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The first snow and back from holidays Hey, it's been a good two months without a word here at dev. news section, so it's about time to break the silence,  although you may have spotted my slowly increasing presence at the forums bugs section already.
We had the first snow few days ago, so the summer season is evidently ceasing.
See, I went on summer holidays quite late this year, in august, and thought "it's likely autumn, or early winter, before I get back to development chambers again."
Looks like that the time is at hand now.
Hunting bugs has always been a good way to get oriented back into coding, and I guess focus on that will continue for a good while. But yeah, the endless to-do lists also awaiting for us. So let's continue from here, and see where we get by the end of the year.

October 23, 2020, 09:16:19 AM
Re: Forest maid clothing I think the invulnerability part is where the reality (in the UrW world) crosses over into wishful thinking territory. I don't think that's a bug, but rather a way of showing the blurred lines between what is believed and what is true.
October 27, 2020, 11:06:17 PM
Re: Lacking penalty information on setting traps In general, penalties do not apply to setting the traps, but penalties do naturally apply to crafting item traps eg. loop snares and paw boards. The game naturally tells you about this, and worse quality item traps are naturally worse in attracting or catching the prey.

In making of trap construction, pits, deadfalls etc., penalties do not apply as you can dig a pit, and set the trunks according to your best trapping knowledge even though your penalties would make the process longer than usual.

However, if you are so seriously injured that you can't function normally, eg. only one hand is usable, then the trap construction outcome may also be worse than normally. In this case the game tells you that things are "slow and difficult to your this-and-that-part being not usable." etc. So, in that sense, the penalty information is shown when it applies to your trapping effort.

October 29, 2020, 10:37:30 AM
Re: What's Going On In Your Unreal World? Those are the settlements he told you about.
November 01, 2020, 11:23:21 PM
Re: What's Going On In Your Unreal World? Indeed. There’s a bug that causes NPC to refer the culture as their own. I.e. Driiks will claim any village they know location of as a Driik village.
Same goes for vagabonds and foresters.

The same bug manifests itself, in reverse, with for example “unfortunate hunting trip” scenario where character’s deceased father is of the culture where the game begins.

November 01, 2020, 11:36:34 PM
Lots of angling improvements on their way Fishing with a fishing rod is going to have if not a complete overhaul, a lots of improvements at least. I've been tweaking the angling code for a good while already, and the work just seems to continue and continue, but when it's all done we're going to have something like this featured:

- fishing rods will be craftable by player character, with slender trunks, cordage and hook.
- wooden and bone hooks will be craftable by player character. (If I get really carried away there might be some special hook types for special occasions.)
- baiting will be featured. Worm digging is under consideration but we can also start with scraps of food and using small fish to catch bigger fish.
- wear and tear of fishing rod parts will be featured eg. hooks snapping off eventually, when they've been nibbled enough. (Gotta add possibility to add new hooks as well.)

These are future additions. Not yet functional in current version 3.63.

November 17, 2020, 05:40:14 PM
Modding, Optional items affect output it would be interesting if optional items could have a way of modifying the output with:

= changes chance of better results (more like to get fine or master item), like if you have an extra type of tool or extra nails to strengthen a shield

= the price value, adding more to the base value if we add things like bits of metal of decorations

November 19, 2020, 05:52:01 AM
Viable bait for deer/elk There was a good thread a while back on what baits were useful for various animals. I had a new character then and tried baiting with a few 'mystery' roots, those his Herbal skills could not identify, and found one called a 'bizarre root' that deer and elk seemed to love.

Now, finally, after two game-years, his Herbalist skills have identified it as BOGBEAN root. Good trapping! :D

November 25, 2020, 03:41:45 AM
[Tool] WhereIsMyRobber - a "Homeland Robbers" tedium remedy WhereIsMyRobber

Have you haver got bored to death by looking for the robbers in the "Homeland Robbers" quest? Do you have some better use for your time, rather than exploring 20x20 tiles one by one? Then this is for you.

If you never had the pleasure the excruciating experience of this quest, you need to kill a group of robbers which are troubling some villagers. Yet, the real challenge of this quest is not the fight, but actually finding these robbers, for which you are given just a indicative area of their location.

