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Version 3.70 (stable) released on Steam, Itch, and for lifetimers We're happy to announce that version 3.70 has reached the stable stage and is now released and available on Steam, Itch.Io and Lifetimers will find the release at the designated forum section.

If you were playing 3.70 beta versions, you should know that there's also new content added since the last beta. And if you weren't playing beta versions at all, then prepare to discover a lot. But first a little look at the key features with a few screenshots.

Key features of version 3.70

The key features of version 3.70 version deal with the moon and the moonlight, fibre processing with new textilecraft skill, snow penalty for all the creatures and snow crust, lots of new character portraits, tying equipment adjustments and additions, crafting fishing rods and hooks and usage of baits, option for metric units, and so on. The list of additions and fixes is long and you can find the full changelog at the bottom of this post.


Trudging through the deep snow the escaping elk tires itself easily while the hunter gliding with skis on snow crust travels easily.


There are lots of new character portraits added, and also an option to ask whereabouts of village water supply.


The autumn nights are already dark, but during full moon there's enough light for example to go fishing - with self-made fishing rod and hooks, that is.


Textilecraft in action. We have a new batch of harvested nettles retting in the water, and prepare to spin some yarn from earlier extracted nettle fibres.


Version 3.70 changelogs

First, here's changelog since the latest 3.70 beta version - new content to be aware of for those who have already been playing the beta versions.

3.70 (stable) changelog - new content since 3.70-beta 3

- added: whole lotta new portraits, and specific portait categories for old men and sages

A good bunch of new portraits have been added for kids, female and male characters. There are also two new portrait categories specifically for old men and sages. Portraits in these categories are exclusive for those type of NPCs and can't be associated with other NPCs nor chosen as a player character portrait.
MIGRATION NOTICE: NPCs generated in the previous versions continue to appear with their previously generated portraits.

- added: bowstrings as a separate functional part of a bow

Bowstrings are now featured as a craftable item of their own. Bowstrings wear out in use and thus need to be replaced every now and then. Crafting any bow now requires also a bowstring item, so you need to have a bowstring ready in order to make a functional bow.

* crafting a bowstring

Bowstrings can be crafted from [M]ake-menu under [W]eapons category. Bowstrings are made out of multiple strands of yarn twisted together, but also thin cordage can be used for a makeshift bowstring. Upon crafting a bowstring you can select the material, yarn or cord, to be used.
It's faster to make a bowstring from a cord and the required length is also far lesser, but bowstrings made out of cords are also always of lesser quality. Your textilecraft skill determines the success of making a bowstring. Due to item usage complexity bowstring crafting is hard-coded and not to be found in editable diy_*.txt file.

* bowstring breakage and replacement

Good quality bowstring can last up to thousand of shots or so. The lower the quality the faster the bowstring is prone to break. When the bowstring breaks a message is displayed and the bow gets described as "bow with no string". Naturally you can't shoot with such a bow anymore until a new bowstring is added.
You can check out condition of a bowstring in strung bows with inventory command. Upon selecting a bow to examine you will see how the bowstring looks like.
You can add a new bowstring to a bow with no string with [a]pply command. First apply the bowstring, and then select a bow to be strung with the string.

- added: [a]pply command can be used to remove hook from a fishing rod or to unstring a bow

Sometimes you want to remove the old fishhook or bowstring at will and it can be done with [a]pply command.
To remove a hook from a fishing rod [a]pply the fishing rod on dry land. The reason for doing it on dry land is that otherwise the fishing attempt will be initiated.
To remove a bowstring from a strung bow just [a]pply the bow anytime.
If you try to attach a fishhook or bowstring to fishing rod or bow that already carries those item parts you'll be notified of these new removal mechanics.

- added: spruce quick-bow - a simple craftable makeshift bow

Spruce quick-bow is the most simple and quick to make type of a bow. It's made out of a single branch that is cut from a standing spruce tree. It goes without saying that this type of bow is not a high performance weapon, but it is efficient enough for hunting squirrels and other small game.
Spruce quick-bow can be crafted from [M]ake menu "Weapons"-category. There's also SPRUCE QUICK-BOW game encyclopedia [F1] entry available for more information.

- removed: primitive bow and juniper bow - newly introduced spruce quick-bow replaces these.

- adjusted: villagers reclaiming heavy loads

Previously villagers would crowd endlessly around items they wanted to reclaim and restock if the load of whole stack was too heavy to pick up. Now they try to pick up such loads in smaller stacks, and if that should fail also they will eventually give up.

- added: craftable cords and ropes from yarn

You can now craft cords and ropes from yarn. These options can be fround from [M]ake menu under [T]ying equipment category.

- adjusted: cord and rope crafting requirements and applicable skill

Crafting any cord or rope now also requires a branch which is used as an aid for twisting the strands firmly together. The applicable skill for crafting yarn based cords and ropes is now textilecraft.

- changed: generic "cord" item name and quality

The generic craftable makeshift "cord" item which is made out of strips of clothing is now called "cloth cord" and its finished quality always remains on inferior side.

