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Lazy bull Just wanted to share a funny moment. I'm dragging my bull around packed with trading goods, from town to town, looking for useful masterwork items. I start the day early, and apparently, my bull was not ready for adventure in the early morning. I literally am dragging a sleeping bull in a leather rope   ;D

September 09, 2017, 06:38:32 PM
Official Legacy Character Thread (multiplayer urw) Making a new thread for this so that we can have all the pertinent info in the OP. This is a migration of the legacy character thread from the old forum. There are some screenshots and stories of older characters in that thread that you should read but I won't copy here.

In ##urw, we have been playing legacy characters together. This post is to make coordination of the legacy characters easier.

  • When it is your turn, play one month in game, then pass it on to the next person.
  • You have 1 real life month to play your turn. If you don't manage to pass the character on in that time, we will mark you away and send the file you received to the next person in line. You are welcome to come back any time. If you are getting close the deadline it is okay to pass on in the middle of the month, better to pass it on than not.
  • All characters share the same "next" order so that always the person who is next is the person who hasn't played in the longest. New people start at the front.
  • You can do whatever you want during your turn. Ask urwbot for a quest and/or a rule if you aren't sure what to do.
  • Try not to die. Before doing something dangerous, take dogs with you and hire some companions.
  • If you die anyway, let us know what happened, and then we'll make a new character. No savescumming.
  • Before making a new character, check that there is someone to pass the character onto with "urwbot, legacy players"
  • If you want to make a new character, ask urwbot for a hard or insane start like so: "urwbot, start hard" or "urwbot, start insane." Play the full first month of the character's life and have it ready to send before adding it to the bot.
  • Inside the character's folder is _notes.txt with a little history of what happened during the previous months of the character's life. read it when you get the character, then update it before you pass it on.
  • Use map markers to explain stuff like "meat drying by this shelter" or "this village is mad at us" so we know.

How to use urwbot to join the legacy game:

You can talk to urwbot with /msg urwbot COMMAND or urwbot, COMMAND. All commands related to the legacy character start with "legacy"

  • legacy join YOUREMAILADDRESS  - join the legacy game. your email will be kept private except that it will be PMed to the person who has a character to send you. A zipped character folder can be like 10-20MB so make sure you have room in your e-mail for that.
  • legacy leave - stop playing legacy games entirely (first pass on the character you have to someone else though!)
  • legacy away - go on vacation from legacy games. no characters will be sent to you but you can come back later.
  • legacy back - return from away, receive characters again
  • legacy mail - if you are next in line, get the email address of the person to send your character to
  • legacy mail YOURNEWEMAILADDRESS - change your email address.
  • legacy sent - tell urwbot you have sent your character to the next person in line. now you are in line for receiving a new character again.
  • legacy new NAME - you made a new character and want to send it to somebody. Don't do this if there are already 3-4 characters in circulation.
  • legacy next - find out who is next (the title of the chatroom should have this info too)
  • legacy char - find out which legacy characters are alive
  • legacy players - find out who is currently active.
  • legacy died - report to urwbot that your character has died. it will be removed from the roster and you'll be put back in line to wait for a new character.
  • legacy rule NAME - find out the rules for a character.
  • legacy rule RULE - set a new rule for the character that you have.

September 11, 2017, 12:54:41 PM
##urw IRC Chatroom This is a migration of the old IRC topic from the old forum. It has some replies there that you may want to read which I won't be copying over.

I made an IRC chatroom. The idea is that it would be open all the time and people could lurk in it and now and then conversation could happen. Rules for conduct would be same as the forums -- don't be mean to each other. :)

Click here for instructions on how to use URWBot

How to join in:

IRC newbies
Go here:

Pick a name for yourself (preferrably your forum name so we know who you are, or if not then at least use the same name every time you join the channel)

In the "channels" box, type ##urw

Fill out the captcha and type connect.

The channel is ##urw not #urw because # channels are for official channels maintained by organisations -- so like if Sami wanted to own the channel because it's his game. ## channels are for unofficial groups, like this fan based channel.

Slightly more advanced

Download a program to connect to IRC. There are a lot of these. There's for Windows and which works on windows/mac/linux. There's for those of us who like to live in a terminal window.

