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Re: Other roguelikes
I'm really surprised there are no other C:DDA players here, since it's the game which is most like URW.

Guns and zombies put off many that like realistic survival :) I know it, but I cannot play it.

Most survival games have zombies.. it's depressing. That's why I bought The Long Dark.

October 21, 2017, 08:55:30 AM
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Who let the dogs out... Let's try to make a return with development news then. It's taken some browsing of the code and decoding hazy written notes to find the path which I was following prior to fracturing my arm, and the sick leave that followed. But now also my to-do memory has recovered to great extent and there are snippets of upcoming features to present.

Dogs... NPC dogs... Village dogs... Dogs to better protect the NPCs... that's what I had started to code, and that's what is now to be continued.

Village dogs are now released out of their pens, and they roam freely at the village area. This allows village dogs to truly protect the village from possible threats and intruders. Village dogs are also improved in their watch dog behavior, and unfamiliar visitors are now greeted with alarm barks and by coming close by to sniff and check them. Village dogs may seem intimidating for strangers but this behavior is gradually toned down when you become more familiar with the village.

...to be continued -- there are a few more dog things coming up..

March 21, 2019, 02:53:06 PM
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A bear-hunting trip gone wrong... Hey everyone!

I wrote a twitter thread the other day after playing Unreal World, and thought I'd share the text of it here as well.

The text matches that on Twitter, so everything is a short paragraph to fit into the character limit. But the whole experience was a big 'wow' moment for me, and made me really appreciate just how much effort has been put into Unreal World.

Sami, thank you again for an incredible game!



I'm super fond of simulation games where the mechanics result in good stories. Dwarf Fortress and Rimworld are shining examples.

Recently, I've been playing Unreal World, a roguelike survival game that's been under active development since 1992! It's been *incredible*.
Unreal World is set in fictional Finland, during the iron age. There's hunting, fishing, building, crafting, trading... all the stuff that I love.

Our story here begins in early winter. The lakes are starting to freeze. Game is becoming more scarce...

But I'm well prepared. I've a small dwelling, a stockpile of smoked fish and elk cuts, a single pig, and my trusty hunting dog.

My character, Hawk, wrapped in furs, decides it's the perfect time to explore. Perhaps I can find a shaman to teach me ritual, or even a bear den.

I pack my spear, bow, arrows, tools, and smoked meat. Since I'll be exploring new ground, I also pack some things to trade; a selection of fine axes I've picked up, and some furs from successful hunts.

I leave my dog to keep watch at my cabin, in case predators go after the pig.

I head north, towards my ancestral homelands. After days of cross-country I begin to come across small villages, but they're digging in for the winter as well. Not much is happening there.

And then, climbing a large hill to get a better view of the land, I spot someone.

It's not often I see others in the wilderness, especially this far north as the grass is replaced by snow. They could be a trader, or even a fellow hunter. I only caught a glimpse of them through the trees in the distance.

I make my way through the woods to see.

I get closer and get a better look. It's clear they're not a trader, and looking at their gear they're not a hunter.

I've heard talk of bandits, and while I've not been spotted, I slowly and quietly make my way back out of sight... when I step on a twig.

They turn, and head straight towards me. I try to duck and weave through the trees, but I'm loaded down with trading goods, and they're not. They rapidly close.

I get told I can hand over my valuables, or they'll take them by force.

But one guy? Surely I can take one guy.

I respond with a thrust of my spear, but he dodges out of the way, and strikes at me with his axe.

I don't succeed in dodging, and the blade slices my knee, and I'm instantly down on the ground.

Then I see it's not a lone bandit, there are *three*.

I can't fight three with a knee injury, and I try to surrender, but it's too late. Two more blows fall, and then everything goes dark.

I awake, sometime later... My tools are gone, my weapons are gone, even the furs I was wearing are gone.

It's dark, and snowing...

A few of my possessions are still around. My food, a bandage, some arrows, and a fine squirrel skin they must have missed.

