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Topics - Sami

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16
Development News / Ancient Savo - public beta released
« on: June 09, 2023, 06:36:16 PM »
You know, there is Enormous Elk - an indie production team founded by Sami Maaranen (UnReal World creator) and Erkka Lehmus (UnReal World co-designer).
Then, there is UnReal World - by Enormous Elk.
And now there is also Ancient Savo by Enormous Elk, as Erkka's side-project game has reached its public beta release.

Ancient Savo

Ancient Savo is an open-ended resource-management game, with no combat elements.
Cold, hunger and accidents are your only enemy.
Both 2D and 3D graphics, you can freely switch between them.

Play as a settler family in 1200CE Eastern Finland, in a region called Savo.
Build your home in pristine woodlands.
Live off the land, raise a family, send your adult offspring to start homesteads of their own.

Ancient Savo is released and available here at Itch.Io:
https://enormous-elk.itch.io/ancient-savo

See the beta version trailer here:
https://youtu.be/1m18A9_RKsw

Ancient Savo draws a good deal of inspiration from the same pool as UnReal World - the roots, cultural history and ways of life of the ancient Finns.
It is a different game independently continuing on its own path - as does the UnReal World.
However, familiriaties, similarities and overlapping ideas within these two may supplement
one's gaming experience in these two titles.

17
Development News / Version 3.80 released
« on: May 22, 2023, 08:03:52 PM »
Version 3.80 has reached stable stage and is now released on Steam, Itch.Io and for lifetimers.

Those who were playing the beta version will discover new features with the improved arrowmaking and spotting blacksmith orders on the map of known areas (F6).
For those who only now enter the version 3.80 it should be noted that the most fundamental addition in this version is featuring the NPC blacksmiths and the process of ordering metalworks from them.

Let's take a look at the changelogs - starting with a few screenshots to highlight the latest additions since the beta.







Version: 3.80 changelog

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

The latest additions since the 3.80 beta:


- added: pending blacksmith orders shown on the map (F6)

When viewing the map of known areas (F6) villages with pending blacksmith orders are now marked with a white circle. Clicking the location will also show the pending order briefing along with the general village information.
For example:
"Sartolais village at Darkwoods.
Blacksmith order, shovel, placed 5 days ago."
And when the order has been claimed the markers will get removed. You still need to decide by yourself when to go claim the order as it's not told when it's ready, but only when the order was placed.

- added: ARROWS category to [M]ake menu

This category contains the arrowmaking related handcraft options. These options were previously under WEAPONS category. There are also several new options related to the arrowmaking improvements. These are explained below.

- improved: arrowmaking with new arrow parts

Arrows are now assembled from separate arrow parts which you need obtain or craft beforehand. The new arrow parts and improved arrowmaking procedure goes as follows:

* arrow shafts

Arrow shaft is a new item. Arrow shafts need to be crafted separately, after which they can be used in arrowmaking. Now the arrow shafts need to be made of either leaf tree saplings or wood slats, which is a new lumber item explained later on. Straightness of the shaft is very important in order to make fine arrows so the quality of the finished shaft matters a lot in the arrowmaking.

* arrowheads

Arrowheads are now unique items and need to be obtained or crafted separately, after which they can be used in arrowmaking.
There are two new iron arrowhead items called "broadhead" and "arrowhead". These can be obtained from the village blacksmiths.
There are also new "stone arrowhead" and "bone arrowhead" items which can be crafted by the player character.

* arrowmaking

As mentioned before, arrowmaking options can be found under "Arrows" category in the [M]ake menu. When you want to craft a tipped arrow there is only one generic "Arrow" option for that. This single option is used to craft an arrow with any type of arrowhead, except the blunt arrow. The arrowheads to use is selected first and this determines the following requirements and if the outcome is (a regular) arrow, broadhead arrow, stone tipped arrow or bone tipped arrow.
There are naturally also options for crafting the arrow shafts and arrowheads. And those are what you should go for first, and then assemble the arrow from the parts you've gotten.
There are also new game encylopedia (F1) entries for the new arrow parts; arrow shaft, broadhead and arrowhead.