- updated: game encyclopedia [F1] entry for CORD and ROPE

- adjusted: "Set a net" now shows only tools in "Fishing" menu

- modding add: 'first word' value for [naming:] tag

Using 'first word' with [naming:] tag will get value of the first word of selected material/item name.
For example, material requirement and naming such as:
{Cord} [remove] [name:%s product] [naming:first word]
would result in finished item called 'yarn product' if 'yarn cord' was selected as the material, or 'linen product' if 'linen cord' was selected. And so on.

- adjusted: fatigue accumulation when moving by watercraft

Type of the vessel and implement used to move it now matters to how fatiguing it is to move by watercraft. In general it is more strenuous to move by raft than by punt. The implement used to move the vessel also matters. Shoving the watercraft ahead with sesta takes more effort than paddling.

- adjusted: companions pay more attention to closing doors

Companions now always try to close the doors they pass. This is to avoid them letting domestic animals, or warmth, to escape from your settlements.

- fixed: possibility of NPC portrait being the same as player character's portrait
- fixed: carried load unit (lb/kg) in statistics window not changing if system of measurement was changed during the gameplay
- fixed: sneaking while skiing on snow crust didn't reduce the speed
- fixed: dried cuts as fishing baits got used up in one single fishing attempt
- fixed: [nominlen] crafting tag not calculating tying equipment stacks properly
- fixed: NPC's excess bartered good might be distributed also to the village animals
- fixed: auto-shortening of tying equipment in crafting recipes not always reducing the weight accordingly
- fixed: boy NPC weights generated wrong and too low
- fixed: plants not burning in fire

Version 3.70 major changelog - since the first beta release

To view all the new content in version 3.70 the full changelog is here:
http://www.unrealworld.fi/370-changelog.txt

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Cheers, and happy adventures!

October 09, 2021, 09:47:24 PM
1
Season's Greetings The midwinter and holiday season is at hand!
It is time to send you our warmest Season's Greetings with a few moody photos from this very day.
Thank you for 2021 to those who already roam the UnReal World, and welcome into the Far North, all you new adventurers.


We have just passed the Winter Solstice on northern hemisphere, and the amount of daylight now slowly starts increasing. Otherwise the winter in Eastern Finland continues in decent -20 degrees celsius temperatures with delightful amount of snow. Sami (UnReal World creator) heads towards the real world in horizon.


Merry Christmas, Tree. This mighty spruce grows beside the village road, not very far from the development chambers.


Now let's survive the midwinter, and see you again in 2022!

December 22, 2021, 04:22:44 PM
1
Going with the flow Well, hi there everyone!
It's been a while, and time to cheer you up with a few pictures from the real world.
I visited Erkka the last weekend and we refreshed ourselves by going with the springtime flow.
The flow also lead us to playing and recording a piece of primitive music.
The song is well in the post-production phase in my devel... err... mixing chambers and will be released as a short music video showing more footage in the vein of these stills.
After a quite long pause in this kind of recreational primitive arts it was such a good flow that we found and followed.









May 12, 2022, 10:47:06 AM
1
Krutzel's Spirited Sprites
Spoiler: Original Post: • show

Hey y'all, I've been drawing sprites for this game for years, but never really released anything myself.
I contributed to Wickham's Graphical Enhancement Project back in the day, and have a few sprites in the base game now, and did all the sprites for Night's Character Designer. Still working on that one, once in a while.

Anyways, I decided to share some of what I have made up to now, currently I'm working on making animals and NPCs in 8 directional sprites, and I'm interested in what you guys think.

Also, I noticed "Galgana's creature sprites" has a few animals with w after the name, does that enable winter version sprites?

I will update when I have more to share, I hope to have a complete graphics pack one day. Enjoy!






Description:
Spirited Sprites is purely a graphical mod with focus on realism and esthetics.
A large portion of the pack is adding 8 directional sprites to the game, both NPCs and animals.
All animals are completely remade with 3d references, while NPCs are based on the original game sprites.

NB, you have to be logged in on the forums to download, links in the bottom of the post.

Installation and Use:
Unpack in truetile folder and overwrite all.
Alternatively unpack somewhere else, and copy over the files you want.
Copy over wanted files from Spirited Sprites Optional folder. Note the truegfx images need to be copied to the right folder.

Use "a-SS-summer.bat" and "a-SS-winter.bat" to change back and forth from snowcovered graphics.
Press F9 in game to update graphics.

Content and old changelog:
Spoiler: Content and changelog: • show



Content:




Changes has been made in released versions.