A wound on my leg is bleeding profusely. I bandage it up, and try to get a fire started using fallen branches. Somehow I succeed.

I take stock of my situation. A gash on my head looks bad, but doesn't seem serious... I try to stand, but my knee isn't going to take it...

I have enough strength to pull some branches off a nearby tree, and skill to fashion a crude stone knife.

Getting a fire running I eat some of my smoked meats, drink from my waterskin, and fall asleep.

I awake, cold, but alive. The bleeding seems to have stopped.

But I'm injured, in the middle of nowhere, with almost no tools, valuables, or even clothes...

My rations assumed I could hunt or trade for food, and now both of those aren't possible... Somehow my fishing rod is still okay.

Rather than crawl south, I head north, to a small lake I camped by two seasons ago.

I move slowly, having to stop for fire, food, and rest.

I make it to the lake. My food is gone, and I've been eating late season mushrooms and lingonberries I've been foraging along the way.

Water is life. I can't hunt, but I *can* fish. Dragging a small stack of firewood to the lakeside, I knock a hole in the ice, and hope...

The lake does not disappoint. After an hour I hook an enormous pike, weighing seven pounds, and a few smaller fish follow.

Despite my gnawing hunger I set one fish down as an offering of thanks to the spirits, and begin roasting the others.

In other circumstances, I would consider settling down here while I heal. The lake provides fish. The forest has mushrooms. I can build traps to catch the odd bird or hare.

But I'm in the north. I have almost no clothes. I know I won't survive the winter.

So I spend a couple of days by the lake, treating my wounds, crafting a stone axe, resting, and catching more fish than I eat.

My knee still won't support my weight, but I've stabilised. So I head off south, slowly, and harvesting any plants and mushrooms I see along the way.

After what feels like forever, I arrive at a village. I'm cold, and starving, but the villagers are good people, they give me food and shelter. A shaman applies a poultice to my wounds.

One villager asks if I'd take a message to the next village over.

I'm not sure he really looked at my injuries, but the next village is very close, and he says he'll pay five squirrel-skins of goods if I do it soon.

That's not much, but it's a fortune in my current state. I accept. Normally it'd be a few hours walk, it takes me a day.

I return, and ask for some of my reward to be more food, which I devour hungrily.

There are fires in the village, but everyone else has winter furs, and I do not. I start to fell a small tree for wood, and am promptly told that I'm not to do that in the village.

I figured I'd stay a few days to gain my strength and heal, but it seems anything I do to stay alive gains the ire of the villagers. I can't set traps. I can't light fires.

I'm told I'm no longer welcome, and asked to leave, even without the rest of my reward. I don't argue.

I continue south. Each day feels like it's nothing but harvesting wood, lighting fires, tending to my injuries, and being unable to sleep from the hunger.

I'm far from any lakes, shivering from cold, and slowly wasting away. I'm sure I'm done for.

But one day, I test my knee, and while painful, it holds my weight. I can stand enough to swing my stone axe. I can walk at a hobbling pace.

The days are dark and cold, but I think I might actually get through this.

I make it to another village, and I'm literally weak with hunger. I hand over that squirrel skin in trade for food.

I know these people don't let me light fires, but I can add firewood to their own fires. I do so, and they seem pleased.

I eat and rest. I feel hope.

The next week is rough, but I have dried food from the village, I can walk, I can harvest wood.

The land starts to look familiar.

I make it home.

My dog is still here, and delighted to see me!

I crawl into my cabin, light the fire, and collapse.

This was an *incredible* experience that had me up until 2am. I was so engrossed I lost track of time. All because Unreal World has *so much* attention to detail and game mechanics.

If you like survival roguelikes, and don't mind a learning curve, it's superb.

March 27, 2019, 12:01:14 AM
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Instakill Bull Elk I'm just sharing with the community.

Never thought it was possible to instakill one bull elk lol  ;D
First time I one shoot an animal!

I was using a javelin! Yes! a javelin! I'm 70% skill with spears and I was like 2-3tiles (don't know how diagonal tiles count).

