat than others due to their attack bonuses.  In particular, weapons in the spear class are usually better for attacking than most other weapons, with the exception of the Northern Spear, Javelin, and Small Trident, as those are worse for direct melee combat than normal, and the Battleaxe, Battle-sword, Bastard-sword, and Maul due to having either an attack bonus of 4 or 5.  All of the weapons with good attack bonuses are two handed and suffer from penalties when the other hand is not free.  Of these, the Bastard-Sword and Trident only suffer a 10% penalty, and the Battle-Axe only suffers a 15% penalty when paired with a shield.

-  No weapon is good at blocking.  The Trident, and the two staves (the regular craftable staff and the hard staff) are okay at blocking attacks.  Every other weapon is bad for blocking attacks and you probably shouldn't bother.  If you are going to block attacks, you want a Roundshield, as it has the best blocking properties, and is relitively cheap to replace which is important because blocking weapons will put wear on your equipment, as is currently the only thing to put wear and tear on your weapons and shields from what I can see.  Also, no weapon can block arrows or other projectiles, only shields can do this.  The reason you block is to try to disarm your opponent.  If you don't have good shield skill (if you are using a roundshield) or good spear skill (using staves or trident), than this is a bad idea, as you will probably take several hits before you disarm your opponent and they often have a backup weapon anyway.  You also arn't doing any damage to them directly while blocking their weapons.  Animals are already disarmed in the traditional sense and cannot be made less dangers by merely blocking them.  However if you have invested points into shield and are using one to block, they are an okay reaction to an attack if you pair that with some offensive action on your part.

-  Reactions don't use stamina.  Counter attacking with a decent weapon means you get to strike without expending energy.  Waiting a turn and then counter-attacking with a weapon that has a better attack bonus is a way to recover energy during combat.  The obvious drawback here is that the combat is taking place on your opponents terms however, and while they are fatiguing themselves don't count on running down their energy this way if that is your goal.  This often works in your flavor if your opponent has a bad weapon verses your good weapon, like a spear verses a knife or an axe.

-  Skill counts for a lot when it comes to weapon usage, and in particular this is why masterwork weapons are often better than the raw numbers might suggest.  By the numbers, a Kaumolais Spear should be the best weapon in the game before factoring in the need for a shield, but you will probably never find a masterwork version unless your character gets lucky and starts with one.  The Kaumolaiset are a very poor people, and rarely have anything for sale, let alone high end weapons.  The Driikiläiset on the other hand tend to be very well off, so they often have more masterworks than anybody else.  Finding a masterwork sword is doable, and with persistence, a masterwork battleaxe.  Also, fighting with a weapon that you have no (or bad) skill in will put you at a significant disadvantage, regardless of the attack and defence values of the weapons and involved.

-  There is no way to predict the skill of your opponent has with the weapon they are using.  However there are parameters that NPC skills will spawn within.  However Njerpez warriors are notable for having good swordsmanship, so Njerpez with swords are far more dangerous than Njerpez without swords.  Very few people are bad with spear as well, so units with spears are also very dangerous.  Not many people know how to use a shield effectively, but Njerpez have no penalty in them, so again, beware of units with shields.

-  Most weapons deal damage based on your characters strength stat.  Arrows shot from a bow, and most weapons thrown or swung deal damage based on your strength.  Knives and arrows shot from crossbows and heavy crossbows are an exception to this and deal damage with a formula that excludes the effects of your strength attribute.  High strength characters should avoid using these weapons, while really low strength characters should use them more.  Low strength characters should only do what is needed to escape combat however, as crossbows take to long to use more than once, and knives are really bad for combat in general.  In theory, attacking sleeping units, or attacking from behind would be the application for knives.  In practice units will wake up no matter how good your stealth is, and units should only flee from you or be unconscious if you've made them do so (as in, you will most likely be wielding a better weapon anyway...).

