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Healing (the bleeding wounds of) your pets and companions Started to add rudimentary (and probably the most important) stage of healing your pets and companions; trying to stop bleeding of their wounds.
More companion/pet healing methods may follow in the future, but we'll start with the most crucial one.

The mechanics of applying physical skill to your companions are the same as applying them to yourself. Herbs can be used in the process, the success or failure messages are the familiar ones, and so on.

How an attempt to heal your companion is started is to face them upon using physician skill. If treatable wounds are found (ie. bleeding wounds) you'll be asked whether you wish to try applying the physician skills to this companion or pet. The wound to treat is then auto selected based on its severity.

January 12, 2018, 03:50:15 PM
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Rid of the crash related creature and item losses We're clearing bugs away from the path of a stable tag, which is shining in the horizon and to be attached to 3.50beta version soon enough.  Lately I've tried to find ways to improve crash security to overcome creature and item losses when travelling with companions and watercrafts. Not a frequent issue, but a real annoyance if it might happen to you.
And now I think a reliable and fast way to get rid of this legacy issue has been found, and will be put to effect in the next patch.

There's now extra data save added upon each map load to provide crash security and to minimize certain creature and item loss potential. Previously it was quite often the case that the pets and companions you were travelling with would disappear upon a crash. The same sort of crash related disappearence might also happen to the items you were transporting with a watercraft - including the watercraft. This sort of losses should be history now. Crashes may naturally lose some progress in the game world, but all the creatures and items should stay intact and be available upon returning to post-crash UnReal World.

This is a future feature, not yet functional in 3.50 beta version.

January 23, 2018, 06:37:14 PM
1
February life Hey good people and fellow adventurers,

time for a little february life update as I've seemed to be semi-absent for awhile. What went down is that I took some time to travel to Norway to meet some friends,
came back and discovered the beauty of february winter snow blankets and increasing sunglight,
equipped my new cross-country skis and had a blast with them in the woods for days,
then developed a nasty flu -- and now recovering from all that.
Because of all this I've been very slow on e-mail as well, but as the week goes on I'll be replying at least to the urgent stuff.

On coding front I'd like to fix just a little more and then release 3.50 stable while the winter still continues - cause now I've got probably the greatest skis I've ever owned.

These are Taiga cross-country/hunting skis of russian origin. The proportions comes close to the great ancestral skis of ancient Finns - and many other ugric / north eurasian peoples.
They are naturally all wooden, and after this picture was taken a decent layer of pine tar has been put on the underside, and ties attached.


February 27, 2018, 05:57:27 PM
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3.50 stable version released on Steam and for Lifetime members After quite a long period of balancing and wrestling with glitches in the preceeding beta versions we are now ready to tag version 3.50 stable and...
Version 3.50 (stable) is now released on Steam and for Lifetime members.
Here you can find UnReal World Steam page, and the version is also available for lifetimer members at the designated forums section.
Standalone installer versions at the homepage will be put available some days later.

Here are the fixes/additions since 3.50 beta 2:
------------------------------------------------------------------------------------------------------------------------------------------------
Version: 3.50 (stable) changelog

- added: treat bleeding wounds of your pets and companions

It is now possible to try to stop bleeding of the wounds of your pets and companions. The attempt is started by using physician skill, or opening [F7] wounds screen, when facing a bleeding pet or companion. If bleeding wounds are found you'll be asked whether you wish to try to treat them.
The actual wound to treat is then auto selected based on its severity.

The actual game mechanics of applying physician skills to your pets and companions are the same as treating your own wounds. Herbs can be used in the process, the success or failure messages are the familiar ones, and so on.

- added: crash security to overcome creature and item losses when travelling with companions and watercrafts

There's now extra data save added upon each map load to provide crash security and to minimize certain creature and item loss potential. Previously it was quite often the case that the pets and companions you were travelling with would disappear upon a crash. The same sort of crash related disappearence might also happen to the items you were transporting with a watercraft - including the watercraft. This sort of losses should be history now.
Crashes may naturally lose some progress in the game world, but all the creatures and items should stay intact and be available upon returning to post-crash UnReal World.
Finally, let us remind that force quitting seems to be the most usual type of unexpected UnReal World termination and this addition should not in the least to be taken as an encouragement for safer force quitting.

