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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
Re: Clothing Protection (after 3.60 update)
"When was the last time..." Well, my characters tend to use disabled Njerps for target practice, and usually aim for the legs (to get them to last as long as possible, both because it's hard to hit and because hits tend not to be directly fatal), and there are a lot of arrows going through the feet in various fashions...

 :o Wow, you don't just go after their lives - you're after their very Soles!  :D

   - Shane

November 02, 2019, 09:39:22 AM
1
[Info] [3.84.2] Cheat Engine Addresses Ive updated my addresses, and renamed a bunch so, previous tables might be a bit confusing. Generated descriptions with chatgpt (cus im lazy), tried to align it with what it knows about unreal world so, most of it should be accurate but some of it may not be. Let me know if there's anything wrong and I'll update it when I can. Or if anyone has questions (like how to modify inventory or injuries, etc) ask.

General Information
  • PC Name: The name of your character, displayed in-game.
  • PC Tribe Name: Your character's tribe or faction name. Tribes can affect interactions and starting conditions.
  • PC Tribe ID: Numerical ID representing the tribe your character belongs to.
  • PC Gender: Defines the gender of your character. Typically, 0 represents male, and 1 represents female.
  • PC Weight: The current weight of the player character (PC) in the game, affecting movement speed and stamina.
  • PC Height: The current height of the player character, which may influence some gameplay mechanics.
  • PC BloodLoss: Indicates the amount of blood the player character has lost, affecting health.
  • PC Energy: Represents the energy level of the player character, influencing stamina for actions.
  • PC Fatigue: The current fatigue level of the player character, affecting performance in activities.
  • PC Inventory Weight: Displays the total weight of items in the player character's inventory, which can impact movement and stamina.
  • PC Temperature: Represents the body temperature of the player character, influenced by weather conditions and clothing.
  • PC Nutrition: Shows the current level of nutrition or food intake of the player character, impacting health and stamina.
  • PC Hunger: Indicates how hungry the player character is. The higher the value, the more hungry they are.
  • PC Starvation: Tracks the state of starvation. A value of 0 typically means no starvation.
  • PC Thirst: Represents the hydration level of the player character, which affects stamina and health.
  • PC Direction: Shows the direction the player character is currently facing.
  • PC IsLooking: Indicates whether the player character is actively looking around.
  • PC StartingLocation X: The starting X-coordinate for the player character's location.
  • PC StartingLocation Y: The starting Y-coordinate for the player character's location.
  • PC Location X: The current X-coordinate of the player character's location.
  • PC Location Y: The current Y-coordinate of the player character's location.
  • PC Injuries: Tracks any physical injuries the player character has sustained, which can affect gameplay.
  • PC Physique: Represents the general physique or strength of the player character, influencing carrying capacity and physical tasks.
  • PC Phobia: Indicates any phobias or fears affecting the player character, which can impact gameplay decisions.
  • PC LastGoal: Displays the last goal or objective the player character was pursuing, important for narrative progression.
  • PC PortraitPath: The file path for the player character's portrait image, used in character displays.
  • PC ActivityTimeSpent (Minutes): Tracks the time spent by the player character on certain activities, measured in minutes.
  • PC Inventory_IDs: Shows the IDs of items currently in the player character’s inventory.
  • PC Inventory_Quantity: The quantity of items the player character currently possesses.
  • PC InTree: Indicates whether the player character is in or near a tree, affecting stealth and ambush potential.
Attributes 
(taken from wiki https://www.unrealworld.fi/wiki/index.php?title=Attribute)
  • Strength: Improves Unarmed, Sword, Axe, Spear, Club (x2), Bow, Flail, Shield skills, and enhances Timbercraft, Building, Climbing, and Swimming.
  • Agility: Improves Dodge, Unarmed, Knife, Axe, Spear (x2), Club, Flail, Shield skills, and enhances Climbing, Skiing (x2), Swimming, and Stealth.
  • Dexterity: Improves Knife, Sword, Bow, Crossbow, Flail, Shield skills, and enhances Agriculture, Fishing, Trapping, Hideworking (x2), Timbercraft, Carpentry, Textilecraft (x2), Climbing, and Skiing.
  • Speed: Affects mobility, improving Unarmed and Dodge skills.
  • Endurance: Affects encumbrance and improves Agriculture and Swimming performance.
