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Summery summary 2017 So, the new forums are up and running, some content popping up here and there - and all seems to be quite well at this new discussions settlement of ours. Nice!

Thought of posting a little summary about some upcoming new features, and when to expect them. This is something that's been probably originally posted at the old forums, but we'll hereby bring the completely new forum members on track as well.

So summer it is, and we've been steadily trucking towards yet another version. Once it's wrapped up it's gonna be summer holidays for me, and new features in UnReal World for you. Summer it is, despite of the current weather in Finland including little snow and sleet every now and then, chilly days and almost frosty nights. But the weather engine still isn't bugged ;) I'm hopeful that maybe in July we could have a new release out. Like always, we're adding new features on many different fronts but let's highlight some of the probably most widely interesting here:

* Bones and antlers

Antlers and bones can be now harvested from carcassess.
They have only little usage on their own but do serve as trophies and new raw materials to be utilized via modding if you like.

* Skulls and teeth

Skulls can be now harvested from a few species of dead animals whose skulls (or teeth) have meaningful ritual or magical usage. Skulls can be furthermore applied to pick teeth from them. Bear teeth for example are well-known for their magical powers.

Screenshot: By the sacred bear memorial rite tree Panu takes a look at the sturdy bones after hanging the bear skull in place.


* New spells, more spells, spells screen overhaul

We're giving up the old ritual system for good, and now focusing on the new kind of spells and spells system first showcased in version 3.40. This means removal of some of the old spells, but also featuring more and more new spells.

Ritual screen will be 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.

Currently you can view new spell descriptions only in the quest journal, but now it all will be available within the spells screen. Whenever a new spell is learned it will also appear in this new list of spells.

Bringing the selector on a 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 case of the new manually and mechanically performed spells the spell selection merely shows the spell description and instructions to follow in order to perform the spell.
The old spells (eg. blood-stanching incantation) are colored differently and automatically put to action upon selection.

Screenshot: The new spells screen with quite a bit of spells known. Hovering the selector over the first spell shows the description.

   
* Cubs and calves - rise of the young animals

Cubs and calves have been added for relevant wild animal species eg. elks, bears, reindeer, hares etc.
In case of large species ie. elks and bears, the young ones usually follow their mothers in the wild for a full year after the birth. 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.

Few screenshots - the adventures of fghfg among cubs and calves :)
Bear mother with its cub. Careful now. You don't want to position yourself in between those two.


Ooo.. isn't that sweet... not a hunting day today.


* Ant nests

   For some this is a mere curiosity, for some an absolute necessity. Anyhow, ant nests can be now found in the forest. They are needed in performing certain spells but have no other use to the player character currently.

Screenshot: It's raining - and it's ant nest!



And finally, something to highlight about upcoming Steam goodies...

UnReal World Steam Trading Cards

Trading Cards for UnReal World are coming this summer. Yet again we like to do things with deep thought, love, ambition and talent and that's why the card artwork is drawn by Finnish comic artist Tuuli Hypén. (Some of you may remember her classic "conflict in the woods" drawing based on the old title screen.)
We've cherished and talked about the card themes and plots during the spring, the creation is in progress, and below you can find a sneak preview collage consisting of drafts, sketches and semi-finished artwork.

Trading Cards are likely to be launched even before the actual next version is finished. We'll start with six cards, and most likely expand the pack in the future. Prepare yourselves, foreign and domestic card traders!




This is upcoming stuff, not yet featured in the current version 3.40



June 03, 2017, 07:16:33 PM
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Random little additions... Summer days are truly different. Oh how easily one can end up being carried away with all sorts of recreational activities and events. But I'm frequenting the coding chambers as well,  especially on rainy days :) -- and now, instead of organized update post, here's a completely random bunch of few small additions to expect in the next patch:

 - 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

        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 all 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 slowin things down a bit would be 10 and nobody wants to go for more than 100.

        To use eg. 10 millisecond custom delay add the following line to urw_ini.txt setup file in your installation folder:
        [SPEND_DELAY_ADD:10]

 - added: winter skin/fur descriptor

        And 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 a speed issue on some systems.
        Now rain and snowfall presented by tile graphics, with improved look and fast rendering.

 - added: redrawn 8 directional tiles for watercrafts

        Both punt and raft now appear bigger and prettier in completely redrawn fashion. Credits for these tiles goes to Paulo Spinola.
        Watercraft tile direction changes based on the last actually rowed direction.






July 02, 2017, 08:09:25 PM
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...fails to deliver a summer release || ...enters summer vacation.
Code: [Select]
You dream of a summer release.
You aim your fingers at the keyboard and code.
You fail to deliver a summer release.

You know, that's what has happened to me.
Like mentioned in earlier posts I dreamed of a summer release, and a proper long holiday afterwards.
But...we're behind the schedule with several planned goals and just can't make it.
Deadlines and summer - I should have known they don't go together.

So, hopes to come up with a new patch is thus postponed after the summer. I'll be entering summer vacation shortly, for the whole august.
This means I'll be more absent in regards to game related forums and e-mail activity.
Coding is to be continued in the autumn then, but some additional content is still to be expected sooner...

Steam Trading cards

Yeeees, the trading cards. That's what we will be releasing before I leave the development chambers. It's actually the trading cards (with emoticons, badges and all that extra) which have postponed my general working schedule more than expected. Ambitions can take time, you know, but we already love the outcome ever so much. So at least for Steam players there will be something new in UnReal World to browse during the summer.
A proper, loud and clear announcement of Trading Card release will be posted when the time is at hand.
You can still prepare yourselves, foreign and domestic card traders -- it's going to be beautiful!

Greetings from horseback

Code: [Select]
You aim your bow at a target from the horseback and shoot.
You are doing horseback archery.