- balanced & fixed: weight of some clothes

Some were found too heavy, and a few were found too light.
The corrections go as follows (with old weight in parenthesis):

* Woollen tunic - now weighs 4.6 lbs (was 5)

* Nettle cloak - now weighs 2.6 lbs (was 6)
* Woollen cloak - now weighs 5.3 lbs (was 6.5)
* Fur cloak - now weighs 11.5 lbs (was 14)

* Woollen overcoat - now weighs 6.3 lbs (was 5.5)
* Fur overcoat - now weighs 13.5 lbs (was 15)

* Leather leggings - now weighs 6.3 lbs (was 2.9)
* Fur leggings - now weighs 7.4 lbs (was 3.5)

- fixed [rare condition]: all too frequent map maintenance with some old characters

- fixed [rare condition]: sages offering the old style teaching of new ritual for some migrated characters

- fixed: triggered traps sometimes appearing as readied and erect

- fixed [rare condition]: too fast melting of ice in the spring

- fixed: animals tied in place with a rope remaining tied even if the rope was destroyed (eg. by a fire)

- fixed [rare condition]: spiritworld related entries cluttering the data stack and causing misleading hoarding warnings

- fixed: animal pens in the villages appearing too close to the western border

The problem was that your dog might end up located in the village animal pen when entering the village from the west.

- fixed: BUTCHER_CONFIRMATION setup option not checking whether the carcass actually could be skinned

Now the confirmation, if enabled, is asked when applicable only if the carcass actually can be skinned.

- fixed: wounded adventurer quest sometimes generating too lightly wounded adventurers

This made the intended quest giver adventurers not speak about their hardships at all even though
the villagers would hint about it.

- fixed: milk from rams and bulls

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

March 25, 2018, 08:18:47 PM
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He was in my cabin! The following is a story of Ossi.

It was my first winter alone since I escaped from my Njerpez captors.  You see, I had cleared their camp earlier in the spring and used it as my homestead, remaking two of their buildings into my own cabin.  My homestead was then a central camp with my cabin and sauna with a pine mire to the north and east, all surrounded by spruce mire.  I had ringed my homestead and border of the spruce mire with a contiguous trap fence and staked trap pits.  In the months between then and mid-winter, I had explored and become friendly with local villagers: trading for many goods I needed, helping them with chores, traveling between regions, and even finding a bird thief. 

In those travels, I had encountered numerous Njerpez warriors wandering the forests, especially near my homestead.  More so even than I had ever heard of.  I had had numerous encounters, and almost perished a few times.  Because of this, I often wore my best armor and was armed as I traveled around the forests near my homestead.

One morning near mid-winter, I checked my trap fence and found a lone small wolf caught in a pit.  I killed, skinned, and butchered the animal, offering up a gift to the spirits for this bounty.  I set the meat to dry and tanned the fur.  I came back and picked up the rinsed winter wolf fur and took it into my cabin to finish at my table.  I had a decent fur at the end, was weary and moderately fatigued, and it was evening.  So I decided to add the fur to my sleeping pallet and rest.  I decided not to re-kindle the fire that night and was about to lay down on my furs against a cold winter night ...when I heard my door open

Confused, I was about to look to my door when I was hit from behind and felt something break in my thoraxI turned and I was being attacked by a Njerpez Warrior holding a mace! He was in my cabin!  He had apparently scaled my fence, snuck across my homestead, rushed into my cabin, and attacked me, all in the darkness of the night as I was finishing a fur.  I wasn't wearing armor and had no weapons, so I grabbed a handaxe nearby and fought the intruder.

I had little hope of succeeding against this enemy with my fatigue and wound, but I struck back against his blow to my shoulder and luckily hit him in the abdomen, which wound began to bleed.  I think he was shocked that his first strike didn't knock me unconscious and I was fighting back.  After that, I chopped my axe against his skull and he dropped dead.  I was stunned at my survival! 

I gathered my weapons quickly, searched my homestead in the darkness, and found this intruder was alone.  I was left with a major fracture in my thorax, a dead Njerpez next to my sleeping pallet, and bloody gore marring my peaceful cabin.  I felt as if my home was violated.  If there was only some way to secure my cabin or bar the door.  I don't feel as safe as I did before this invasion.  It is a blessing I was awake.  One more moment, and I would have lied down and the Njerpez warrior would have found me asleep.  I am truly lucky.


Note: In all my years of playing URW, I've never encountered so many solo Njerpez warriors in such a small geographical region.  They've given me a fairly steady stream of goods for trade.  But I've also never had a Njerpez invade my cabin directly.  I've found them in tiles adjacent to various characters' cabins, but this is the first time I've ever had this type of experience.  It scared me to death.  I was literally shaking by being surprised by a Njerpez in my own cabin.  I was sure my time invested into this character was about to be flushed down the tube, but was genuinely happy to survive.  I also wonder if it would be possible to bar a door in a building.  This would require the invader to break down the door with an axe to get in, but would give some defense against home invaders.

