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Re: Universal size in URW I agree clothing weight ought to be adjusted to size, as it penalizes small characters unfairly. Implementing it isn't trivial, however, as it would require the implementation of different sized clothing, and that would mean it would be even harder to get high quality gear than it currently is, in particular for armor that you can't make yourself.
January 24, 2019, 10:17:01 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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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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Throw of life So, after getting back stapped by stupid njerpes warriors or mass gang mauled by wolves in two games with great starts, I was having it rough. After a well deserved break to calm my nerves, repeating over and over in my head: "Take it easy this time cowboy", I tried again. I chose a chilled scenario, made a good character and went at it again!
Eagerly checking my startup items "Rough Handaxe" and "Rough Knife". My enthusiasm was now lowered. I really don't like rerolling my character, but admittably, I was on the verge. I got to check the body lying dead besides me (as per the scenario), exact same items.... WTF "#=%Ì"&=".... On top of it, i had a total of 1.8 lbs of food, so barely one days worth. A mate teased me into soldiering on, so I didn't reroll the character. I head out hunting without building a base hoping for a stupid squirrel or something.. nothing.. It's spring way up north in the mountains, so no water either. I finally find some, but at this point the food had run out.
As i'm crawling helplessly on the world map, cold, starving and extremely tired I see a bull elk. I imagine that this is some code left behind to give me the finger for funsies, kind of a "now that you're basically a corpse, I'll show myself so you can smell what i would have tasted like"...! Actually believing this, I figured that I'll at least face the troll code head on and die with dignity. I threw my newly crafted javelin at the fucker, and this happened....?
This game gives you an experience you don't get anywhere else :)

July 05, 2019, 02:50:40 AM
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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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Re: Agriculture give me a irritation WTF They are all Fallow crops. It's a bit of a quirk.. you plant them at Seedtime, and they disappear the next day. They'll sprout at Fallow, don't worry ;)

It would be nice if, when planted, you didn't see plants but just a slightly different ground tile. They should then sprout after X days if already in the right month, or at the start of the right month.

@Sami what do you think about this?

August 29, 2019, 01:53:01 PM
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Version 3.60 beta [for Windows] released on Steam, and for Lifetime members Version 3.60 beta [for Windows] is now available on Steam as beta-branch you can opt-into at will.
Lifetime members can find the beta version at the designated forum section.

This first beta is available only for Windows at this point. Other platforms will follow in-time. We're sorry for the prolonged waiting time, but couldn't help it, and really needed to start 3.60 betas rolling.

And they get rolling from now on. Things are fairly stable already, but our to-do list is still not completed. So bear in mind that many of the features now available will be polished even further in patches to follow as we stride towards the stable tag.


Key features of version 3.60

The key features of version 3.60 version deal with NPCs, companions, domestic animals, village properties, and crafting additions. The list of additions and fixes is long and you can find the changelog here.

One of the most awaited additions is wandering NPCs now actively hunting animals on detailed map level. 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.


Screenshot from version 3.60beta. The player character has followed an elk, freezing and starving. He bumps into a scene never witnessed before.
There's a pile of elk bones, raw elk meat and few arrows. And an adventurer, who has apparently downed that elk, now carrying it's winter fur and some cuts he had already roasted.
This is just one example of scenes which could have been witnessed by player character, turn by turn, from the start of the hunt to very act of utilizing the carcass.



Who can have it?

You can have it, but you gotta get it from Steam. Standalone versions of 3.60 will follow after significantly longer time than what we have gotten used to in the past. This is because during past years donations have dried out disallowing solely donation-based development to thrive. Donations are still an option, people do it for a reason or another, but your generosity isn't any longer linked to the great perk of most up-to-date version being freely available for everyone. I'll be happy to answer possibly puzzled questions of relatively recent of near-future intending donors, so don't hesitate to eg. e-mail me if you feel like it.

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

Cheers, have fun, and let's keep our fingers crossed for the possible beta bugs being minor and scarce. But whatever their size and annoyance level may be, we've got our bows prepared for shooting them down.

September 15, 2019, 06:46:48 PM
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Honi, Widow in the North ((AN: Hi, will be looking for a Beta. Able to send over Steam/Discord/Twitch. Please Message if wish to.)



Honi was maiden of the south, a Driiki lady through and through, maybe a little plumper than most due to her keeping her family stores and her habit of snacking on left over cuts when they failed to sell. She grew up with an keen eye for trading and values in her safe fortified village.



She never thought of leaving until she met her beloved; a handsome strong fur trader from the north. It was a whirlwind romance over a few winters when he came down to trade for nets and salt. He gifted her a superior Arctic fox winter fur and her father received fine Red Foe and Robber iron blades and bear furs; proving he could more than provide. When they spent the harsher winter nights curled around their fire, her beloved told them of his homestead he was building up north.

After another Harvest season of her holding her fox fur close waiting for the snows and with them her beloved to appear, did her father conceded that she was now 16 winters old and can head up north with her beloved as his wife. She hugged her father, knowing she wasn't likely to see him again for a year or so.

Her beloved followed the next snowfall. She told him of her father's words and soon they were packed unable to wait to start their life and family together. The first week was romantic but that soon ended, her skis making her ankles sore, the food cold and stale, the shelters cold and the dark forests terrifying. She tried to keep her complaints inside but occasionally they slipped out as they headed more north and she grew tired and sick of bland bread and meat. Her beloved was struggling to keep his own words gentle as he coached her on wards. She told herself it would be better when they get there.

It wasn't.

It was nothing like the bustling town she grew up with, it was silent apart from birds. The buildings was plain and lacking in trinkets and small things that made a house a home, the floors were still sticky from being new cut and soon a muddy mess. It felt like she spent more time scrubbing her floors than walking on them.

The worst was the dogs. The dogs she grew up with was quiet house pets, the ones her beloved kept was hunting and war dogs. Big mean beasts who stared her down like a deer. It was more of a semi feral pack her beloved kept in a pen behind the house. They were so loud! It seemed they were always barking with hunger. She was thankful when her beloved took them on his trips. It made her shiver when she had to tend to them.


Soon enough her duties were laid out; Keep the home. All day and night. Keep it warm and lit and well stocked with food and torches. To keep the dogs fed and watered. She did this quietly day after day as her husband came back from trips with carcasses and fish expecting her to prepare it. She missed her family, the busy trade route filled with strangers and friends with goods from all over the place.

One evening she woke up to barking. She nudged her beloved into waking. She heard the sounds of a fence being broken. She swore. The dogs had weakened a bit the day before but she left it. She had been waiting for her beloved to take the dogs out on a hunting trip and meant to fix it when the pen was empty. She grabbed a bit of meat by the smoker and a leash and headed out to see if she could tempt the dogs back in doors, knowing the cost of each one.

She soon couldn't see her hand in front of her face and was lost into the woods calling terrified for the dogs. She was almost in tears when she heard a small snuffling noise and one of the dogs came out from the dark. She recognised it to be Hari, a male dog who wasn't so big as the others. She managed to slip a leash onto him and fed him a cut.

She waited shivering holding onto the dog until day break. Thankfully the dog seemed to know the way home, tugging on the leash until they reached a familiar clearing... devastated.

Her home now fire and ashes and dead on the ground was her beloved. Tears fell quickly as she approached his body. She knew she had to get out, the bandits were probably still close. She quickly stripped his body and prepared a funeral pyre.



She dressed in his clothes quickly and held the leash tighter and left. There was nothing here for her now.



October 27, 2019, 02:57:15 PM
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anything