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Re: Generated map image I can see my house there.
January 09, 2023, 09:33:51 PM
What's on this guys back? I'm working on a 8 sided NPC sprite pack, and am wondering what you guys think is on this guys back.

It might be a hood or a bag, the fallen sprite makes me think it is a bag, and the standing looks like a hood to me.

What do you guys think?

Also a teaser gif.

February 11, 2023, 11:35:38 AM
Krutzel's Spirited Sprites
Spoiler: Original Post: • show

Hey y'all, I've been drawing sprites for this game for years, but never really released anything myself.
I contributed to Wickham's Graphical Enhancement Project back in the day, and have a few sprites in the base game now, and did all the sprites for Night's Character Designer. Still working on that one, once in a while.

Anyways, I decided to share some of what I have made up to now, currently I'm working on making animals and NPCs in 8 directional sprites, and I'm interested in what you guys think.

Also, I noticed "Galgana's creature sprites" has a few animals with w after the name, does that enable winter version sprites?

I will update when I have more to share, I hope to have a complete graphics pack one day. Enjoy!

Spirited Sprites is purely a graphical mod with focus on realism and esthetics.
A large portion of the pack is adding 8 directional sprites to the game, both NPCs and animals.
All animals are completely remade with 3d references, while NPCs are based on the original game sprites.

NB, you have to be logged in on the forums to download, links in the bottom of the post.

Installation and Use:
Unpack in truetile folder and overwrite all.
Alternatively unpack somewhere else, and copy over the files you want.
Copy over wanted files from Spirited Sprites Optional folder. Note the truegfx images need to be copied to the right folder.

Use "a-SS-summer.bat" and "a-SS-winter.bat" to change back and forth from snowcovered graphics.
Press F9 in game to update graphics.

Content and old changelog:
Spoiler: Content and changelog: • show


Changes has been made in released versions.

Old Preview Changelog:

ter-walls - added a few pixels length to support t-juctions.
ter-prepsoil - new tilled soil sprite.
ter-kotacamp - flipped to fit general lighting direction.
ter-ground - new ground sprite.
ter-gcmoss - new moss ground sprite.
ter-cellar - changed perspective to be top down.
ter-road - changed colors to fit new ground.
gui-horizon - new sprite.
it-skis - new sprite for 8 directional movement.
cur-facedirs - reduced size, as 8 dir. sprites make facing easy to read.
cur-pcdirs - same as above.
ter-firepla - Changed colors and contrast.
flo-heather - New sprite for heather. Shown as large patch, instead of small plant.
ter-ypine - new sprite, fits the spruce trees better in style.
ter-bunk - rotated to fit fallen direction east-west.
Dog changed to look like an Elkhund instead of a Buhund.Recolored reindeer sprite.
Started to convert animals to black outlines, as is looks a bit better when sprites are recolored in-game, and increases contrast between sprites. Not sure about this though..
Included wrong wall files. Fixed.
Minor changes to several sprites.

Old Changelog 1.2:
All animals are now included.
remofire - reused my old sprite from Wickhams G.P.
embers - new sprite to fit burt out fire.
suna stove - new sprite for greater difference between the two.
Pine tree, same as the tall version, but shortened. Included as default.
blood - new sprite, less saturated.
Bird tracks made by Galgana - for black grouse, hazel grouse, capercaillie, raven, eagle owl, goshawk and mallard. Thank you!
Tall spruce and completely new pine trees that fits the style better. (optional)
8 directional player characters in 8 directions. (optional)
Snowcovered boulder and evergreen trees. (optional)

Spirited Sprites 1.3.1:

Fixed typo in .bat file. Thank you paulkorotoon!

Npc - all npcs included, same ones as we know and love, now in 8 directional sprites.
Included .bat files as per suggestion of Galgana, to change between snowcovered trees and bloulder + hare winter fur.
Plants - Barley, nettle, sorrel and river reed - More pronounced outlines, and experimenting with multiple plants for plants where it makes sense to grow more dense.
Fire - New sprite in pixel art style.
tahtitaivas - Added northern lights to loading screen. (optional)
logo - added Spritited Sprites logo to main screen. (optional)

Terms of use:
The animal sprites are created by me, and you can use them for what ever you want.
Everything else (with a few exceptions) is derived from the game sprites, and can be used for what ever you want, as long as it is ONLY used to mod UnReal World. (As per the terms stated in truetile readme)
Feel free to contact me if in doubt.
Credits are appreciated, but not necessary.