April 16, 2018, 10:45:35 AM
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Summary of the year 2017 added to development history section Summary of the year 2017 has been now added up to the development history section at the homepage.
Our development history section covers overview for each year since the release of UnReal World 1.00b in 1992.

Check it out here:
http://www.unrealworld.fi/urw_devhist.html

April 22, 2018, 05:24:59 PM
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Re: How to make all materials repairable? Inspired by Caethan's comment, I came up with recipes for repairing metal armor. These are for a lossy process, where you need more materials than the final weight of the gear. To me, this represents crude repairs that an amateur smith might make: cutting out damaged lames and lacing in better ones from other armor scraps, riveting good links of mail into a damaged piece, and crudely welding/riveting patches onto a helmet.

As far as I can tell, there's no way to specify a recipe where you take an item and then need to add wildcard items until the combined weight reaches some value. The URW engine obviously knows how to do that, because the existing Repair function does that, but that function isn't available to mods.

Code: [Select]
[SUBMENU_START:Clothing]
.Repair lamellar cuirass. "Lamellar Cuirass" [effort:2] [phys:arms,hands] *CARPENTRY* /3h/ %-70% |+1|
{Lamellar *} #16.5# [remove] 'Lamellar scraps'
{Leather *} #3# [remove] 'Leather scraps for backing'
{Knife} <Small Knife>
[NAME:Lamellar Cuirass]

.Repair lamellar long hauberk. "Hunting Horn" [effort:2] [phys:arms,hands] *CARPENTRY* /8h/ %-70% |+1|
{Lamellar *} #46# [remove] 'Lamellar scraps'
{Leather *} #8# [remove] 'Leather scraps for backing'
{Knife} <Small Knife>
[NAME:Lamellar Long Hauberk]
[TILEGFX:armour]
[TYPE:armour]
[WEIGHT:40]
[ARMOUR_MATERIAL:lamellar]
[ARMOUR_COVERAGE:long_hauberk]

.Repair mail hauberk. "Mail Hauberk" [effort:3] [phys:arms,hands] *CARPENTRY* /5h/ %-70% |+1|
{Mail *} #27.5# [remove] 'Mail scraps'
{Cloth} #2.5# [remove] 'Cloth for padding'
{Wrought Iron} #1# [remove]
{Knife} <Small Knife>
{Iron Hammer}
{Iron Tongs}
[NAME:Mail Hauberk]

.Repair iron helm. "Iron Helm" [effort:4] [phys:arms,hands] *CARPENTRY* /45/ %-70% |+1|
{Iron *} #3# [remove] 'Iron scraps'
{Wrought Iron} #1.5#  [remove]
{Charcoal}  #18# [remove] [ground]
{Iron Hammer}
{Iron Tongs}
{Forge} [ground]
{Anvil} [ground]
{Fire}
[NAME:Iron Helm]
[SUBMENU_END:Clothing]

April 23, 2018, 03:58:58 AM
1
First Mod: Seafood Hey all, I'm having a blast modding this game for myself. (Also I'm new to the forums in case I do something dumb.) I have a question and thought I'd share something I'm working on: adding seafood to the coasts. This was inspired by the bee hive mod that made me realize I could simulate a bunch of stuff as 'plants.' The thing I'm most proud of is realizing that the mussel symbiosis of rocky on sea terrain looks pretty cool: mussels litter the rocks along the coast.

Question: Does anyone know if there are different times of the year that ice freezes and unfreezes depending on whether you're in the northern, western, or southern/eastern part of the map? I don't want the seafood to pop up on ice, so I need to make sure most of them only 'sprout' once the ice melts. I tested it today in the north: month 5 was ice-free, month 4 was not. But is that how it works everywhere and each year?

Here's my mod so far:
Code: [Select]
 
.Oyster Bed.   [mushroom] (2)
[NAME:Oyster]
[TILEGFX:shr-ukkos]
[SIZE:M]
[SPROUT:1]
[MATURE:30]
[WITHER:5]
[CARB:20]
[FAT:0]
[PROTEIN:0]
[REGION:western southern eastern]
[TERRAIN:sea]
[SYMBIOSIS:shallow_water]
[POPULATION:20]
[FREQUENCY:50]
[COMMONNESS:1]
[HERB_KNOWN:all]

.Mussels.   [mushroom] (3)
[NAME:Mussel]
[TILEGFX:shr-blkear]
[SIZE:M]
[SPROUT:1]
[MATURE:30]
[WITHER:10]
[CARB:25]
[FAT:0]
[PROTEIN:0]
[REGION:western southern eastern]
[TERRAIN:sea]
[SYMBIOSIS:watery_soil]
[POPULATION:20]
[FREQUENCY:99]
[COMMONNESS:99]
[HERB_KNOWN:all]