  • Smell/Taste: Enhances Herblore, Tracking, Hideworking, Cookery (x2), and Weatherlore capabilities.
  • Eyesight: Affects field of vision, improving Dodge, Bow, Crossbow, Shield, Tracking (x2), Weatherlore, and Textilecraft.
  • Touch: Improves Knife, Crossbow, Flail, Herblore, Fishing, Trapping, Hideworking, Building, Carpentry, Cookery, Physician (x2), Weatherlore, Climbing, and Stealth.
  • Will: Affects Agriculture, Fishing, Physician, and Stealth performance.
  • Intelligence: Influences Agriculture, Herblore, Trapping, Building, Physician, and Weatherlore skills.
  • Hearing: Affects sensing audio cues, improving Tracking.
Skills 
These skills represent learned abilities that can be leveled up through experience or modification.
  • Dodge: Improves your ability to avoid attacks, vital for defense in combat.
  • Agriculture: Increases efficiency in farming-related activities like planting and harvesting.
  • Shield: Enhances skill in using shields for blocking attacks in combat.
  • Knife: Represents proficiency with knives, useful for combat and utility tasks.
  • Sword: Increases effectiveness with swords in combat.
  • Club: Governs proficiency with blunt weapons like clubs and maces.
  • Axe: Improves skill with axes, for combat and utility tasks like chopping wood.
  • Flail: Enhances proficiency with flail-type weapons.
  • Spear: Increases effectiveness with spears for melee and ranged combat.
  • Bow: Improves accuracy and damage when using bows.
  • Crossbow: Increases effectiveness with crossbows for ranged combat.
  • Unarmed: Governs skill in hand-to-hand combat, without weapons.
  • Physician: Represents the ability to tend to injuries and illnesses, crucial for survival.
  • Climbing: Enhances ability to scale obstacles and navigate difficult terrain.
  • Stealth: Improves ability to move undetected, useful for hunting and avoiding enemies.
  • Cookery: Governs skill in preparing food, influencing both speed and quality of meals.
  • Skiing: Improves ability to travel across snowy terrain quickly.
  • Timbercraft: Increases efficiency in woodworking and felling trees.
  • Swimming: Governs the ability to swim, important for crossing bodies of water.
  • Fishing: Enhances success and speed in fishing.
  • Netmaking: Governs the ability to craft fishing nets, essential for catching fish.
  • Weatherlore: Increases ability to predict and understand weather patterns, crucial for survival.
  • Carpentry: Governs skill in crafting and building structures, affecting shelter construction.
  • Herblore: Increases knowledge of herbs and plants, useful for making medicine and potions.
  • Hideworking: Governs skill in treating and working with animal hides.
  • Tracking: Enhances ability to follow tracks and locate animals or people.
  • Trapping: Improves ability to set and use traps effectively for hunting.
  • Building: Governs skill in constructing buildings and structures.
  • TextileCraft: Enhances ability to work with textiles, useful for making clothes and other fabric items.
  • Bowyer: Governs skill in crafting bows.
UI-Related Information
  • UI Mouse Y: Tracks the Y-coordinate of the mouse cursor in the game's UI.
  • UI Mouse X: Tracks the X-coordinate of the mouse cursor in the game's UI.
  • UI VisibleRadius Y: Controls how far the player can see along the Y-axis.
  • UI VisibleRadius X: Controls how far the player can see along the X-axis.
  • UI MapRenderSize Y: Defines the height of the map rendering in the game's UI.
  • UI MapRenderSize X: Defines the width of the map rendering in the game's UI.
Map and World Information
  • Map Objects: Tracks the objects present on the map, including resources and obstacles.
  • Map Tiles: Indicates the number of tiles on the map, reflecting the size of the game world.
  • Map Elevation: Shows the elevation level near the player character, affecting visibility and movement.
  • Map Type (local vs overworld): Indicates whether the player is in a local map (e.g., village) or the overworld.
  • World Time Tick: Tracks the passage of time in the game world, crucial for survival mechanics.
  • World Time Hour: The current in-game hour.
  • World Time Minute: The current in-game minute.
  • World Time Day: The current in-game day.
  • World Time Month: The current in-game month.
  • World Time Year (Character Age): Shows the current in-game year and the player character’s age, which may influence gameplay.
Miscellaneous
  • Skill Points: The number of available skill points that can be used to improve your character's abilities.
  • ItemDefaults_Struct: Possibly related to default item structures in the game.
  • Item_Struct: Indicates details related to individual items in the game, including their properties.
  • NPC_Struct: Likely related to non-playable characters (NPCs) or interactions with them.
  • TileStruct: Represents details about the structure of tiles on the map, including terrain types and features.