Due to forum file size limitations, I had to part the zip file in 3. Alternative downloads:

Google Drive

NB, you have to be logged in on the forums to download from the underlying links.

February 18, 2023, 10:26:32 PM
Re: Krutzel's Spirited Sprites New update! Due to file size limitations, I've had to part it in three, but I included a google drive link. Hope it works, as it's in one part.

Now includes all NPCs, and I started to experiment with plants.
Some plants now have multible plants in the sprite. (lake reeds, barley and heather)
Hope you enjoy!

March 11, 2023, 05:32:13 PM
Version 3.80 (beta) released We're happy and excited to announce a beta release of UnReal World version 3.80.

Being a beta release some of the new features are still slightly under construction and there might be higher bug potential, but the essential new additions are completely playable and we haven't ran into stability issues either.
Version 3.80 (beta) is available at Steam, Itch.Io and for lifetimers.


Version 3.80 (beta) changelog

** Saved characters from version 3.70-> are compatible with this version. **

BETA NOTICE: This is a beta release. There are likely bugs, things are still somewhat under construction, and some of the listed improvements will be tweaked and polished further in patches to follow.

- added: blacksmith NPCs and ordering metalworks from them

Blacksmith is a new NPC type who you can meet in the villages. Blacksmiths can produce different kind of metalworks on demand. This is a fundamental addition which will make a big difference to obtaining iron tools and weapons.
Blacksmith products are culturally dependent and can range from fishhooks to swords. There's also variety among the levels of blacksmith expertise. All the blacksmiths can produce the basic tools needed for the every day life of their local culture, but only the few talented ones can forge more demanding items, like a sword.

* All the cultures do have blacksmiths, but their areal availability varies. Not every village has a blacksmith, but in general there are several within each cultural area.

* You can ask villagers if there's a blacksmith around. The option for this is found from "Ask for help/company" chat mode. If their blacksmith is a highly skilled one villagers are proud to let you know that right away.

* Ordering something from a blacksmith is initiated by talking to them. Ordering options become available upon greeting a blacksmith, or can be found from "Ask for help/company" chat mode.

* Blacksmiths vary in their expertise, but all of them can produce at least decent quality items. The more talented blacksmiths can produce fine or even masterwork items. They will let you know the level of their expertise and outcome of their goods loud and clear.

* Not all the blacksmiths will produce the same items, and the cultural variety makes the most difference there. Also, only the few most talented blacksmiths will be able to forge the most demanding items, such as swords, helmets or specialized knives such as Kaumolais knife or Skramasaksi.

* It should be clear already that metal armours are not really known or used by the local cultures, so blacksmiths do not produce those - except for helmets. So the availability of NPC blacksmiths doesn't change the fact that metal armours do remain as rare imported goods, as they should be.

* Of the swords, a few talented blacksmiths may produce broadswords and shortswords but the other types of swords found in the game are of foreign origin and remain to be rarely found as imported goods. The northern peoples aren't familiar with swords at all, so to find a sword forging blacksmith one has to seek among the wealthy western cultures, or at Kaumo and Reemi.

* You can order one item at a time, which will be payed for after it's ready. Upon confirming your order you can ask what the blacksmith would like as a payment from your current inventory, but you don't have to have enough goods for the payment yet upon placing an order. When the order is then being bartered for, even if you wouldn't have enough goods at first you can cancel the trade and come back to try again with more wealth.

* Meanwhile your order is being made you can ask the blacksmith how is it coming along. They will give you an estimation about the remaining production time. Depending on the item the production times vary from few days to a month.

* If you don't come claim your order within half a year it will be given away. This may naturally lower your reputation among the blacksmith, and the village.

- added: BLACKSMITH game encyclopedia (F1) entry

Village blacksmiths and ordering their goods described in short.

- updated: culture and weapon related game encyclopedia (F1) entries

All the culture descriptions have been updated with relevant blacksmithing information and assorted corrections. Certain sword and axe descriptions have been updated to emphasize that those are foreign weapons not known by the local cultures.

- added: villagers can tell about sages and blacksmiths in the neighbouring villages

Upon asking villagers if there's a sage or blacksmith around, and if there is not, they will now let you if there's one in the vicinity or neighbouring villages. You will then be given directions how to reach the village in question.

