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Rauko This story may be a bit fragmented until the posts catch up to his current experiences. The early pics were made a couple of years ago.

Rauko was a big, strapping lad who loved to hunt with his father. When Rauko was only 14 his mother sickened and died. Shortly thereafter, he set out with his father on a long journey, traveling all the way from Kaumo territory past the Owl-tribe settlements and into Seal tribe areas.

They grieved for the lost beloved wife/mother until their hearts healed enough to talk more freely about her. Rauko was reassured by how much his father had loved her as he told stories to his boy. One day they had ventured into no-man's-land to hunt and father was up ahead, when Rauko heard the roar of a bear and curses, then shouting of his father for help.

It was too late when he arrived to find his father's life flowing out of him onto the ground.

Rauko was devastated... too sad even to seek out the bear.

March 10, 2018, 04:24:33 PM
Re: Rauko Rauko decides to turn back north, hoping to find some territory that is familiar.

Suddenly, traveling through a large forest mostly of spruces, a dirty-looking wildman sees them. By the time Rauko can drop his heavy gear and arm himself with shield, axe, and knife, Badgerbane has run to attack!

Rauko runs to the fight and is halfway there when his dog is hit two times by the man's two-handed axe and has trouble staying on her feet. By the time Rauko closes with the man, she has been knocked down and isn't moving.

Angered, Rauko stabs the red-clad man in the hip with a knife thrust, then moves over to protect his fallen companion. The whistling axe strikes Rauko in the side, but the wound is minor thanks to his mail. After trading blows a few times, the man stabs him deeply in the leg with a knife.

Wounded, and with his shield seriously damaged by the axe, Rauko is worried. As the fight goes on, he struggles to overcome the intense pain of his wounds.

The man strikes a blow to his shoulder, but loses his grip on the axe. Rauko's shield also slips from his grasp.

Both retrieve their dropped weapons and the wildman is quicker and Rauko sustains another hit to his thigh.

They trade blows a few more times and Rauko is knocked down, blacking out only for a moment. He rouses himself quickly and struggles to get up as he is hit again.

Blood on his hand is slippery and he can't hold his handaxe.

Rauko sees his father's face, calling to him...

He goes to be with his father.

June 21, 2018, 12:09:10 PM
More Tracking info So as I write this I'm hunting reindeer I think to my self where is the one I crippled? And it hits me, an tracker at a certain level should be able to see if his prey is crippled by it's gait and I should also be able to determine relative size small, big, from tracks these small changes would make it easier follow specific animal in a herd.
August 17, 2019, 08:47:03 PM
3.60 (stable) released on Steam, with Halloween sale & Kekri celebration Halloween sale is on at Steam, and our own festivities also include the release of UnReal World version 3.60 (stable) there.
You can grab the game for decent discount at UnReal World store page, and Lifetimers will find the release at the designated forum section. Now if you've been itching to start playing 3.60, maybe counting your coins, we're having the biggest discount so far to make it a little more affordable for You. Those who feel reluctant about playing connected Steam we remind that it's not a thing in case of UnReal World. You can be and play as offline as you want.

It's Kekri, not halloween, in the Far North.

Kekri is an ancient Finnish harvest festival celebrated in the fall when the annual agricultural activities were all accomplished and the harvest collected. Kekri meant the end of the crop year, which was a big turning point. It was the time when the souls and spirits of the dead wandered around and visited the living. The ancestors were respected and welcomed. Sauna was heated up for them, and meal prepared too. The living celebrated accordingly, and so do we. We have harvested and processed the bugs and to-dos since the last beta and now together with Kekri celebrations 3.60 stable is out.

Kekri Goat

Kekri time included tradition of Kekripukki (Kekri goat) figure. People would dress up as horned creatures, wearing furs or coats upside down, and went around in their disguises and were offered food and drink. So, what does a decent developer of tradition rich game do to follow the tradition?

Well, hello there, any foods or drinks to offer? Some purchases will do as well.

You can find full 3.60 changelog here and this is what's been added since 3.60beta-hotfix3:

UnReal World version 3.60 (stable) changelog:
- added: tree saplings

There are now small saplings of spruce and birch trees appearing on zoomed-in maps. Saplings are not obstacles for movement like the bigger trees but you can walk right through them. Saplings can be cut down like any trees, and they have use in making of withes.

MIGRATION NOTICE: Saplings can be found only on newly generated maps. If your character has explored the world extensively you may want to run map maintenance (key command [7]) which removes unimportant previously generated zoomed-in maps.

- added: withe - a new type of tying equipment

Withes are tying and binding equipment made from flexible, slender saplings of spruce or birch trees. Your character can make withes from [M]ake-menu under Tying equipment category.