You need to connect to libera. there might be some gui feature you could use or there might be a box to type in.
port 6697 for TLS OR port 6667 for plaintext

see for network information).

you might want to set it to autojoin ##urw

you might need to type something like this:

Code: [Select]
/join ##urw

after the first command you get a wall of text welcoming you to libera, after the second you join the channel.

If anyone is using irssi, I'm happy to paste from my .irssi/config if you want autojoin. If you're using something with a gui it probably has a button that'll do that for you.

basic irc commands

you might want to register your name so that nobody else can pretend to be you. type:
Code: [Select]
/msg nickserv register password
where password is your new irc password and is your real e-mail address.

after that, every time you sign on, you have to type
Code: [Select]
/msg nickserv identify password
(your program can do that automatically for you if you set it up)

you might want to send a private message to someone in the channel. do that by typing
Code: [Select]
/msg nickname hi
sometimes instead of saying something you want to do an action. type this without the space between / and me:
Code: [Select]
/ me catches a fish with a rock
this will display as

Code: [Select]
***Plotinus catches a fish with a rock
if your username is Plotinus, which it is not, because I registered that nickname.

if someone is annoying you, you can ignore them

Code: [Select]
/ignore nickname
if you don't want to ignore them anymore:

Code: [Select]
/unignore nickname
If you want to change your nickname, type this:
Code: [Select]
/nick NewNickName
If you need more help, here's a list of commands:

Code: [Select]
then if you want to know more about a command, for example "away", type:

Code: [Select]
/help away


1) no spam -- spambots will be banned without warning.
2) don't be mean
2a) don't be racist, homophobic, sexist, etc.
3) off topic chit chat is okay but keep it friendly for all ages.
3a) no one cares what you do with your "spear" when it's not slaying njerpez.
4) if someone is annoying you, use /ignore
5) if you want to share a chatlog elsewhere on the internet because something funny happened, it is polite to ask the participants of the conversation first if that's okay.
5a) nonetheless, this is a public channel that anyone can join, so think about how much private information you want to share about yourself.

More rules can be added as we need them.

Backup channel in case of Netsplits or if Libera gets DDoSed:

Go to this page:
In the box where it says Nickname, type a name you want to use.
In the box where it says Channel, delete #spotchat and type #urw
Then press start!

Using a client:

connect to

once connected, type /join #urw

September 13, 2017, 05:56:29 PM
Time flies, the autumn comes Oh my, it's the last of september already, and there's been no news since entering the summer vacation. Let's fix that quickly now.
So, for those who only read news I should announce that I did survive the summer ;) -- and as a more concrete evident frequent forum browsers have spotted few replies and
here and there. Mostly concerning a few squashed or mysterious bugs.

At the moment, regarding the game, I seem to be very short of time for anything else than continuing the development from where it was paused before the summer vacation. And occasionally squashing the most relevant bugs with the left hand when possible. Once we get a fistful of more to-do's featued a roadmap towards the next version becomes more to clear announce verbally for you, good people. The last few weeks it's been mostly all about continuing to add a new spells and finalizing ritual system renewal. It's one of the big next version additions, and was vaguely briefed in this old forums thread.

With the shortage of more words and news to give you let's just say that the autumn is coming, but so are the future features of UnReal World.
Let there be code, and let there be swans.

September 2017, outside the development chambers.

September 30, 2017, 12:15:25 PM
Wounded or starving dogs refusing to attack on command Let's announce just one small but significant upcoming addition....

 - 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.

This is an upcoming feature, not functional in the current version 3.40.

October 04, 2017, 02:21:40 PM
"Spirit of the forest, I presume" Now that sort of a phrase may actually slip from your lips in the next version of the game as the Spirit of the Forest gets added to our small cast of otherworldly creatures.
Reworked spells and many kind of spirit world additions has a major part in the galore of upcoming features, and manifestation and actual appearance of spirit of the forest is now featured and off my to-do list. Implementing a related quest (or two) is still required, but step by step the planned spirit world additions do gets wrapped up.

As a necessary spin-off feature we also had to expand possible sacrifices to include not only foodstuff, but also valuables. See, offering silver has been traditionally very much linked to pleasing the certain spirits. And as the spells in the game now are actual collected old spells we had to add silver sacrifices if we wanted to add proper spells for "summoning" the spirit of the forest. (You may want to see post about the used "spellbooks" at old forums).