-  Bonuses from sneak attacks only come from the unit being unconscious or facing away from you.  Being hidden is not enough.  The attack dialogue is obvious when this happen as it's considered a deathblow and the game will tell you this explicitly and offer you a choice option on where to strike that will guarantee a hit.

-  Don't bother punching anything.  Unarmed attacks have no attack or defence bonuses, and deal damage as though the weapon does 0 blunt + a small bonus amount.  Unarmed attacks can often be completely negated by regular clothing, and are strength dependant to boot.  You will also do more damage to the hide of an animal if you take it down with unarmed attacks as it will take more injuries from your attacks than from any other weapon.  Unarmed attacks go into their own separate skill.  Kicking doesn't even give you a better chance to attack someones legs.  The only good thing about unarmed combat is that it's oddly satisfying to kick a fox that you captured in your paw-board trap, as revenge for stealing your fish.  Am I the only one?

-  Blows to the arm are likely to cause your opponent to drop their weapon.  Blows to the leg are likely to knock them down.  Damage to their legs will also hamper their movement speed, which helps you out maneuver them.  You also have a big advantage over opponents who can't keep up with you.  In particular, characters with a higher speed stat will do better than characters with a low speed stat as you will often be able to keep your opponent at a distance prevent them from attacking you directly.  Sometimes, you can kill your opponent from a distance without them ever getting the opportunity to attack you even once.  This isn't as big of an advantage if they have arrows and a bow however.

-  Hostile NPC's will pickup rocks and stones along their way to attacking you as well as other weapons dropped along the way.  The wont encumber themselves to the point of not being able to move, and they are usually good about not wasting too much time doing this, but this is another reason being faster than your opponent is a huge advantage, as they will keep picking up garbage along their way to you.

October 12, 2019, 02:24:05 AM
1
3.60 (stable) released on Steam, with Halloween sale & Kekri celebration Halloween sale is on at Steam, and our own festivities also include the release of UnReal World version 3.60 (stable) there.
You can grab the game for decent discount at UnReal World store page, and Lifetimers will find the release at the designated forum section. Now if you've been itching to start playing 3.60, maybe counting your coins, we're having the biggest discount so far to make it a little more affordable for You. Those who feel reluctant about playing connected Steam we remind that it's not a thing in case of UnReal World. You can be and play as offline as you want.


It's Kekri, not halloween, in the Far North.

Kekri is an ancient Finnish harvest festival celebrated in the fall when the annual agricultural activities were all accomplished and the harvest collected. Kekri meant the end of the crop year, which was a big turning point. It was the time when the souls and spirits of the dead wandered around and visited the living. The ancestors were respected and welcomed. Sauna was heated up for them, and meal prepared too. The living celebrated accordingly, and so do we. We have harvested and processed the bugs and to-dos since the last beta and now together with Kekri celebrations 3.60 stable is out.


Kekri Goat

Kekri time included tradition of Kekripukki (Kekri goat) figure. People would dress up as horned creatures, wearing furs or coats upside down, and went around in their disguises and were offered food and drink. So, what does a decent developer of tradition rich game do to follow the tradition?

Well, hello there, any foods or drinks to offer? Some purchases will do as well.


You can find full 3.60 changelog here and this is what's been added since 3.60beta-hotfix3:

UnReal World version 3.60 (stable) changelog:
----------------------------------------------------------------------------------------------
- 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"
----------------------------------------------------------------------------------------------


Celebrate & Participate

We wish you happy Kekri time - or happy Halloween if that suits you better.
All in all, now just celebrate and participate in the festivities at this special time of the year.

October 28, 2019, 06:43:34 PM
1
Re: Traps should be nerfed Multiple difficulty levels means multiple levels of balancing, at least if it's intended to affect the whole game, which adds to Sami's workload throughout the rest of the development, and I doubt that's a good trade-off.

It can be noted that you can adjust the difficulty by re-rolling your character until you get in the ballpark of the stats you want, which means that you can intentionally get a weak character as well as a (probably more common) extremely good one. I certainly wouldn't object to allowing the player a higher degree of control over the starting character's properties, though, as that's probably something that can be done with a limited effort as long as the range available is close to the current RNG one.

