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Who let the dogs into the wild... Dog related additions now continue with dog companions for wandering NPCs.

Wandering woodsmen and adventurers you may encounter in the wild can now occasionally have dog companions with them. And just like the dogs owned by player characters these will also protect their masters.

These are future features, not yet functional in current version 3.52.

March 30, 2019, 05:57:50 PM
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Colorful domestic animal summary A little summary of the latest future additions with screenshots.

We'll be seeing wandering NPC woodsmen and adventurers occasionally having dog companions with them in the wild.

And we'll be seeing village dogs released out of their pens, to roam freely at the village area - in this fashion:


You may ask, is it just me or are the two dogs of different color?
Nothing wrong with your eyes, they are different color, and so are the cows in the pen also - if you look closely.

See, as another new addition all the domestic animals may have subtle varieties in their coat colors now. This adds some flavour to the game world, but also makes it easier to distinguish different colored pets from each others just by their looks.

Lets end the briefing with some pigs showing off their new varying coat colors.


These are future features, not yet functional in current version 3.52.

April 10, 2019, 03:22:55 PM
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Wits for wandering NPCs and companions - the future version focus Things have been cooking and development has evolved up to such an extent where a sneak peek of what to expect in the future is in place. We don't have a deadline for the upcoming release, it's a work in progress, but we do know what the core content will be about.

The core content of the next release will focus on NPCs. The most important additions will concern the wandering woodsmen you may meet in the wild and the companions you can hire for yourself. They'll be given a bit more wits, tasks, and meaning for their existence in the game world as follows.

Actively hunting wandering NPCs

NPCs who roam the woods can now actively hunt animals. They seek the game based on their cultural preferences, and within their hunting possibilities. The very act of NPCs hunting, or running after a game, is probably rarely witnessed by the player character but bones and remains found in the woods can now tell a story of another human hunter at the area.
   As we know, the hunts can end in unimaginable ways, so many different scenarios may arise from the NPCs now taking their chances with the wildlife - and occasionally maybe even the very same wildlife that you were after.

Witnessing an NPC hunting scene. Seal-tribe woodsman has been met in the wild, and he's busy trying to shoot down a squirrel.



New companions commands

Companion usefulness gets boosted with some new tasks they will be able to do on demand. Currently it's been added:

* butcher and skin a carcass
* make logs
* make boards

...and the list is likely to grow with a few more crucial tasks. There's a great level of complexity to make companions proceed these tasks with similar detail than the player character so tasks to be added are prioritized with the quality over quantity.

The list of companion commands so far:



As companion skills naturally affect to outcome of the tasks their expertise can be sometimes used to obtain higher quality goods than what the player characters could produce by themselves. We also need to add an chat option to ask NPCs about their general skills and expertise so you know what kind of craftsman you've hired.

The companion was commanded to butcher and skin one of the reindeers we managed to hunt down. We got meat now, and a fine reindeer skin, which is way better hideworking result than what Jurks could have done in his current condition.


Exciting times ahead.
The work continues, more is to follow.

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

April 21, 2019, 01:33:35 PM
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Roast cooking for NPCs, and also as companion command As we continue with focus on NPCs, which becomes the core content of next release, they have now been given wits to actively roast raw meat or fish in their possession.
This feat is mostly witnessed by player character when meeting wandering NPCs who can now actively cook the meat of the animals they've hunted and butchered.
It now becomes an actual game created scene possibility to meet a wandering woodsman sitting by the fire and roasting the meat of hare he just happened to hunt down.

Moreover, roast cooking is also added as a new companion command. Unlike player character, companions don't leave the meat by the fire and pick it up when it's done, but they stay put by the fire while roasting is being done. Companions roast ten pieces of meat at a time, and if not given another order they try to keep on cooking until everything is roasted.

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

May 03, 2019, 12:44:45 PM
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NPC hunters gone wild I've had amusing and laborous times with testing and tweaking how NPCs now behave in the wild with their newly added wits for example to actively hunt and process the downed animals. New blocks of AI always make things a bit crazy at first as unimaginable and unpredictable conditions harness the power of new algorithms.

I've witnessed NPC hunter running after a squirrel swinging a sword, and exhausting himself by circling around the tree with no better understanding of the target being out of his reach. After awhile my character decided to help the guy out and shot the squirrel down for him, after which he correctly proceeded to butcher and skin the carcass. Without manners of saying a proper thanks, though.