You know, with this version it feels like our to-do things are proceeding really slow compared to the amount of work and energy put in. Seems like we're dealing with complex entities rather than simple isolated features. But there's the spirit of the forest now. He brought in so much more code and features than first assumed, but it all just had to be done.

Let's not spoil too much about what the spirit of the forest can actually do for you, but we know he's an important spirit, watching over the forest and the animals. According to the folklore the spirit of the forest may sometimes tell you where the game is, if he's pleased with you. That, at least, is an actual feature now. And as a tidbit of our desired in-game perfection I gotta mention that these spirits often concentrate on only culturally important animals. Thus, the spirit of the forest can prioritize his observations differently for members of northern tribes than those of the western tribes.
But now look at this fellow of one of the eastern tribes...
He must have something right to hear this from..well...from the spirit of the forest, I presume.

November 04, 2017, 05:28:15 PM
Re: "Spirit of the forest, I presume"
  I'd like to be able to have a more grounded, historical experience too.  If I'm shooting lightning bolts at a level-25 domovoi, I might as well be playing ADOM. 

Well, at the very moment there (again) is an another thread where a player is actively trying to encounter a being which is supposed to be more or less 'supernatural' - and has difficulties doing so, for it isn't easy to find the right conditions to encounter such a being.

I think that speaks of Sami's design philosophy - personally I wouldn't worry about the game turning into 'thow lignting bolts at magical creatures'-kind of high-fantasy. The 'supernatural' elements of UnReal World are, and will remain, elusive and hard to catch, and after all, we can't be exactly sure if they are mere hallucinations, a series of random luck, or possibly a prankster hermit playing tricks on the player character.

Also, the way I see it, this actually is the historical experience. The pagan folks believed in these rituals having an effect, and they believed those supernatural entities to exists, and there were reports of people occasionally spotting those creatures. So we don't simulate the 1000AD world the way 2000AD scientist believe it to be, but we simulate the 1000AD world the way 1000AD folks probably themselves experienced it to be. No lightning bolts, though, they aren't a part of Finnish folklore =)

November 07, 2017, 11:14:32 AM
Re: Roads
Can someone post a link about historical fact of this.

I don't know if there are any online sources about this. It is just common folklore in Finland, passed down from a generation to another. Sleeping on a path, or camping on a road spells bad luck. Don't know where it comes from, to me it seems like an obvious part of 'cultural subconsciousnes' - folks just know it to be like that, but can't say how they know it  :)

Also, I'd guess this is not strictly spesific to Finnish folklore. Something similar seems to be going on with crossroads.

EDIT: fixed the link

November 20, 2017, 12:02:09 PM
Spirits, spells, short movies, short of time, and the diminishing year Today I came to a realization that the absolutely last thing to do for the upcoming version is to finalize the spirit of the forest related quest, and the many spells that were brought into existence because of this very spirit. The reality check came upon me shortly after browsing books for spells to receive bear hunting aids from the spirits when asleep. Shortly after thinking that dreams and premonitions would be now natural to feature with the other upcoming spell improvements. Shortly after noticing myself to follow a pattern where I add a new big to-do right after the existing list of to-dos before release grows down in size to a reasonable length. This has been a familiar and overly ambitious pattern in case of the version in development. Now as the end of the calendar year is drawing nearer and the holiday season approaches, it's better to start wrap things up for test builds and then consider how far a beta release possibility might be.

There's also been this certain short movie occupying our time. A short movie we shot in autumn 2016, and which has been cooking slowly in post-production ever since. But now, ladies and gentlemen, I'm confirmed to say that a brand new Enormous Elk short movie will still be released this very year. Like the upcoming version, this short movie is also the most ambitious of them all. We had a short post about it at the old forums, with a coffee break pic from the filming location. Now let's repost it here.
All in all, despite of breaks, all kinds of stuff is coming up. Peace and patience to all of you.

November 20, 2017, 04:15:03 PM
Nominate UrW for Steam "Labor of Love" Award Sami and Erkka have kept this game evolving since 1992, which is likely longer than many of its players have been alive.

Let's give them some recognition and much deserved exposure by nominating them for the "Labor of Love" award on Steam now.

November 22, 2017, 11:41:46 PM