When I saw the Elk going to the woods I tried to sneak past it so I could lure him to the bog, where it is easier to follow it. After a few sneak walks I have found the Elk very close to me! Then I order my companion to attack and threw a jav on it!! Bang! Istakill! :D

So excited lol

imgur with stats (I don't know how much in number are those yellow bars)
https://imgur.com/gallery/wUGt9Ld


April 10, 2019, 09:17:52 PM
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Legacy snakes issues fixed, some new snake love added For quite a long time there's been a gutsy fistful of legacy issues related to snakes which are now fixed and balanced as follows:

- snakes now cause point type wounds. (Currently they cause tear wounds, which isn't quite right.)
 
- snakes now hibernate during the winter as they should. (Currently they are active all year around, which isn't quite right.)

- snakes are now slightly more common than previously

- snakes are now venomous, as they should be

 The snakes in the game are vipers. They are venomous species but the bites are usually not highly dangerous.
 If the venom is discharged upon a bite it will take several days for the snake to refill its venom glands.
 However, the snakes can naturally bite without venom too.

These are future additions - not yet functional in current version 3.52

April 13, 2019, 08:21:31 PM
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Make Linen repairable? I just know how to make it with diy_glossary but I don't know how to fix the rule! Totally noob!
May 07, 2019, 01:13:02 PM
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Craftable birch-bark items and associated ponderings Craftable birch-bark items are a thing now.
You can make boxes, and baskets, and shoes and caps - and also birch-bark ropes.
Character's CARPENTRY skill determines the success of birch-bark crafting.

And while I was at it, leather/fur cloth crafting times and material requirements were also touched a bit. All the material requirements have been increased to slightly exceed the finished cloth weights, and crafting times of smaller clothes have been reasoned by increasing or decreasing the required time.

And while I was studying the nature and construction of birch-bark shoes, I found a remark that if birch-bark shoes were used in a field work they lasted in usable condition for maybe two weeks. So in real life birch-bark shoes should wear out pretty quickly if used extensively.  And as our characters usually tend to walk ridiculously excessive distances on almost daily basis it got me thinking of adding wearing out mechanism for shoes and boots so that you would need to replace them every once in a while.
So...something like that is also very likely to be added now.

June 14, 2019, 12:09:23 PM
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Re: Falling suggestion. I expect the raising to be abstracted away, so a falling climber automatically picks himself up, a poor skier does so as well, contributing to the fatigue build up, and characters would occasionally trip on roots or slip on ice and automatically pick themselves up without it being show explicitly.

For climbing I don't see any issues with having to rise explicitly, as you don't do that all the time, but having to do so while traveling would be rather annoying.

July 09, 2019, 10:12:41 AM
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Re: Dog leash disappeared
When making camp I tied my dog to a tree, spent the next day fishing just a few meters away then as I wanted to leave I noticed that the rope had disappeared. Normally it's on the same tile as the tree you tied the dog to but this time it was just gone.

The dog is still shown as being "tied in place". Tried cutting down the tree but no change. Tried applying a different rope but it just tells me the dog is already leashed. Looks like I have no way to untie the dog so I'm just gonna lose it...

Three things...
1. Is this with the latest version 3.52?
2. You spent the next day just few meters away,  so you didn't zoom out from the area at all? (This may be important detail)
3. zip up the character folder and send it over to me. I'll fix the save for you - and try to reproduce.


July 17, 2019, 12:00:57 PM
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Summery summary in the midst of upcoming version hype Yes, yes. Yet another version is cooking up. That's not news. That's how it goes with UnReal World.

But what it will be about, and when to expect a release?
That would be more like news. And that's what this post is about.

Summer is always a busy season. There's so much happening that it's hard to even summarize what's happening. Many of the warm days and nightless nights get spent on recreational activities, but working hours in the development chambers have been also been busy and sweaty. Now lets take a look at what has happened, and to where all this is taking us. Some of this stuff may have been announced already, but it doesn't hurt to drool once again.