* blunt arrow crafting requirements

In addition to new features there are also changes to old arrowmaking options, such as making a blunt arrow. Blunt arrows are now crafted from a slender tree trunk. One trunk is enough for several arrows, if you want to craft a batch of them at once. Moreover, blunt arrows don't need feathers anymore and thus become the simplest arrows to craft. Historically there's been both kind of blunt arrows, with and without feathers, but with enough challenge brought in with the new arrow parts we've now chosen them to be featherless. Blunt arrow graphics and game encyclopedia (F1) entry has been updated accordingly.

- added: wood slat, a new lumber item

Slat is a narrow flat piece of wood split from a board. As mentioned above, slats are used as raw material for making arrow shafts. Slats can be crafted via "Lumber" category in the [M]ake menu.

- added: arrowhead and broadhead as new blacksmith products

As briefly mentioned above these two types of iron arrowheads can be now obtained from the blacksmiths. All the blacksmiths everywhere can make arrowheads.

- fixed: entering fortified village from the west located the character on the wall

- fixed: NPCs might build a fire on prepared soil

- fixed: game freezes with the sequence disabling background music and quitting

The additions featured already 3.80 beta release:

- 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.

Cheers!

18
Development News / Blacksmith orders viewed on the map
« on: May 18, 2023, 05:25:13 PM »
Release of 3.80 stable is just around the corner, and some very sweet features are awaiting us there.
There are still some sweaty days ahead, but hopefully it's all wrapped up the next week.

Let this screenshot reveal one of the final touches.


19
Development News / Version 3.80 (beta) released
« on: April 24, 2023, 02:16:38 PM »
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.

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

Cheers!


20
Development News / Any sages or a blacksmith in the neighborhood?
« on: April 22, 2023, 06:45:33 PM »
Uh oh, so I got my share of the covid which brought in over a week long hiatus to the well proceeding preparations for the upcoming release.
I'm back in business now, and after the first few sweaty days in the development chambers I'm still convinced we'll see the release of 3.80 (beta) this month.

The latest additions, finished today, are something to highlight;
If you are looking for a sage or a blacksmith in a village, and there is none, the villagers can now tell you about these possible specialists in the neighbouring villages with directions how to reach the location.
It's seemingly simple, but such a great feature. And the mechanics that we now created to make NPCs aware of their neighbouring tribesmen and tribeswomen in detail can be utilized in diverse ways in the future.





Stay tuned, the end of the month is near.

21
Development News / Sami, Erkka and master Lassi
« on: April 02, 2023, 11:54:00 AM »
Hey hey,

it's a special coding (and recreational) weekend going on together with Erkka (co-designer) at my place.
And it's no surprise that we've been working on a upcoming blacksmith code.
This kind of sessions are always very productive, and of the earlier mentioned still remaining NPC blacksmithing to-dos these two biggies are now done:
- go through the item lists and consider what items blacksmith will produce, considering their culture and expertise.
- set production times, and few other variables, for the items they produce.

We've done a lots of checks, tests, adjustments and minor additions too - and that continues.
The days have been sunny, so catching a fresh air between the coding sessions is also essential.


Erkka (co-designer) on the left, Sami (creator) on the right - thinking and wandering in the woods.

Of the newest spin-off features one to mention is that when you ask from villagers if there is a blacksmith around they will be proud to immediately mention if their blacksmith is a skilled one. Only the most skilled blacksmiths can make the most demanding items, such as a skramasaksis, kaumolais knives, swords or helmets.
Upon last night's playtesting session while looking for blacksmith at Koivula a certain villager told us about master Lassi being around.
His forging skills were indeed notable:



Stay tuned. The release with NPC blacksmiths is upon us this very month.

22
Development News / Still forging the Blacksmith NPC code
« on: March 28, 2023, 05:17:44 PM »
As announced earlier, we're working on a fundamental new addition of featuring blacksmith NPCs and possibility of ordering various iron goods from them.
Our hopes to have it all completed this month has proven slightly too optimistic, so the release will take place in April.
The good news is there's far more done, than still to be done. That is, if we manage to avoid time consuming sidetracking and spin-offing, as this is indeed an addition that can easily grow and expand with to-dos and ideas popping up here and there.