November 08, 2019, 05:19:00 PM
1
[Outdated][3.71][3.63][3.62] URWCharacterMenu v1.0.4b [Outdated][3.71][3.63][3.62] URWCharacterMenu v1.0.4b

Ancient cheat menu I've been working on for the past couple of year's, noticed a lot more people playing since steam release and decided to create something more user-friendly than manually using cheat engine.

Warning: When using the injury editor, make sure your injuries are valid when adding new ones (type, severity, location, damage, side) as I have not added error checking for incomplete injuries, and they do cause a game crash when viewed.

Menu:


Inventory:


Injury Editor:


Map tab:


Console:


Console commands:
  • ~ key - Opens console. Must have Unreal world focused.
  • /tpadd waypointname - Adds a waypoint at your current location to your characters waypoint file.
  • /tpdel waypointname - Removes a waypoint from your waypoint list.
  • /tp waypointname - Teleports to a saved waypoint.
  • /tp x y - Teleports to X Y map location.
  • /tpclick - Toggles localmap left-click teleportation, must be zoomed in. (when you reach map render edge, you must move manually to update the map)
  • /dirclick - Toggles ability to right-click on a direction to face it.
Features:
  • Skill & Attribute Editor
  • Stats Editor
    • General Stats (Hunger, Thirst, Nutrition, Energy, Carry Weight, Temperature, Fatigue)
    • Cosmetic/Identity Stats (TribeID, Weight, Height, Phobia, Physique, Gender)
    • Additional values (Starting XY location, Current XY location, Time of day, Starting skill points)
  • Injury Remover
  • Injury Editor
  • X-Ray Vision
  • Inventory Editor
    • Item ID - Changes the item to another one.
    • Quantity - Changes how many of these items you have in your inventory.
  • Name & TribeName customization
  • Teleportation
  • Local-map Onclick teleportation
  • Onclick direction changing
  • Teleport waypoints (example: /home)
  • Map tab
    • Render map - Renders game map, saves as image file.
    • Zoomed - Toggles zoom mode.
  • Tutorial/Goal changer
Future goals:
  • Item Editor
  • NPC Spawner
  • Fast Build/Task
  • Tile Editor
  • Game file exploits
  • Overlayed UI
  • Github repo
  • Save and load character settings
  • Load default items into characters .obj file
  • Adding / Removing rituals
  • Skill increase proficiency
Version History:
  • v1.0.4b - Added patch to remove checksum error message; Updated to 3.71.
  • v1.0.4 - Updated to 3.70 for steam users, forgot to do standalone for 3.63 (so use 3.62 I guess), added textilecraft to skill list.
  • v1.0.3c - Updated to 3.63 for steam users, 3.62 added for standalone users.
  • v1.0.3b - Fixed bug in injury editor, added Last tutorial/goal changer, condensed character page for a little more space, added map rendering/viewing on map tab
  • v1.0.3 - Updated to 3.62 for steam users, added injury editor
  • v1.0.2b - Revised inventory editor code and (hopefully) patched all bugs, fixed bug with text encodings, upgraded version checking substantially. Other forgotten minor-bug fixes.
  • v1.0.2 - Fixed bugs with saving/loading waypoints, fixed multiple bugs in inventory editor and improved functionality, added injury remover, added xray-vision, fixed version checking
  • v1.0.1b - Fixed multiple bugs in inventory editor, added button to add new items to inventory, added version checking
  • v1.0.1 - Added console, inventory editor, time of day, skill points, various console commands, various bug fixes, item ID scraper
  • v1.0.0 - Initial release

Please report any bugs to me via this thread, my PMs, or contact me directly on steam:
https://steamcommunity.com/id/Nightipoo/

Download attached to thread.