But, despite being 4 robbers with a shelter, the robbers do not appear on the zoomed-out map; looking for trails on the zoomed-out map won't work either. Even standing on their actual location tile won't prompt the encounter on the zoom-in map, like instead occurs when you meet a squirrel or other animals.
How are we supposed to spot a squirrel hiding on a tree but miss a roaming squad of robbers I have no idea. Especially because the robbers are supposedly looking for victims to assault. Yet, you could spend days in the area without never being approached.

So, the only way to find them is zooming into every single individual tile of the area, hoping to be lucky. Obviously, it is not the most time-efficient way, given that there could be about 400 tiles to look into. 

In conclusion, I think this quest is too broken to be enjoyable, and I looked for some solution by digging into the game files.

Here I make available a simple Python script to find the nearest robbers, and give instructions on how to reach them.


  • Install Python 3.8 or later versions from here. This is required to run the script
  • Copy the script into the folder of your savegame. This is the folder with the same name as your character that is located in the game folder
  • Save your game with your character near the area where the robbers are supposed to be found
  • Run the script by double clicking on it. On Windows, a Python window will open with a text prompt
  • Press enter in the text prompt, and the script will look for the nearest robber and give you instructions on how to reach it on the zoomed-out map

I have tested this on Linux. Please let me know if it works also on other platforms. There are no reasons it shouldn't but I am ready to fix it if there is some quirk

Visual example
The robber quest area
Spoiler: show

Where are they hiding?!
Spoiler: show

They were so close!!
Spoiler: show

On the specified tile, no tracks. Is it really the correct one?
Spoiler: show

Zooming-in reveals the robbers' shelter! The robbers must not be far
Spoiler: show

And there they are
Spoiler: show

  • The script does not know which robbers belong to the quest. It will simply show you the location of the robbers closest to you. That's why it's better you run it after you are near the quest area
  • If you keep pressing enter in the prompt, the script will display farther and farther robbers.

Technical details
For this script I have partially decoded the CRS and URS savegame files.
While it is not within the scope of this script, it is possible to use this script to reveal the location of any creature/human near the player. I have already decoded the "id" bytes for other entities different than robbers, like wolves, bears, njerpez, elks etc. But that would be cheating, and it would make exploring meaningless and the game boring.   

If you want to contribute to "decoding" the creature files, you can find the script repository here:

I might make a small modification to make this work also for the "wounded adventurer quest", by locating the assaulting bear, since that quest is just as broken as this one. But at least the "wounded adventurer" gives you a hint on the terrain-neighbouring terrain where the shelter is, which limits a lot the tiles to explore.

December 05, 2020, 02:57:07 PM
Roast in embers - starting with turnips Been working on a new cooking method, roasting in embers. For starters this will be featured as a recipe to cook turnips in traditional fashion, but related cooking options will be likely expanded in the future.

It's been surprising amount of thinking and coding to get it done but now it appears to be working nicely. Browsing the code I also came across some earlier preliminary definitions for ember-roasted turnips so we've been on the edge of adding this somewhere in the past. And no wonder, as it can be considered one of the essential dishes. Back then, who knows how many years (or decades?) ago, it must have been too costly for the current schedule - or just simply misplaced under the other workload.
But now ember-roasting code is finally there, and in the next patch you'll be cooking turnips the new way.

Roasting in embers requires good amount of embers so it can't be expected to work in the remains of just any little fire. The fire should be burning for several hours before enough hot embers will remain for the method to work. For this reason roasting in embers is usually proceeded after substantial fire was lighted anyway out of necessity. It takes about an hour for turnips to cook in embers. For the convenience of timing you can start roasting in embers already when the fire is clearly dying and about to burn out soon, given that enough embers has been produced already. The game will notify about the lack of enough embers  so the necessary conditions can be figured out quite easily.

Because of many little tricky things, ember-roasted turnips will be featured as hardcoded cooking method in the same fashion as general roasting (of meat and fish).
However,we'll likely add cookery tag [embers] or something to allow the condition requirement and cooking method to be utilized in recipe modding too.

Now, after this is finalized I'll continue with checking about the possibilities of adding pit-roasting, as it would be also essential an turnip recipe for mass cooking them.
Pit-roasting is more demanding task so I don't know just yet if it reaches the stage of only preliminary definitions or actually starts rolling. But something will be cooking in the dev. chambers nevertheless...

January 24, 2021, 05:12:40 PM