.Clams.   [mushroom]
[NAME:Clam]
[TILEGFX:shr-bearpaw]
[SIZE:S]
[SPROUT:4]
[MATURE:10]
[WITHER:11]
[CARB:18]
[FAT:0]
[PROTEIN:0]
[REGION:western southern eastern]
[TERRAIN:sea]
[POPULATION:20]
[FREQUENCY:99]
[COMMONNESS:99]
[HERB_KNOWN:all]

.Crab.   [mushroom]
[NAME:Crab]
[TILEGFX:shr-noaidis]
[SIZE:L]
[SPROUT:3]
[MATURE:30]
[WITHER:9]
[CARB:23]
[FAT:0]
[PROTEIN:0]
[REGION:western southern eastern]
[TERRAIN:sea]
[POPULATION:1]
[FREQUENCY:5]
[COMMONNESS:10]
[HERB_KNOWN:all]

.Seaweed.   [berry] (3)
[NAME:Seaweed]
[TILEGFX:flo-nettle]
[SIZE:S]
[SPROUT:3]
[MATURE:2]
[WITHER:10]
[CARB:18]
[FAT:0]
[PROTEIN:0]
[REGION:western southern eastern]
[TERRAIN:sea]
[SYMBIOSIS:shallow_water]
[POPULATION:5]
[FREQUENCY:20]
[COMMONNESS:70]
[HERB_KNOWN:all]

.Northern Oyster Bed.   [mushroom] (2)
[NAME:Oyster]
[TILEGFX:shr-ukkos]
[SIZE:M]
[SPROUT:5]
[MATURE:30]
[WITHER:8]
[CARB:20]
[FAT:0]
[PROTEIN:0]
[REGION:northern]
[TERRAIN:sea]
[SYMBIOSIS:shallow_water]
[POPULATION:20]
[FREQUENCY:30]
[COMMONNESS:4]
[HERB_KNOWN:all]

.Northern Mussel.   [mushroom] (2)
[NAME:Mussel]
[TILEGFX:shr-blkear]
[SIZE:M]
[SPROUT:5]
[MATURE:30]
[WITHER:11]
[CARB:25]
[FAT:0]
[PROTEIN:0]
[REGION:northern]
[TERRAIN:sea]
[SYMBIOSIS:rocky]
[POPULATION:10]
[FREQUENCY:99]
[COMMONNESS:99]
[HERB_KNOWN:all]

.Northern Clam.   [mushroom]
[NAME:Clam]
[TILEGFX:shr-bearpaw]
[SIZE:S]
[SPROUT:5]
[MATURE:2]
[WITHER:9]
[CARB:18]
[FAT:0]
[PROTEIN:0]
[REGION:northern]
[TERRAIN:sea]
[POPULATION:2]
[FREQUENCY:20]
[COMMONNESS:5]
[HERB_KNOWN:all]

.Northern Crab.   [mushroom]
[NAME:Crab]
[TILEGFX:shr-noaidis]
[SIZE:L]
[SPROUT:6]
[MATURE:2]
[WITHER:8]
[CARB:23]
[FAT:0]
[PROTEIN:0]
[REGION:northern]
[TERRAIN:sea]
[POPULATION:1]
[FREQUENCY:5]
[COMMONNESS:10]
[HERB_KNOWN:all]

.Northern Seaweed.   [berry] (3)
[NAME:Seaweed]
[TILEGFX:flo-nettle]
[SIZE:S]
[SPROUT:6]
[MATURE:2]
[WITHER:9]
[CARB:18]
[FAT:0]
[PROTEIN:0]
[REGION:northern]
[TERRAIN:sea]
[SYMBIOSIS:shallow_water]
[POPULATION:4]
[FREQUENCY:20]
[COMMONNESS:70]
[HERB_KNOWN:all]

May 29, 2018, 07:20:12 AM
1
Tuning the spirits among interviews and heatwaves Heatwave has struck Finland, and has basically lasted for almost the whole may. While the light and warm summer days has effectively turned my focus to outdoors activities, it's been a bit exhausting as well. Only the nighttime has been somewhat tolerable for coding and of my nightly works the most worthy of mentioning are tweakings of how the spirits get angered or pleased depending on character's actions. There's room for tweaking there, and I've followed the related fair discussions on suggestions section. Most important thing probably is to reason how much different kind of animal kills affect to spirits mood change, but as the system is quite complicated I've also made some groundwork for spirits to actually tell the player why they might be so mad sometimes.