The main focus of upcoming version is laid on NPCs. This applies to both companions you can hire for yourself, and wandering woodsmen you may meet in the wild. But that's not all. I'll cover some of the upcoming new features in the chunks of text below. I won't add screenshots this time, but a few selected historical image sources from Finnish museums and archives. Some of these may not be era-accurate, but mood and theme suitable nevertheless.


Wandering NPCs will actively hunt animals, based on their cultural preferences, and also utilize the kills the best they can.

This opens up possibilities for numerous exciting incidents to take place as the woods with hunters and their game now becomes far more alive and complex than before.
The very act of NPCs hunting is propably rarely witnessed by the player character but traces and remains found in the woods can tell a story of another human hunter at the area.
Wandering woodsmen and adventurers may now also occasionally have dog companions with them. And just like the dogs owned by player characters these will also protect their masters.


"Hunter with his gear"
Photographer: Sirelius U.T. 1898
National Board of Antiquities / Suomalais-ugrilainen kuvakokoelma / SUK36:263
License: CC BY 4.0


Companion usefulness gets boosted with several new tasks they can do on demand

New companion commands are:
* butcher and skin carcasses
* roast meat or fish
* make logs and boards
Companions skills naturally affect to outcome of the tasks so their expertise can be sometimes used to obtain higher quality goods than what the player characters could produce by themselves.
That's cool, you might think. And you also might think of few other tasks companions could do. Indeed. Same here. We actually do have a few more things regarding companions still under construction. Currently we're working on mechanisms to allow unoccupied companions automatically to help you with laborous tasks (eg. building) thus shortening the working time.


Well, we haven't concentrated solely on living things. Here's a few of probably the most interesting additions and features regarding item galore;

Harvesting and utilizing birch-bark

It will be possible to harvest and utitilize birch-bark in crafting. Birch-bark is peeled and removed from a tree in long strips which are then wound to a ball for storage. (As a trivia, this kind of balls are called 'Sommelo' in Finnish.)
It will be possible for player character now to craft birch-bark shoes, caps, boxes, baskets - and also birch-bark ropes.


Ball of birch-bark, 'Sommelo'.
The National Museum of Finland / Yleisetnografiset kokoelmat / VK5354:11
License: CC BY 4.0



Measure of length for tying equipment

Tying equipment such as ropes and cords now have a length property, and tying equipment requirements in crafting are now length based. There will be also options for joining and shorterning ropes and cords as sometimes specific length is desired.


Armour and cloth quality having impact on their protective values

High quality armours and clothes now provide more protection, and the low quality ones provide less. In most cases this covers more than one coverage aspect, but always at least the most important aspect for the item in question.


Footwear wearing out in use

Shoes and boots now wear out in use ie. when walking or otherwise moving around by foot. Footwear material determines their durability.


Reindeer fur boots, 'Nutukkaat'.
The National Museum of Finland / Suomalais-ugrilaiset kokoelmat / SU4724:35
License: CC BY 4.0



Let this be enough for summery summary about what to expect. Now then there's that other question...

When we're done with those "few more things" still pending to be added it is time to start wrapping things up for a beta release. I'm quite reluctant to set or mention any deadlines as they usually don't keep, but if we think it out loud then...
It shouldn't take more than few weeks to finish the most urgent pending to-do's. Then a week of extensive testing and adjusting the latest additions, and then if everything goes fine it's time to start final packaging.
So...
...we could be seeing first beta of the brave new version in early september. And from there on, what has been laid in there will still be evolving and growing, stabilizing and multiplying.

It should be noted that the beta version will be released on Steam, and for lifetimers, and standalone (donation-based, free-of-charge) installers will follow after significantly longer time than what we have used to in the past. This is because the donation-based distribution has been receiving very marginal and insufficient support for years already, and I have to reason things out how to balance with the current distribution models. I'll be happy to answer possibly puzzled questions of relatively recent of near-future intending donors but that will have to await until next week - but don't hesitate to even e-mail if you feel like it.

August 05, 2019, 11:53:54 AM
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anything