Credits:
   Night - Creator/Programming.
   Jiggie - Item ID assistance, assembly injection.
   Boomer/Jagsy - Game save files for referencing.
   Strix - Trigonometry for changing directions w/ mouse.
   Enormous Elk - Unreal world.
   Stefan - Testing.
   thefinn777 - Identifying and mapping cultural & tile map addresses and data.

Requires Microsoft .NET Version 4.6 or later. (Usually already installed)

November 12, 2019, 06:49:07 AM
1
Towards end of the year, towards more updates Let's drop a few lines about the near future stuff. Let there be discussion if you feel like it.
So, the calendar year is turning towards its end and I guess it's been pretty evident that we've mostly been fixing bugs during these ever darkening days.
Luckily the bug hunting has been so succesful that there's time to slowly start thinking of new features as well. Even a little patch update still during 2019 seems like a possibility.

This might make some of you think if and when might 3.60 (and so on) to be released outside Steam, at the game homepage. Now I can assure that it will happen still in 2019, after the seasonal Steam sale periods are over. If you've been itching to buy the game on Steam but have hesitations there's this forum thread which may help you out. In any case we'll inform about the upcoming 2019 sales loud and clear to make it more affordable for some.

On our way towards end of the year update the intention is to add fistful of features that are relatively small but significant for many. For this purpose we're also browsing the Suggestions section. I guess I've said it many times that everything there is always read, even though my time for actual discussion is unfortunately limited. Well, soon you'll see that something was not only read but also coded :)
(Maybe, just maybe, we could also try running the good old "replies to suggestions" marathon before the year is over. )

Well, maybe this is enough for now. Take care, fellow adventures, and if something is puzzling you feel free to ask.

November 19, 2019, 07:07:05 PM
1
[Guide] Modding with Cheat Engine Overview:
Hello all, this is going to be a guide on modifying the game with cheat engine, its a pretty common guide found among other games but I figured I'd give my go at it for URW seeing as there isn't much activity in regards to finding new addresses for the game, maybe we can spark up someones imagination! We'll be nose diving straight into it so make sure you've got your head ready for the use of good'ol numbers (yuck!) and the motivation to imagine what treasures hide within :).

note: this guide based on Windows, Linux and ios users experience may differ.

The Guide:

~ removed table of contents, anchors were buggy.

Setting up Cheat Engine:

Step 1: Required files
Make sure you have the required files installed and administrative permission, essential to completing this guide successfully:
note: You can choose to use another memory editor, there are many other options available aside from cheat engine, but in this guide I will be using cheat engine, features in cheat engine may or may not exist in alternatives, I will be using Cheat engine v6.7, most versions are identical but if you have any issues following along, post below.


Step 2: Run
If you haven't done so already after acquiring the required files, run both the game and cheat engine with administrative privileges
(we don't want annoying permission troubles)

This is what your screen should look like: (resize cheat engine to be comfortable)
Spoiler: Image 1 • show



Step 3: Select target
Now that we have both programs open, we need to select what program cheat engine is targeting. This applies for any program you are attempting to modify with cheat engine.

Directions for the labeled figures in the image below:
  • Click this button, this will open the process list of target-able applications
  • This indicates the type of process you are trying to target, luckily for us unreal world should be located under the default applications tab.
  • Select UnReal World from the process list
  • Click 'Open'
Spoiler: Image 2 • show


Result:
If you followed the instructions correctly, cheat engine should be attached to the game and we are ready to start using it.
This is what you should see on cheat engine to indicate you have attached to a process: (the handle, 000021FC, is run-time dependent and will not be identical)
Spoiler: Image 3 • show

Using Cheat Engine:

Step 1: Understanding what the tool does
It's important to understand what exactly you're looking at when you use this tool, so I'm going to try to give you a short description over each feature we will be using and its function. I am not a grandmaster when it comes to this stuff, so there are many advanced features I have no qualification in covering, we won't be going over these, but there are many powerful features that can improve and speed up the process of using cheat engine successfully.
  • The search bar
    Spoiler: show
    This is where the hunt begins, this is where you're going to hypothesize, scan, sort, and mathematically eliminate addresses through the games data to find what you're trying to edit. Anything you put in this box, cheat engine is going to give you every instance of that data point within the game. If you scan for a value of 1, you're going to get every single address that contains the value 1. This will occur on every "First Scan", as you are looking for addresses with an initial starting value, when using "Next Scan", the addresses from the last scan you did will have all of their previous values from the time of that scan, compared to the values they currently hold. Depending on your sorting condition, (which will be explained in B.) your list of addresses will filter certain addresses out of the list, leaving you with less and less addresses. Eventually the idea is, you can isolate the address that represents the specific value for the specific feature you are trying to change, and then use it. When you think you've found your address, or potentially think the address is not located within your current list of addresses, you can click the "New Scan" button, which will clear your current table of search addresses and start you from a fresh first scan, you will likely do this when you are unable to find the address you are looking for from the table, which can occur for a number of sorting-related reasons, or by just simply not searching for the right number.

    note: The checkbox labeled "hex" indicates what format of numeral you're scanning as, if you enable this the values you input will be based on the hexadecimal system, rather than the decimal system. It's useful to know hexadecimal so you should read more about it here: https://en.wikipedia.org/wiki/Hexadecimal there will probably be a mention of it later when we get to using addresses.
     
  • Scan Type & Value Type
    Spoiler: show
    In short, scan type and value type are going to determine how your address's are presented to you and read by cheat engine, and how they're going to be sorted between each scan.

    For the scan type, there are several different values you can choose from depending on what stage of the scanning process you're in and the value type:
    Spoiler: show

    The value type however is the type of data you are trying to find, to your best knowledge. Often values are reduced to their smallest value type by developers to reduce size, and increase the efficiency of the code:
    Spoiler: show
    To get the best results, you want to try to reduce your value type to the lowest type possible based on the information you know about your target address, this will ensure your scan picks up the address correctly when it makes the comparison, instead of potentially reading too many bytes. Here is a short list of the value types, their minimum and maximum values in hex and decimal, and some examples, but you should probably read up more on these if you want to have a good understanding of their uses and what to expect from the address you're trying to find:
    • Byte: Hex: 0x00, 0xFF   Dec: 0, 255   Examples: Attribute level, Skill level, State variables (running, jogging, walking, crawling), etc.
    • Word (2 Bytes): Hex: 0x0000, 0xFFFF   Dec: 0, 65535   Examples: Object IDs, Object Quantities, Ammunition, Network ping, etc
    • Dword (4 Bytes): Hex: 0x00000000, 0xFFFFFFFF  Dec: 0, 4294967295  Examples: Score, Object Quantities, Currency, ARGBColor, Idle Games
    • Float: Float: 1.175494351 E-38, 3.402823466 E+38   Examples: Weight, Physics variables (Gravity, multipliers), Vehicle speed, % based variables
    • String: Text: 0, Buffer Length   Examples: Player Name, NPC Name, Object Name, Month, Day, etc.
    • Array of Byte: Bytes: 0, Buffer Length   Examples: Groups of stats, Object structs, Signatures
       
  • Addresses found when scanning
    Spoiler: show
    After successfully completing a scan for a value (labeled A.), addresses from the game are appended to a listbox on the left side of Cheat Engine (labeled B.) for you to inspect and select from, once you have selected addresses you would like to further modify or inspect, you can click on the arrow button (labeled C.) to append them to the listbox located on the bottom of Cheat Engine:
    Spoiler: show
    From this list, you will have better access to editing the address to suit your needs. An Address, simply put, is a storage location for memory to live, you can think of it as a labeled container. Addresses are usually displayed in hexadecimal, and while this may look intimidating, it is a much cleaner structure when dealing with data (remember, hexadecimal and decimal values are convertable between each other, so these are technically just numbers). We already went over what value type is, but when we have an address in our listbox, we also have the ability to change the value type of the address we're viewing, this is useful in the event we want to see the value as a different type, for example, if we change our current type to string: 
    Spoiler: show
    We can see the value has changed to the character represenation of the value "123". This does not mean we've edited the actual data there, this is just allowing us to view that data in several different ways that will allow us to piece together what we're looking at.