Then, an interesting opportunity to give a deep interview for Chinese gaming media came upon me. The article is now published and you can read it here:
http://www.chuapp.com/article/285323.html

It's in Chinese, so some of you gotta rely on computer translation, but images in the article alone are worth of checking out. Coming up with this took a good slice of my time this month, but I'm happy with it. The approach was fresh, and the questions were interesting and unique.

I wish I could have kept up more frequent update post pace this month, but apparently I failed. One things you should know though is that my plans are to wrap things up as soon as possible for a new release - to offer some essentials additions, and some bugfixes for your summer days.

It's pleasantly cold now so it's time to head to sauna. What else :

May 30, 2018, 09:40:28 PM
1
Version 3.51 released on Steam and for Lifetime Members Version 3.51 is now released on Steam and for Lifetime Members.

Here comes a minor but significant new patch before I'll start settling for summer holidays.

The additions in this version 3.51 mostly consist of balances, fixes and additions related to interacting with both the spirits and NPCs. Many small game hunters should be happy to know that for example the unreasonably harsh forest spirit mood changes are now toned down.

Find the full changelog below, here's UnReal World Steam page, and the version is also available for lifetimer members at the designated forums section.

I wish you all great adventures in both real and unreal worlds -
and nice and cosy summertime, if that happens to be your local season.

Cheers!


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

Version 3.51 (stable) changelog

** Saved characters from version 3.40-> are compatible with this version. **


- added: map of known areas (F6) remembering the toggleable settings to show or not to show cultural areas and map markers

This was once featured, but got broken somewhere along the way. The settings are remembered after exiting F6 map view and persist until toggled otherwise. The display for both cultural areas and map markers is on by default when the game is first started.

- added: ask NPCs to find quest related persons in villages

You can now ask villagers if certain quest related persons are around. This is done by automatically appearing chat options within the common greet dialog. For example:
"Is Sampsa around?" or "Where can I find Tornia?"
All the quest related persons, including the original quest giver, are covered within these chat options if you are aware of them.
There are some exceptions though; NPCs who are involved in quests themselves can't be asked for others whereabouts, but there are always enough common villagers around to assist you.
When it comes to finding quest related persons in other villages the chat options become available only when you are in the right village where the person can be actually found. This can be considered slightly gamey in our standards, but it is more helpful that way.

- adjusted: no more multiple villagers with same names

Possiblity of two NPCs having the same name within a single village has been removed. In seriously crowded clustered villages it is theoretically possible that villagers might run out of unique names, but real chances for that to happen are practically non-existent.

MIGRATION NOTICE: Within villages created in the previous version two persons with same names may still exists.

- added: dozens of new northern names

Due to aforementioned adjustment it was necessary to add lots and lots of new names for northern men and women.

- improved: NPC name randomization routines

NPC culture has more distinguishable influence to their given names. There's noticeable variation between the eastern and western names, but especially the current wider range of northern names now appear unique from rest of the world.

- added: light a torch with another torch

If you are already carrying a lit torch a new torch can be lit of it. This is done in normal fashion by [a]pplying the torch to be lit.

- balanced: forest spirit's attitude in regards to hunted animals - size and significance matters

When an animal is felled the forest spirit's mood change and need for compensation by sacrifices now depends on the size and significance of the animal. Previously almost all the killed animals were valued equally by the spirits which resulted in small game hunters often receiving unreasonable disgrace. Now it is far more tolerable to hunt smaller game and get along with only casual sacrifices every now and then.

- fixed: only one sacrifice allowed per day

If any kind of sacrifice to any spirit was performed even the different kind of sacrifices during the same day were considered excess. This was not intentional, and is now fixed back to normal:
You can perform multiple sacrifices on daily basis as long as they are targeted at different spirits, ie. forest or water spirit, or if the act of sacrificing is a part of unique spell.

- fixed: spoiled food items were seemingly accepted as sacrifices

Now it is foolish to try that sort of sacrifices.

- fixed: former companions never agreed to be hired again

Despite of their "maybe in the future" responses former companions did never reach proper status to be hired again. This is fixed now and companions can be rehired after a varying NPC dependant timespan from few months to full year.

MIGRATION NOTICE: Rehiring possibility timespan may appear glitchy as companionship date information was broken in the previous version. For most succesfull rehiring of former companions try it at villages that were visited long time ago.

- fixed: skinning young animals mistakenly gave adult animal size skins

Now skins obtained from young animals are more or less smaller depending on the cub/calf actual age and size.

- fixed: village items getting easily corrupt upon crash

Crash security improvements added in version 3.50 are hereby improved/fixed in regards to certain crash vulnerable village items.

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

June 17, 2018, 05:18:47 PM
1