Another NPC came (or was actually forced to by the means of black debug magic) hunting at the site where I had just lost one of my party members. After he had succesfully shot the hare he was after he proceeded to approach the corpse of my passed companion. My character and his dog watched in confusion this guy just stand on the corpse with no intention to move anywhere. Later on I found out that the crazy NPC hunter had an unbearable craving to skin and cut the corpse of my dead companion, but the moral restrictions came in between and he ended up in endless "Should I? No, you must not." limbo.

On a brighter side of incidents I traded a loop snare from a wandering woodsman for a fresh salmon. Soon after, the woodsman decided to light a fire and roast the salmon. A simple little thing but it made a nice difference.

All in all, NPCs in the wild seem a bit more intelligent, but also bit more crazy at the moment. Craziness is surely refreshing, but tweaking and testing still need to be continued.

May 22, 2019, 05:11:50 PM
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Bark stuff, birch-bark stuff Many updates to peeling bark from trees, and utilizing birch-bark as well, are on their way.
Most fundamental addition of all the bark related stuff is to allow harvesting birch-bark and feature it as raw material which can be used in many different crafts.
Takes a while before we get into adding crafts, but bark harvesting changes and additions have been made already, and they can be summarized roughly as follows:

Birch-bark is peeled in long strips, which are wound to a ball for storage. (These kind of balls of birch-bark are called Sommelo  in finnish.)
Harvesting birch-bark in strips is slower compared to (already existing) ways of removing bark in sheets, but as a strip it's ready for weaving.
Moreover, time of the year now matters in harvesting any bark. It's best to be done in early summer, and gets more difficult (and eventually impossible) out of the proper period.
The bark yield (from a single tree) is also not constant but depends on the season and character's timbercraft skill.
And the biggest catch of this all that with adding birch-bark strips we'll be also adding unit of lenght to appropriate game items - that will eventually cover all the cords and ropes as well. So the requirements for birch-bark crafts are going to be eg. "16 feet of birch-bark strip" rather than some weight measure of bark. Many new possibilities open. But it's a hassle at first now to make conversions and routines understand the lenght. But that's my hassle, you just stay tuned...

These are future additions, not yet functional in current version 3.52.

May 29, 2019, 12:21:31 PM
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How to Trap for Pleasure and Profit; A Rough Guide This is a rough guide to trapping as well as is ongoing. Game mechanics are known to changes often and so does player knowledge base. As such I will be adding and editing as I go to improve the guide and keep it up to date. This guide doesn’t rely on trading, nets or fishing rods or even active hunting or murdering NPCs. This is how to survive on trapping alone. I would suggest as starting off as a trapper in Summer as the shovel is so much better than the wooden shovel.

The biggest thing about trapping is where you call your territory. The best spots are near lakes and rivers, they act as natural barriers and drive prey into the traps. The best location is tucked against a series of lakes, connected with land bridges.

There are 3 traps that is best for the early game. The most useful is the Light Lever Trap. It only costs a slender trunk, 2 branches and a stone. You will need a knife as well. It catches birds, hares, pine martens, polecats, foxes, weasels and probably more that I am forgetting.

The next is the Paw Board Trap which only costs a board. You will need an axe and knife. It catches Foxes; regular and arctic. It is cheap to make, unwanted ones can be traded or burnt. Foxes bring in 4-8lbs of meat and a valuable fur.

Finally, the Pit Trap. Most labour intensive and well as costs 3 slender trunks, 10 branches, 10 spruce twigs and you will need to dig a pit first with a shovel. This catches all the big game: bears, elk, reindeer, seals, wolves and boars.

Once you have found a location you are happy with, near a series of almost connected lakes or near a river, build yourself a shelter and a raft with paddle. Stack the raft with slender trunks, branches and twigs and stones. Paddle up and down your shelter square, building lever traps along the shoreline. I would suggest leaving 3-5 spaces between each trap. A good lake trap line will bring in many mallards and ducks. Great for early game food. Do this to all the shore fronts nearby. Check them every day or twice. You can get kills stolen from traps by foxes and goshawks. Use your raft to easily paddle to check them, plus you will scare lake and river birds into your traps.

Once you have a day’s food or two, start building your paw board traps. They will work without bait but not as well. The best location, I have found is open mires and ground tiles to snag foxes. It is easy to check all your traps without moving. I tend to place 7-10 in a rough circle and if I don’t have enough to bait them, I put one bait in the middle, at least as a draw to the trapping area. These should be checked once every 3-5 days.