    The "Active" check box on the left side of the address indicates whether Cheat Engine is freezing the address's value to the value displayed or not (meaning if the game tries to edit this value, and its frozen, cheat engine will overwrite the value)

    Description is used to label addresses according to what you see fit, mostly a way to indicate what the address is.

    note: It is important to remember that addresses may change when an application is updated, as such it is important to know what version of the application you are working with so that you can update your addresses if they change when an update is released.
This is pretty much the bare minimum understanding required to use Cheat Engine, so if you have any questions or trouble, now is the time to make a post below and ask.

Step 2: Finding a target
This is where the fun of imagination begins, deciding what we want to edit and figuring out what the representation of what we're trying to edit in the data is going to be. There are many many many potential target addresses across all applications, in video games, we mostly target values that are going to allow some sort of unnatural advantage or effect to create a sense of satisfaction we could not obtain normally, some prime examples include health, currency and resources, attack damage, points. It's important to remember, that not all values you're attempting to look for will be in plain sight, some values you will need to make a hypothesis and filtration method to find effectively. The diagram below will show some potential targets I have indicated, we will be targeting one in particular.
Spoiler: show
I have indicated several nice targets, some are obvious such as hunger, thirst, warmth, and energy, others like what item you're wielding, the location of that rock near my character, the direction I'm facing, may be less obvious and hard to grasp numerically, but if you can hypothesis what the data for these addresses might be, you are likely to find the address you are looking for. I have indicated the target address we'll be looking for with a green arrow and box, Time of day

To begin with the process of finding this address, we need to consider all possible values that could encompass what "time of day" represents in the data, this means we need knowledge of the concept of time itself, (seconds, minutes, hours, days, months, years) and we need to hypothesize what the game is most likely doing with the data (does the game have 1 address for total elapsed seconds and then coverts it with math to its date representation? does the game have multiple addresses representing seconds, minutes, hours, days? does the game "skip" sections of time?) a hypothesize that can filter through as many of these potential options as possible will allow you to get the best results, for example, we may not know how the game has setup the time system, but we do know that we can increase the amount of time passed by making our character wait, and therefor create a filtration method that will eventually leave us with the address and data responsible for controlling time, once we have this address we can infer how the code uses it in relation to its display data.