- added: WITHE game encyclopedia entry [F1]

- added: fence building now requires two bands of tying equipment

Fences have been traditionally tied with spruce withes, which are the preferred and convenient choice, but any other tying equipment will work as well.

- added: villagers now cook their raw meat and fish

Villagers will now cook raw meat and fish in their possession. This doesn't necessarily happen instantly upon obtaining the meat or fish, but at convenient moment for the villager in question.

- added: inventory auto-filtered to show timber when birch-bark raw material requirement selection is being made

- changed: upon planting something the sprouts are not immediately visible

Only after some days you will be able to see the sprouts of what you had planted. Before the sprouts, planted tiles appear in thicker prepared soil graphics so you will be able to recognize them.

- adjusted: village dogs don't bark at sleeping characters

Watchdogs barking at restfully sleeping characters made it impossible to have good nights sleep in a village.

- fixed: using length based items as weight based crafting material got their properties modified confusingly

For example tanning with birch-bark strips.

- fixed: hunting NPCs might choose to hunt player character's domestic reindeers

- fixed: villagers rejecting traps in trading, claiming that they have enough even though they had none

- fixed: raft weight reasoned

They've been super light earlier, but now weigh around proper 1200 pounds. This makes hauling the only option for moving rafts around on dry land.

- fixed: young leaves could be picked immediately when plants sprouted

Now the plant needs to be few weeks old before picking of leaves is possible.

- fixed: double animal skin when skinning the same carcass as your NPC companions

- fixed: young animals meat yield occasionally being as high as that of the adult animals

- fixed: NPC butchering/skinning processes in the background might cause player spend times to jump or reset

- fixed: NPC owned dogs not leaving tracks in the wilderness

- fixed: tying equipment return issues after drying/smoking

If several stacks of food was dried/smoked at the same location using same kind of tying equipment all the tying equipment got returned when the first batch of food was ready.

- fixed: player crafted items occasionally appearing as roasted foods (if there was NPCs cooking nearby)

- fixed: when looking at tree harvested of its bark the tree info mistakenly said "partially felled"

Celebrate & Participate

We wish you happy Kekri time - or happy Halloween if that suits you better.
All in all, now just celebrate and participate in the festivities at this special time of the year.

October 28, 2019, 06:43:34 PM
Re: Clothing Protection (after 3.60 update)
"When was the last time..." Well, my characters tend to use disabled Njerps for target practice, and usually aim for the legs (to get them to last as long as possible, both because it's hard to hit and because hits tend not to be directly fatal), and there are a lot of arrows going through the feet in various fashions...

 :o Wow, you don't just go after their lives - you're after their very Soles!  :D

   - Shane

November 02, 2019, 09:39:22 AM
Re: A Few Ideas: Agricultural help, Snake fangs and more... Snake fang shouldn't be hard to mod in, depending on what you want to do with it. 

.Snake fang. "Hunting horn" [effort:0] [phys:hands] *HIDEWORKING* /15/
{*snake carcass*}       'Pick up snake carcass'

Something like this.  I haven't actually tested to see if that will work, you can also add a custom graphic if you like. 
Then all you need to do to integrate it into other recipes, would be to add a line {Snake fang} [remove]

November 03, 2019, 04:07:08 PM
Re: A Few Ideas: Agricultural help, Snake fangs and more... Snake fangs are rather small, as the snakes are rather small. I don't know if they had any ritual value in iron age Finland, but my guess is that they didn't.

When it comes to crafting knowledge restrictions (why stop at traps specifically?), there would have to be a balance between "realism" and playability.
For instance, removing the smallest lever traps would have caused all of my characters in trouble, because the birds caught in them is what keeps them fed until the first big kill (and the intervals in between them). Snares will work, but only if you have suitable tying equipment that doesn't rely on kills (and I think some of the new typing equipment might work).
If you remove bear traps you also remove trap fences where you can't dig (marshes, for instance) and when you can't dig (i.e. when it's frozen).

November 03, 2019, 06:16:18 PM
Re: More Tracking info This is coming up. Both limping and animal size info will be added to tracking description.
November 25, 2019, 10:36:04 AM
3.61 released (on the homepage) and a happy new year! On my behalf this decade ends with release of version 3.61 out to public on the homepage. Standalone installers are available now. If you're new to this version find your way to downloads section and be sure also to view changelog there as a lot has changed in 3.60 and 3.61.

We wish you a happy new year! (...and happy new version for those who only now get to try it out.)

I'll keep hibernating for a little while, although may occasionally reply to a post or two, but getting back on track for real with coding will have to wait until mid-january.

See you in 2020 - that's yet another decade for UnReal World development as well.

December 31, 2019, 05:27:07 PM
Re: Renovations? Honey is of course the supervisor.


Perhaps you could do a light blue upper wall with large green triangles representing a forest.

January 04, 2020, 11:49:26 PM