Now the big earners, the pit traps. If you are near interconnecting lakes with land bridges, you have hit the gold mine. In the little ground between the two lakes, dig a few pit holes and make the traps. Place the fences so anything coming this way would follow the coast and fall into one of your pits. If you don’t have interconnecting lakes, just build one from the riverbank or lake bank out. I tend to do pit traps every 3 tiles. The only herd animals are reindeer, pigs and wolves and even if you catch all the herd then the meat or fur would spoil before you could process all 5-10 animals. I rather lessen the work and grab only 3 animals. I dig about 7 pit traps out, fence it and then leave it, checking as often I do for fox traps.

You can bait with berries, vegetables and meat. Early game when I do not have a sauna, if I get an early big game like elk and cannot eat it all, I only cook what I can eat, and the spoiled raw meat goes into fox traps.  Elk love turnips and will happily go into pit traps for one. Berries will drive birds into your lever traps. A smart trapper will set up their lever traps around or on a berry bush to draw game to it. Foxes like meat, they act like dogs and will not take spoiled cooked meat.

Seal trapping is more of a novelty than anything  is actually a great way to get early loot. You can trap seals in trap pits and big dead fall traps. The dead fall traps are worth setting up on skerries if you see seals in the area. Trap pits work too but needs to be dug in ground right on the shore.

To live as a Seal Trapper, all you need is a raft with some rope, logs and slender trunks and you can check the east coast tile by tile and live off of seals. I found I can trade 5-6 regular grey seal furs for a bag of salt, which you can then salt 210lb of meat with. In fall you can just dry the meat or if you have a smokehouse built you can smoke the meat. You get 20-175lb of meat depending on the size of the seal and type. Ringed seals are smaller than grey. It very much an active pastime but well worth it actually.

There is also living bait traps. There are people who use bought animals such as sheep as living bait, tying them to a tree and making a double ring of traps around the animal in order to tempt lynxes, wolves and bears into traps. I figure why risk your sheep when a smoked elk cut would do the same. Once a trap has triggered and the animal is dead, animals and NPCs can walk over them so with a wolf pack, the third wolf would get the sheep.

There are of course other traps in the game, the simplest is the snare. It costs 3ft of cord. I rarely use these as require cordage, which early game I rarely have and later game, when I have cordage to spare, I am onto trap pits and have lever traps already set up.

Small and big deadfall traps cost more than light lever traps and require tying equipment. The small deadfall traps may catch badgers and gluttons but they are rare. I usually set these around cellars and dog feeding zones to stop scavengers such as them and foxes. Big dead fall traps catch what small dead falls do and lynxes and wolves which are rare once again. I would use them if I see tracks of those around or see them on the map but I wouldn’t make them otherwise as if they are triggered, they often kill the animal outright meaning you only have a few days to recover the bodies versus  up to a week in Pitfalls. You can use withes for these which lower the "cost" of building.

Heavy Dead Fall Bear Traps catch the same animals as Pitfalls but doesn’t need a hole. They do work with fences as well.  They do require tying equipment which makes them for mid game or working on over winter when the ground is too frozen to dig.

There is some ritual based things you can do regarding traps. When you bait a Bear Dead Fall Trap, do so naked to increase your chances to get a bear in it. Fox traps should be baited in the evening to increase chances. Another one is to leave fox traps in a doorway so women walk over them. (Anyone tested if female player characters count?) For snaring hares, wear mittens preferably woolen ones to increase chances.

I stress that this is a rough guide; you might find that you do better with snares or maybe deadfalls but I  just wanted to provide a little guidance to trapping and how to live off it.

Good luck and happy trapping.



June 20, 2020, 06:17:27 PM
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Data Visualization for Skills and Stats Hey community. Since i like the game, wanted to start a new Character and also liked to dabble a bit around graph databases, i did some Visualization of the Stat and Skill relationships. See attachments.

Tell me if you like it and if i should do more. :)

All Skills and Stats:


Hunting relevant Skills and Stats:


Hunting relevant Skills and Stats with Knife and Axe:

June 25, 2020, 09:56:58 PM
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[Spoilers] Which bow is best? Aiming to resolve confusion around bows There's a regular debate around the bow accuracy stat on the wiki, and it left me wondering... Are shortbows really more accurate than Northern Bows? What's going on here?

So, having recently found myself with extra time on my hands thanks to the global pandemic, I fired up ghidra and spent some time decompiling UnReal World 3.62 to see what's really going on.

Decompiling code isn't exactly straightforward; one gets the instructions executed by the CPU, not the original source code, so there's a lot of piecing things together and sleuthing required. But I think I've managed to get to the bottom of this particular open question, and Sami has been extremely kind in letting me share my results.