So to begin the search, we'll be searching for a value over 0 (time is moving forward, negative value unlikely) albeit currently unknown, and we're going to search for a type of byte (value between 0 and 255) since it is likely the game will be increasing the data in small amounts as time progresses, this will give us addresses that are increasing even if their data representation is larger than a byte, allowing us to also determine if the address we're looking for is a larger type than a byte. This is what your first scan should look like:
Spoiler: show
After completing your first scan, we need to modify the game time address so we can apply a filtration method to the address list, so alt tab back into your game and pass time with the - key for only as much as necessary to indicate to you that time has definitely passed, then pause the game again and alt tab back to cheat engine. Your next scan is going to be a search for an increased value, as time has almost definitely increased in value (we're not sure how much) This should look like this: (Make sure to use NEXT SCAN, not new scan when filtering)
Spoiler: show
Once you complete this first filter, you're going to see a list of addresses with values on the left side, some of them are changing and highlighted red. This is an indication that the particular address that is changing, does not have any correlation between the address we're looking for and its value, as we have not passed any time since our previous scan, our address should have an Unchanged value, so in cheat engine we're going to filter out the addresses that have had their values changed by doing this:
Spoiler: show
This is going to filter our list of addresses unrelated to what we're looking for, so now we need to let time pass some more to indicate an increase in the value, allowing us to filter for such an increase again:
Spoiler: show
with each effective filter, you're going to notice the amount of addresses found decreasing in the top right, we need to keep filtering until we can get the amount of addresses we're looking at as low as possible, as this will give us the best chance to identify our target address. It is important to make sure when filtering you are following a pattern with the expected data you are trying to locate, one wrong filter can easily remove the address you're looking for from the list you're filtering, resulting in frustration. Continue filtering until you reach a small list:
Spoiler: show
When your filters stop removing addresses, its time to take a look at the addresses and data and try to interpret what you're looking at. In my case, I have filtered the addresses to a list of 54 addresses, just by looking at the list and thinking about what kind of address we're trying to find, we can eliminate some of these addresses through the process of representational likely-hood, and by this I mean do the addresses and values I'm looking at make any sense in relation to a system of time? Thinking through this I can already figure there's probably not 54 addresses that determine time, maybe closer to 4 or 5 at max? How do we know which of the addresses we should eliminate from the list? There are a variety of "probability" methods we can employ, so the first thing we're gonna do is move all the addresses with green text in the search listbox to the editing list box so we can see what we're doing easier (green addresses aren't runtime dependant and will not change, and are the ones we will be using):
Spoiler: show
From my particular group of found addresses, I have noticed about 20~ of them with the same value and roughly in the same area of memory, these are not likely to contain the address I'm looking for, so I remove them from the list and am now left with the remaining addresses to experiment with:
Spoiler: show
There are indications that some of these addresses are related to some sort of variable, the addresses i have boxed are very close together in memory, and are seperated by 4 bytes (basically neighbors), likely meaning the value they represent is actually 4 bytes and not 1, we will be changing the address type to 4 bytes to further observe the data between these groups of addresses as they indicate the maximum value to be higher than 1 byte, there are also two addresses relatively close to these addresses i have marked with arrows, they could be related but its less likely (notice this is all guess work, this is the process of documenting addresses from memory from scratch). Now that I have an extremely small list of addresses to work with, we can watch the values change in real time and effectively make guesses. So what you're going to do is make sure you have cheat engine and your game setup like so:
Spoiler: show
When you pass time in the game, you're going to see the values of your addresses change in cheat engine, these are the addresses we are most interested in testing, as any value that is not changing while time is passing is probably not the address in control of time. I delete all addresses that aren't changing as time is passing and am left with the following:
Spoiler: show

December 04, 2019, 12:07:30 PM
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Re: [Guide] Modding with Cheat Engine Using Cheat Engine: (Continued)

Step 3: Confirming your target

Now that I have a reasonable amount of addresses to test for actual effects with, I want to document these addresses in a separate file offhand so I don't lose them in the event I give the game invalid data to work with and cause a crash, so double click the address and copy the information to a notepad so you can add the address back manually, or even save the cheat table so you can load them again. Green addresses have the following format: urw.exe+A2EC404 where urw.exe represents the games base handle (runtime dependant), and A2EC404 represents the offset of the address, this equates to B2AC404 when combined together.

After backing up my addresses, I am now ready to effectively modify them and see what they actually represent in the game. To do this, I need to effectively represent the numerical value of the address to a direct result on the game. A good way to easily test values that change over time, is to simply freeze them and record if they change over time, if they do not, chances are you are freezing the variable that effects that aspect of the game... I freeze all four of my addresses and pass time twice for a total of 8 hours, the indicator I was originally searching for does not change (Early evening, wait 8 hours, still Early evening, you also notice the sun graphics in the top left stuttering and lacking movement), almost definitely meaning one of the four addresses I have frozen controls the time of day. So now that we know we have the address, its important to document what the values represent for that address so we can effectively use it to our will. To begin, we're going to isolate the time of day address to one single address, by changing each address to different value and refreshing the game by passing time, I should be able to determine which of the four addresses directly edits time.