Let's continue with some dones and to-dos after a screenshot of a new NPC in town:


By now there's a solid groundwork done for the blacksmith NPCs;
- new NPCs tiles have been drawn
- blacksmith NPC generation is in effect
- blacksmith availability and their level of expertise among different cultures have been considered and in effect in the village generation
- chat options for talking about and ordering goods are set and working
- blacksmith item production works and ordered items get created
- chat options for asking about the ordered item and obtaining it when ready are working
- trading for the ordered item works

In a nutshell the process of ordering goods from a blacksmith goes like;
You talk with the blacksmith about the possible goods to order, and then confirm your choice.
Blacksmiths will give you an approximation of how long the item production will take, and you can ask about the remaining production time later on too.
When the item is ready you go to talk the blacksmith again and the trading for the item starts.

So you pay for the ordered goods when they are ready, not beforehand. This way you don't have to carry your wealth
around all the time, but can go fetch it when the time to trade for the ordered goods is at hand.
It's the usual trading system in use so you can try to offer offer whatever goods you want.
You can also ask beforehand what the blacksmith would like as a payment from your current inventory.

Time for another screenshot where some of these factors are seen in action;


Then, what still remains to be done is to;
- go through the item lists and consider what items blacksmith will produce, considering their culture and expertise.
- set production times, and few other variables, for the items they produce.
- check everything
- check everything again
- test everything
- repeat the previous
- fix, adjust and possibly rewrite something
- final adjustments
- release

Phew.... forging the forging code is a serious business, but we're getting there and it will be a blast!

Stay tuned.

23
Development News / Blacksmith NPCs and ordering their products
« on: March 03, 2023, 06:40:59 PM »
In the next version we'll be featuring blacksmith NPCs, and possibility of ordering various iron goods directly from them. You order, they'll forge, and you will then pay and obtain the item when it's ready. This will be a fundamental new addition, and although there's still lots of work to do we're hoping to have the new version out this month.

Not all the villages will have a blacksmith, but it will still be easier to find one to make you that knife, axe, sword or tool you need than to run through several storehouses in several villages in a search for a missing equipment. The available blacksmith products will vary a bit depending on the cultural areas, but all the blacksmiths can make at least the most basic and essential iron goods, tools and weapons.





These are future features - not yet functional in current version 3.72.2

24
Development News / Soundtrack released on Bandcamp
« on: February 27, 2023, 02:46:12 PM »
Composed and performed by the devs themselves,
wished for by the adventurers,
the primeval musical journey into the far north is now available also on Bandcamp.

And hey, this means Enormous Elk itself is now on Bandcamp. We trust this will be not our last music release there so all you bandcamp adventurers feel free to follow us there at will.


25
Development News / Animal droppings - an indicator and a fertilizer
« on: February 21, 2023, 06:39:58 PM »
The past days have been about poop code and poop tiles... as the many different animal droppings, i.e. feces, will appear into the unreal world.

So, what's coming up is that certain animals will start to leave visible droppings that can be found in the terrain.
We're adding droppings for the commonly noticeable and relevant animals; hare, fox, lynx, wolf, reindeer, elk, bear, and so on.
The droppings of different species look a bit different, and upon looking at them you will be told which animal's droppings it is - and also if it's a fresh one.
Some domestic animal droppings are being considered as well, but we'll have to experiment a bit more to see how/if to implement it.

What is to featured as well, and would be in favour with domestic animal droppings, is that the droppings can be also used as fertilizer on your fields.
It will be possible, but not necessary, as the slash-and-burn cultivation already includes fertilization with the ash from the burned wood.
However, we could see fertilizing with the animal droppings increasing the yields slightly.

Here's some screenshots with different kind of droppings indicating the animal presence at these areas.




These are future additions - not yet functional in the current version 3.72.2

26
Composed and performed by the devs themselves,
wished for by the adventurers,
the primeval musical journey into the far north is now available on Steam: UnReal World Enhanced Soundtrack store page.

We're anticipating to release the soundtrack also on Bandcamp in the near future.

27
Development News / Version 3.72.2 - a bugfix patch released
« on: February 14, 2023, 05:58:47 PM »
The second bugfix patch for stable version 3.72 has been released on Steam, Itch and for lifetime members, to address the following issues:

Version: 3.72.2

- fixed: tool selection automation when crafting a bone fishhook

Knife (for initial shaping) and rock (for sharpening the hook) weren't selected automatically from character's inventory. Moreover, if more than one rock was available you needed to erroneously specify how many of them to use in the process.