Before I get into spoilers, I want to point out that the in-game manual on missile combat gives an accurate description that appears to be confirmed by code:

Quote from: Missile Combat
Success at firing an arrow or throwing a weapon depends on the applicable weapon skill. This is a common combat rule and missile attacks are no exception, but your performance only determines the initial quality of the shot/throw, ie. how much your aiming is off and how accurately you manage to send your missile on its course. The worse your performance the wider the cone of spread is possible, so it's not always guaranteed that a good shot/throw will result in a good strike at exact location of impact. Even a minor deviation from the intended trajectory will accumulate over distance. Any shot/throw is bound to hit better at close range, and the further the target, the more precision is required. Should your missile miss the original target or  even fly completely wild, it can still hit something else on its course - unfortunately this could be also your own dog.

Quote from: Ranged Target
A target that is being attacked by a missile weapon can't choose any conscious defense maneuver as in melee combat, but moving targets can still avoid getting hit. This defense possibility for moving targets is automated and it doesn't matter if the target is aware of the attack or not. A target is considered moving if it is actively running, flying, escaping etc. from one location to another, but also when it's making fast movements in its place like when engaged in a fight. The faster the target is moving the better chance it has to make it out of the way or to make a lucky movement in its place and unintentionally dodge the missile. This is based on the target's actual mobility and manner of moving, so if the target is slowed down due to physical penalties or for whatever reason, its chances to avoid missile attacks are lowered accordingly. Naturally, it's not only the target's speed that matters but the missile velocity as well. It's easier for any moving target to make it out of the way of low-velocity missiles, but very fast animals will be challenging to hit even with bow and arrow - and exceedingly challenging if they are both fast and small.

So straight up, the game tells you the important factors involved are:
  • Your missile skill, which determines the accuracy cone
  • Distance to target, which determines how much aiming errors can accumulate
  • Size of target, which determines what you need to hit
  • Mobility and activity of target, which determines their chance of getting out of the way
  • Missile velocity, which reduces the chance of a target dodging

None of this mentions "weapon accuracy", and Sami has confirmed in a PM to me that:

Quote from: Sami
If the bow accuracy would really be radically different between bows it surely would have been mentioned in the game information.

So I can confidently say that the accuracy figure on the wiki is extremely misleading. It does mean something, but you are almost certainly never going to encounter that in the game. Read the spoiler section below if you really want to know, and also have a little more bow mechanics revealed.

Spoiler: show


Every item in the game has an 'accuracy' figure, it's a measure of how un-aerodynamic the object itself is. Arrows and javelins have the lowest number (1), whereas plants and articles of clothing can have numbers in the hundreds. Items with lower numbers are more accurate when used as a missile. So if, in desperation, you were to throw your actual bow at an opponent, you could make a more precise throw with a Northern Bow ('accuracy' 5) than a heavy crossbow ('accuracy' 10).

To be clear, unless you are throwing the bow itself, this 'accuracy' value has no effect.

Your weapon skill, and the item quality (of both bow and arrow) all appear to contribute to tightening the cone of spread, with poor quality items making it especially hard to shoot straight. There is also a velocity calculation which is determined by the square of the bow's piercing/point stat, plus a constant (which appears to be the same for all bows). Higher powered bows (such as the longbow and Northern bow) will shoot higher velocity missiles, resulting in more damage on impact, and reducing the time a target has to get out of the way.

I presume, but have not confirmed, that higher velocity missiles also means missed shots will travel father, and are more likely to break on impact.

I have not checked to see if a bow's weight has any relevance on missile velocity. My gut feeling says it does not, but I do not have evidence to support that. Nor have I checked to see if the bows have different shooting speeds.



Many thanks again to Sami for not only an incredible game that's brought me much joy throughout the years, but also for his understanding and support when I decided to dig further into its mysteries!

~ Teellox

July 21, 2020, 04:49:27 AM
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Re: Details of fireplaces and smoking meat with new fire mechanics Since sami said an hour or so would be enough (https://steamcommunity.com/app/351700/discussions/2/2570942392201636470/), I basically use 200 branches or 20 firewood everyday at noon, not being excessive nor being less. No spoilage so far, and I agree the consumption on woods increase tremulously, every 7 days I have to spend a whole day as firewood making day. But I kind of like how it is now, it makes the smoking meat process more challenging and makes me not only focus on 'how to kill' but 'how much are needed to kill'.   
July 23, 2020, 01:01:45 PM
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anything