You know, and speaking of dreaming, that has also happened to me.

For as long as I've been doing primitive and traditional archer I've dreamed of one day going for horseback archery. Until this summer it's been horseback riding and archery separately, but this very year I've picked up and entered this form of archery and horsemanship I've always craved for. This is going to be a dedicated horseback archery year for me, and whether I'm on a vacation or not, we just might see the next video greetings consisting of horseback archery footage.

Meanwhile, I'll leave you with these few still shots. First from the horseback, then by the tranquil summer lakes around my neighborhood.






Best wishes. We'll catch up with everything in the autumn. But I'm sure at some point I'll be tempted to post a few holiday greetings as well.

July 27, 2017, 02:01:46 PM
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Re: Other roguelikes I tried The Long Dark in early access because I thought it would scratch my post-apocalyptic itch, but didn't like it.  Too much hopping from fire to fire, spending most of your time playing it safe and keeping warm, not enough time ransacking abandoned cars and old cabins.  In the real world, hunter-gathers spend about two hours a day on survival.  The busy-work stuff that most so-called "survival" games force you to do against unrealistic countdown timers is irritating to me.  Just plunk me somewhere with no time limits and tell me to survive and I'll be happy as a pig in shit.  It's why I enjoy playing URW; if I want to take a day off to go exploring or hunt squirrels or find out where this river leads, I can, and the trap line and fishing nets can wait until tomorrow.
October 19, 2017, 01:12:07 AM
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Re: Adding marriage - poll about how you find its priority  I too think that before marriage there is much AI that could/should be filled out.

For NPC's to take a more lively role in the game, imo they need to "act" more like players. Some being friendly, some devious, some trusting, some dishonest and some just down right evil.

 NPC's could/should serve as better wealth sinks. Consuming received foods, "using" /removing traded items, or reselling items at a profit.

 For bonding/marriage there needs to be some overarching danger/human drama/risk to NPC's;
You come home and a stranger has taken up with your spouse and cleaned you out.
A wild animal has attacked your spouse and you must care for them.
Your kid gets lost in the woods.
etc.

 Possibly even look at enslavement vs bonding (if this is even historically correct).

This is a deep well topic ;)

December 19, 2017, 01:27:29 AM
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Re: Adding marriage - poll about how you find its priority While I usually don't vote the middle choice in polls because the vote doesn't sway it one way or another, this time I did. Here is the reason: Sami has been developing the game very nicely for a quarter-century and I'm constantly impressed with each new version.

Implementing spouses sounds like a massive task that includes many other game developments, the biggest of which, IMHO, is an A.I. that can play like a complex bot in order to make a believable spouse. Because a spouse that behaves like village NPCs wouldn't really be worth it.

Keep up the good work with your own priorities, Sami :-)

December 19, 2017, 01:41:05 AM
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Huge big seasons greetings -- plus winter sales and late year releases The time has come to say seasons greetings to all of you. It was the winter solstice yesterday, and now we're slowly heading towards the increasing daylight.
And I'll be heading towards the holiday season and wish you all great times whatever you may, or may not be celebrating.

In case you are wondering whether or how you would go about getting your hands on the fresh 3.50beta version, we'll let you know that show-stopping bugs haven't been found since the last hotfix and Steam Winter sale is going on our UnReal World store page beta being available for purchasers. We'll release 3.50beta as standalone version as well, but that will take place after the holidays, closer to new year 2018.

Here's the huge big seasons greetings to each and everyone of you, from the tiny dev and the winter tree. This very tree is kind of a local Ent to me.
Merry whatever, fellow adventurers!







December 22, 2017, 05:06:40 PM
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Re: "The Challenge" I've been trying this out and found a very useful tip that I may have to try during normal gameplay:  using torches to carry fire with you as you travel.  Lighting a fire with a torch never fails.  When it's raining and you're very cold, the six times you fail at firestarting without a torch might kill you.  Or at the very least, give you a frostbite.  I started keeping a stash of 4-6 torches and a dozen branches, with one lit while I traveled.  If I got cold, I'd find a log, drop a few branches on, and start it immediately.  Then while I warmed up, I'd cut down more branches and build up my torch stock.  Worked very well in tree-heavy terrain.
February 20, 2018, 07:35:03 PM
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Re: "The Challenge"     Hi everyone, I've been trying The Challenge for a few days and I liked it very much. I was very lucky in my random character, only a little less than what I usually play with, she could walk at 6 km/h which is very good for me since I like to run big game to exhaustion also, the initial wounds weren't serious and I could make tools right away, even better, I started by a river so cleaning wounds and running big game against the not yet frozen river provided me with clothes fairly soon.
    What I really liked was that since I couldn't zoom out except in hills and such I had to memorize my surroundings and the location of my traps and shelters which is a very realistic challenge, and that I noticed I could play a whole life without meeting anyone and I would be fine, I wouldn't have clothes or tools above rough and crude quality but I could make a living (a very important realization since I couldn't find a single village in 120 days), also I used traps in large scale for the first time and it was exciting to find animals trapped in them and wonder if I could make them more efficient.
    In the end that was my undoing, a lynx was roaming around my traps to take the birds in it so I baited a big deadfall trap I made for a previous lynx doing the same and the next day it was caught I moved in to kill it with blunt blows and it clawed me into unconsciousness and death  :(, next time I'm going to stone them to death.   

April 07, 2018, 10:24:25 PM
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Re: Summary of the year 2017 added to development history section What kind of name is "fghfg Kaumolainen"?  And why is he stalking a mother bear and cub armed with only a broad knife?   :o

My guess is his mother dropped him on his head as a baby.

April 23, 2018, 04:36:10 PM
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