- fixed: character portrait disappearing after scrolling the message log

- fixed: NPC archers sometimes shooting rocks or tree trunks

This happened when they ran out of arrows. This bug was most often revealed when fighting the Njerpez.

- fixed: random items sometimes appearing in character's inventory after rod fishing

This was caused by unintended inventory re-ordering when the bait was all used up. Even though this bug was noticed in relation to rod fishing the faulty mechanics may have caused some other rare item appearance oddities as well. We are quite hopeful that the fix will address these issues too.

- fixed: building a cellar at the location of an already existing cellar

This was erroneously possible.

- fixed: digging a pit at the location of an existing cellar

This was erroneously possible, and also made the existing cellar disappear.

- fixed [windows]: entering a message log custom entry accepted only a very short message

This was SDL related, and to our knowledge appeared only on Windows.

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

With release of this patch the current version is hopefully freed from the most troublesome oddities,
and our focus can turn from the bug hunting towards the future features.

Stay tuned!

28
Development News / Enhanced Soundtrack to be released this month
« on: February 06, 2023, 03:01:19 PM »
In February 2023 we're releasing UnReal World Enhanced Soundtrack containing the game musics plus three selected spin-off hit songs.
The soundtrack will be released on Steam, Bandcamp and likely also on Itch.io.

Those who have followed the game for years or decades are aware of our many spin-off creations, which also include primitive and traditional music.
UnReal World game musics are performed and created by the devs themselves, and most of the musics we hear in the game are selected sections of longer tracks.
Some of these songs have been released along the way independently, and are now re-mastered and collected together on this enhanced soundtrack.

One of the spin-off songs to be featured is a musical piece currently in progress to be premiered on this very soundtrack.
A short making of teaser has been just released on Enormous Elk YouTube channel:
https://youtu.be/c1flJEXHSeo

For a more foretaste Enormous Elk YouTube channel also features these two upcoming tracks:
Enormous Elk: Illalla, Lammella - In The Evening By The Pond (YouTube)
Enormous Elk: Hololiloijaa (YouTube)

Let's keep rocking in the unreal world.

29
Development News / 3.72 hotfix patch #1 for OS X and Linux released
« on: January 03, 2023, 05:36:36 PM »
Hotfix patch for OS X and Linux has been released to address the following issues. The patch is now live on Steam, Itch.Io and at Lifetimers section.

On OS X there were some weird random oddities namely with map rendering and menus. We certainly hope this hotfix clears 'em all.
Because nature of OS X issues seemed to be system related don't hesitate contact if you're still bothered with some weirdness.


Version 3.72 (patch #1) for Linux and OS X
------------------------------------------------------------------------------------

- [os x] fixed: walking through walls

- [os x] fixed: fistful of random oddities with map view and menus

- fixed: character portrait being shown in message log screen

- fixed: character portrait not showing up after using encyclopedia in skills menu

- fixed: arrows picked from villages not tagged as unpaid

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

Should you encounter any more showstoppers let us know and we'll continue the bug hunting.

And hey, we also wouldn't mind hearing the good news if this patch now cleared the issues on your end, dear OS X adventurers!

Cheers!

30
Development News / 3.72 hotfix patch #1 for Windows released
« on: December 28, 2022, 05:56:33 PM »
Hotfix patch for Windows has been released to address the following issues. The patch is now live on Steam, Itch.Io and at Lifetimers section.

Version 3.72 (patch #1)
------------------------------------------------------------------------------------
- fixed: audio issues

On some systems audio got played wrong, and the audio loading failures also made the game crash prone. The issues were linked to SDL_mixer version in use we've now reverted back to using SDL_mixer 2.0.4.

- fixed: character portrait being shown in message log screen
- fixed: character portrait not showing up after using encyclopedia in skills menu
- fixed: arrows picked from villages not tagged as unpaid

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If you had trouble running with 3.72 due to audio problems we dearly hope this patch fixes them for you and for all - and for good.

And hey, if this patch brings you from the unfortunate muffled and crash prone audio league back into proper stable UnReal World again let us know!

Cheers!

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