- added: animal droppings

Certain animals now leave visible droppings, i.e. feces, that can be found in the terrain on zoomed-in map level. The droppings aren't featured for all the animals, but for those whose droppings are commonly noticeable and relevant. For example the following wild animals can leave droppings: hare, fox, badger, lynx, wolf, reindeer, elk and bear. The domestic animals such as sheep, cows and pigs also leave droppings.
The droppings of different species look a bit different, and upon looking at the droppings with game commands you will be told which animal's droppings it is.
For example: "You see here an elk droppings."
If the droppings are somewhat recent, less than a day old or so, you will be also be told that it's fresh droppings in question. Even if you wouldn't be able to specify their age the droppings work as an indicator of the animal presence at the area. The droppings may remain visible for weeks, but will eventually disappear.

- added: using animal droppings as fertilizer

Using animal droppings as fertilizer isn't necessary, but it's possible - if you feel like it. You can either spread droppings on the ground before preparing the soil and planting your crops, or spread them around after the planting. In the former method the droppings are then mixed in the soil upon preparing it, which is better.
The fertilizing effect is simplified and any amount of droppings will help a little. You don't have to fertilize every tile of the field, but just quite casually spread the droppings here and there.
This extra fertilizing helps plants to sprout and grow more succesfully, so somewhat higher yields can be expected from the fields fertilized with droppings. The effect isn't too dramatic though, since the slash-and-burn agriculture in use already includes fertilization with the ash from the burned woods.
When collecting droppings they appear under a new "Miscellanous" item category in character's inventory.

- added: SMOKING and FIREPLACE game encyclopedia (F1) entries

These will explain the smoking and fireplace heating up processes. In the cookery menu SMOKING encyclopedia entry dialog is shown at Smoking option.

- fixed: getting "carry too much" pick up restriction even if the character's inventory wasn't really full

- fixed: possibility of de-hairing bird skins, or already de-haired skins

It was redundant, and confusing. Now the game notifies you about this being needless.

- fixed: animals and NPCs drowning in shallow waters or small puddles

The issue made NPCs occasionally drown in village wells or puddles, or the animals drown in shallow shoreline waters if they were moving about there a lot eg. when tied in place.

- fixed: quest journal sometimes showing excess NPC portraits on the latter pages

- fixed: meadsweet flowers tile missing

- text corrections: a good bunch typos and grammar corrected, some messages rephrased.



April 24, 2023, 02:16:38 PM
Visible Arrows This mod adds floating red-white pointers to arrows for improved visibility whenever you're trying to find those stray projectiles.

truetile sprites edited to have 66x66 pixel dimensions:
  • wp-arrow
  • wp-bharrow
  • wp-blarrow
  • wp-brkarrow
  • wp-btarrow
  • wp-starrow
In case you don't want the floaties active all the time, the original size 34x34 sprites from URW version 3.80 are also bundled in the folder.
File names for these duplicates end with double-v arrovv instead of single-w arrow.

May 27, 2023, 05:17:27 AM
Re: ModernNorseman's Portrait Mod 2.0 (Updated November '23, 1000 unique portraits) Hi everyone,

I have uploaded a new version containing around 3 times the amount of portraits. Hope you will enjoy :)

November 09, 2023, 09:13:21 AM
Re: Cheat a "permanent" companion? I ACTUALLY DID IT!!!   8)

With the power of an energy drink and too much free time, I figured out how to make companions stay longer.

It is relatively simple: look up the name of the NPC using the value type "String", browse to the memory region of said NPC (you will know it's the right one if it has SWORD, KNIFE, BOW skills and their portrait filename), open another scan tab and use value type "Byte", change the "Memory Scan Options" to start and stop roughly around the NPC's memory regions and use "Changed value" scan type. Pass a day or two, scan again and VOILA! You'll see some values go down. I found it useful having the NPC tell me they'll be traveling "a few more days" with me in-game (3-4 days), and then seeing if it corresponds with any decreased values. Then just change the value of the address, it's maxed out at 64 bytes, which seems to be 100 days or so.

I know my explanation wasn't that good, but I have literally never used Cheat Engine before this, LOL. Hopefully if anyone ever wants to do this, they have this clunky guide  :)

I'm off to hunt reindeer and eat turnips with my buddy Pietu  :D

December 29, 2023, 06:54:50 AM