I have Isolated the time of day offset to 0B2AC4B5, as it is the only address I am editing and having a direct impact on the time of day, I however notice strange effects when editing this address making it act irregular to what you'd expect the data to do. This generally means you are looking at the right spot, but are interpreting the data wrong. In my case, our search results yielded the address for the "minute" address, meaning 0B2AC4B5 determines the minute of the hour, representing a value of 0-60 (you can watch the address cycle from 1-60 when passing time and resetting). Knowing this is what the address is, and that time is stored in this fashion in the game (each representation of time has an address) I can now predict what addresses such as "day", "hour", and "month" will represent value wise for a particular address. Meaning we can use exact numbers in our filtration methods in relation to the data, for example, if we wanted to search for the address that contains our month, we would be looking for a value between 0-12 (sometimes code will use 0 as an index representation). We can also assume that the Hour of the day address, is a value between 0-24, finding this address will be easier because we can now set the minute of the hour address to 59, pass a tiny bit of time, and filter for an increase in the hour value when the minute value resets, as that would indicate the hour has passed. We can repeat this process until we have every address for determining the current world time, using minutes to get the address for hours, hours to get the address for current day, days to determine the passing of the month, and then using the passing of months to find an address that indicates the year. Once you have each of these addresses, you will be able to essentially control anything that relies on time. This includes the weather/season based on month, daylight/night based on hour (also has an effect on animal activity), plant growth / hide working times can effectively be "skipped" by adding time to the current world time.


Concluding notes:

This is effectively, the basis for finding addresses and modifying the games memory. there are many techniques that I did not cover in this guide that can be helpful in finding and documenting addresses, but this effectively covers the basics of what you need to know in order to produce any kind of modification. The address I decided to target wasn't a particularly easy one to search for, but I think it gives you a good amount of perspective on the type of thinking required in order to get the results you're looking for, especially for addresses that aren't self evident (like stats that show you the actual number so you can just do an exact value filter) For getting a feel of using cheat engine, I would recommend searching for values you can actually see so you're not using abstract thinking to effectively predict what the value is going to be.

If you're having trouble following this guide or are simply stuck, feel free to reply to the thread and ask questions or PM me directly, I can also provide much easier examples for people to find if they get lost. Hopefully you or someone else reading this thread finds educational value, if not at least a good read on how I find modifications to use.

December 04, 2019, 12:07:53 PM
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Re: Question about Combat and Accuracy Erkka nailed it as one would expect, stab their legs. Once they're down, they get a disadvantage in melee AND might start wasting turns trying to get back up, giving you extra chances to stab their arms so they start wasting turns picking up and equipping weapons. Try to carry extra weapons you have skill with when they make YOU drop your weapons, and never try to fight in melee from prone. Just aim for body until you have them hurt quite a bit (then aim for head, high chance of killshots, but seriously don't bother til they're weak), you'll end up hitting their arms or legs at least half the time anyway. I play these combat brutes all the time and usually start on Here Be Robbers; easy to kill five guys with nothing but a staff if you sequence your hits properly and keep your back covered. Just practice, you'll find the right methods for you.

For instance, at range, I do not EVER use bows, as the extra range is meaningless when you usually fight in heavily wooded areas anyway. If you go javelins for ranged and spears for melee, you have a high damage thrown weapon suitable for typical ranged combat, a cheap and common melee weapon that's effective against most armor, and didn't waste your skill points dumping into multiple combat types. A point or two in axe or knife helps though, as you'll typically be carrying both anyway and need a backup like I mentioned above. These aren't exploits as far as I'm concerned, just a common sense build that works for me over and over again. Current character took out a fortified Njerp village only taking 8% injury, though I waited for almost maxed armor before trying.

December 04, 2019, 01:47:46 PM
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Re: I have a question about development
So Sami uploaded 3.60 stable version, and he wrote about new addition of the game recently.

Then are they about a next big update(3.70), or will there a minor update(3.61?) of the game?

It will be minor update, 3.61, to be released still in 2019.

December 11, 2019, 06:48:42 PM
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