December 14, 2019, 01:18:52 PM
1
Version 3.61 released on Steam, and for Lifetimers The last update of the year is 2019 is out now as version 3.61 is released.
It's available on Steam, and Lifetimers will find the release at the designated forum section.
In addition to fistful of bugfixes this update also features a small bag of new features of which some are long-awaited and suggested improvements.


3.61 changelog

** Saved characters from version 3.40-> are compatible with this version.  **

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 - added: companions can help you with hauling and pushing items

          Unoccupied companions spontaneously help you when pushing or hauling heavy loads is
          being proceeded.

 - added: fence gate

          Gates can be opened and closed just like doors. They can be also built by player character
          from Make menu under Building options.

 - added: when [C]ommanding animals the animal name is displayed in the menu title

          For example, if you would command a dog called Rekku the menu title appear as:
          "ANIMAL COMMANDS: REKKU"
          This helps owners of multiple animals to be sure they chose to command the desired one.

 - added: target selection if multiple creatures occupy the same location where an action is to be done

          If there are multiple creatures at the location where you proceed to execute certain actions
          you will be asked to select the target creature. This applies to following actions:

          - melee attack
          - packing and unpacking animals
          - looking at the location

 - added: limping and animal size tracking information

          When examining tracks now you can also see if the creature is limping. This requires
          character's TRACKING skill to be 25% or more. Severity of the actual leg injury can't
          be interpreted so crippled animals also leave limping tracks.
               Animal size, big or small, can be also seen from their tracks now. This is so
          obvious that only absolutely untrained trackers will fail to notice it.
          Moreover, the actual track graphics are also shown smaller or larger depending on
          the creature size. Notice that as the young animals smaller in size their tracks pretty
          much always appear as small ones.
               The new information is displayed in tracking messages for example like this:
          "You see here fresh limping tracks of small elk..."

 - added: tree in front of the character automatically selected when cutting branches

          You don't have to specify a direction for cutting and peeling actions if there's a tree in
          front the character you. That tree is always automatically selected for these actions.

 - added: chat option to ask for a sage in the village

          When chatting with NPCs there's now a way to find out ask if there's a sage in the village.
          "Is there a sage around?" chat line can be found from "Ask for help/company" chat options.
          If there's a sage you will be told his whereabouts in the village.

 - changed: need for heated room, fireplace or fire are checked first in cookery recipes

          It's more convenient that way as you aren't bothered with meaningless ingredient selections
          if these requirements aren't met.

 - fixed: failed hideworking with "somebody else got the skin" message diplayed and no skin obtained

          This rare occurrence might happen if the hideworking got cancelled at the very last minute
          of the hideworking process.           

 - fixed: agriculture graphics representing a planted tile disappearing soon after planting certain crops
       
          This was a result of crops mistakenly entering wintering state if the planting was done early
          enough, and thus the planted graphics was removed. They still sprouted properly though.

 - fixed: wrong inventory weight with certain startup scenarios

          When starting a new character the inventory weight was displayed wrong until you made your
          first move.

 - fixed: gaining skill options during character creation by hovering over encyclopedia hotspot

 - fixed: wrong tying equipment requirements when making patches of items

          This was noted eg. when making arrows. Crafting multiple arrows mistakenly increased both
          tying equipment length and amount requirements.

 - fixed: pushing duplicates items

          The issue was related to ice breaking messing up item data while pushing action was proceeded.

 - typo corrected: "coffing" -> "coughing" in herb effects dialog
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Who can have it?

You can have it, but you gotta get it from Steam. There's still one seasonal sale coming up there, so stay tuned if you happen to be looking for discounted price.
Standalone versions of 3.6* are being released at turn of the year, though. The release interval between paid and "donation-based" releases have grown significantly longer than what we have gotten used to in the past. This is because during past years donations have dried out disallowing solely donation-based development to thrive. Donations are still an option, people do it for a reason or another, but your generosity isn't any longer linked to the great perk of most up-to-date version being freely available for everyone. I'll be happy to answer possibly puzzled questions of relatively recent of near-future intending donors, so don't hesitate to eg. e-mail me if you feel like it.

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Cheers!

December 17, 2019, 07:27:05 PM
1
3.61 released (on the homepage) and a happy new year! On my behalf this decade ends with release of version 3.61 out to public on the homepage. Standalone installers are available now. If you're new to this version find your way to downloads section and be sure also to view changelog there as a lot has changed in 3.60 and 3.61.

We wish you a happy new year! (...and happy new version for those who only now get to try it out.)

I'll keep hibernating for a little while, although may occasionally reply to a post or two, but getting back on track for real with coding will have to wait until mid-january.

See you in 2020 - that's yet another decade for UnReal World development as well.

December 31, 2019, 05:27:07 PM
1
Re: Footwraps needed It's pretty easy to mod footwraps out of any cloth you want, this is from some old mod, don't remember if it's original or my addition. It might need some editing to fit into current conventions:

Code: [Select]
.Woollen wraps. "Woollen footrags" *COMMON* /25/
{Woollen *}   'Woollen Cloth'  #1#  [remove]
{Knife} <Small knife> 'A knife good for fine work'
[MATERIAL:wool]
[ARMOUR_MATERIAL:wool]
[ARMOUR_COVERAGE:calf foot]


January 04, 2020, 07:48:14 PM
1
Re: Frostbitten toes! You could add these recipes to diy_glossary.txt under [SUBMENU_START:clothes]

.Linen footrags.   [phys:hands,one-armed]   *COMMON*   /5/
{Linen *} #.2# [remove] +'Linen fabric'
{Knife}

.Woollen footrags.   [phys:hands,one-armed]   *COMMON*   /5/
{Woollen *} #.2# [remove] +'Wool fabric'
{Knife}

January 17, 2020, 03:41:19 PM
1
Re: Too many Njerps? I tend to find the amount of them ruins the balance as well. You don't even need to be combat oriented, a solid active hunter build will can dispatch a lone njerp without difficulty (and often before they can even react) and make ridiculous profit in trades from selling off their weapons. My current game is a Owl Tribe hunter dead center of Driik territory, and in less then 2 months I had enough for complete fine knife set, and all masterwork axes, with MW spear and bow.

Frequently I run into multiple warriors on the same day (sometimes as many as 3). A few days ago (real days, not game) i spotted 2 at once in the bog, kill them then spotted 2 more as soon as i went back to world map. Killed the 3rd and went back to the village to rest before the 4th, and saw a 5th warrior on my way. All within maybe a 8 tiles radius and a few in-game hours. This could be explained away as a raiding party on the village, but since they're lone warriors and not moving as a group they're just easy pickings.

IMO other areas of the map except njerp lands or no-man's they should spawn a lot less, and more likely as a raiding party since they'd be in hostile lands. Common robbers should be more frequent then njerps. They're much harder to farm. Lower rewards due to worse gear and because they're a group much more of a risk to engage.

January 26, 2020, 12:23:19 AM
1
[WIP] Night's GFX Overhaul Started doing a GFX overhaul, just thought I'd share a screenshot of my progress (maybe more later) and get some feedback ^^.





January 29, 2020, 10:59:29 AM
1
Re: Skin disappearing after skinning is interrupted by fatigue near the end This one is now found & fixed. It's related to map loading, which also happens when the character wakes up from sleep.
So, until the patch is out be sure to be rested, and skin carcasses with one go.

Fixed - persists in 3.61.

February 02, 2020, 11:29:31 AM
1
anything