Old Preview Changelog:

ter-walls - added a few pixels length to support t-juctions.
ter-prepsoil - new tilled soil sprite.
ter-kotacamp - flipped to fit general lighting direction.
ter-ground - new ground sprite.
ter-gcmoss - new moss ground sprite.
ter-cellar - changed perspective to be top down.
ter-road - changed colors to fit new ground.
gui-horizon - new sprite.
it-skis - new sprite for 8 directional movement.
cur-facedirs - reduced size, as 8 dir. sprites make facing easy to read.
cur-pcdirs - same as above.
ter-firepla - Changed colors and contrast.
flo-heather - New sprite for heather. Shown as large patch, instead of small plant.
ter-ypine - new sprite, fits the spruce trees better in style.
ter-bunk - rotated to fit fallen direction east-west.
Dog changed to look like an Elkhund instead of a Buhund.Recolored reindeer sprite.
Started to convert animals to black outlines, as is looks a bit better when sprites are recolored in-game, and increases contrast between sprites. Not sure about this though..
Included wrong wall files. Fixed.
Minor changes to several sprites.

Old Changelog 1.2:
All animals are now included.
remofire - reused my old sprite from Wickhams G.P.
embers - new sprite to fit burt out fire.
suna stove - new sprite for greater difference between the two.
Pine tree, same as the tall version, but shortened. Included as default.
blood - new sprite, less saturated.
Bird tracks made by Galgana - for black grouse, hazel grouse, capercaillie, raven, eagle owl, goshawk and mallard. Thank you!
Tall spruce and completely new pine trees that fits the style better. (optional)
8 directional player characters in 8 directions. (optional)
Snowcovered boulder and evergreen trees. (optional)



Spirited Sprites 1.3.1:

Fixed typo in .bat file. Thank you paulkorotoon!

Npc - all npcs included, same ones as we know and love, now in 8 directional sprites.
Included .bat files as per suggestion of Galgana, to change between snowcovered trees and bloulder + hare winter fur.
Plants - Barley, nettle, sorrel and river reed - More pronounced outlines, and experimenting with multiple plants for plants where it makes sense to grow more dense.
Fire - New sprite in pixel art style.
tahtitaivas - Added northern lights to loading screen. (optional)
logo - added Spritited Sprites logo to main screen. (optional)






Terms of use:
The animal sprites are created by me, and you can use them for what ever you want.
Everything else (with a few exceptions) is derived from the game sprites, and can be used for what ever you want, as long as it is ONLY used to mod UnReal World. (As per the terms stated in truetile readme)
Feel free to contact me if in doubt.
Credits are appreciated, but not necessary.

Due to forum file size limitations, I had to part the zip file in 3. Alternative downloads:

Google Drive
OneDrive

NB, you have to be logged in on the forums to download from the underlying links.

February 18, 2023, 10:26:32 PM
1
Still forging the Blacksmith NPC code As announced earlier, we're working on a fundamental new addition of featuring blacksmith NPCs and possibility of ordering various iron goods from them.
Our hopes to have it all completed this month has proven slightly too optimistic, so the release will take place in April.
The good news is there's far more done, than still to be done. That is, if we manage to avoid time consuming sidetracking and spin-offing, as this is indeed an addition that can easily grow and expand with to-dos and ideas popping up here and there.

Let's continue with some dones and to-dos after a screenshot of a new NPC in town:


By now there's a solid groundwork done for the blacksmith NPCs;
- new NPCs tiles have been drawn
- blacksmith NPC generation is in effect
- blacksmith availability and their level of expertise among different cultures have been considered and in effect in the village generation
- chat options for talking about and ordering goods are set and working
- blacksmith item production works and ordered items get created
- chat options for asking about the ordered item and obtaining it when ready are working
- trading for the ordered item works

In a nutshell the process of ordering goods from a blacksmith goes like;
You talk with the blacksmith about the possible goods to order, and then confirm your choice.
Blacksmiths will give you an approximation of how long the item production will take, and you can ask about the remaining production time later on too.
When the item is ready you go to talk the blacksmith again and the trading for the item starts.

So you pay for the ordered goods when they are ready, not beforehand. This way you don't have to carry your wealth
around all the time, but can go fetch it when the time to trade for the ordered goods is at hand.
It's the usual trading system in use so you can try to offer offer whatever goods you want.
You can also ask beforehand what the blacksmith would like as a payment from your current inventory.

Time for another screenshot where some of these factors are seen in action;


Then, what still remains to be done is to;
- go through the item lists and consider what items blacksmith will produce, considering their culture and expertise.
- set production times, and few other variables, for the items they produce.
- check everything
- check everything again
- test everything
- repeat the previous
- fix, adjust and possibly rewrite something
- final adjustments
- release

Phew.... forging the forging code is a serious business, but we're getting there and it will be a blast!

Stay tuned.

March 28, 2023, 05:17:44 PM
1
[Outdated] [3.80] Community Mod BAC This is an old thread.

Next version is at
https://www.unrealworld.fi/forums/index.php?topic=7176.0

>>>
BAC is a community mega mod for Unreal World. It contains work from many contributors across many versions of Unreal World gong all the way back to Rain's amazing iron mod. There have been multiple caretakers and may be others in the future. Text files list various contributors.

Im doing the update for 3.80.


A fresh BAC thread to continue the updating for the current vanilla game. Each game update may cause "collision" by taking up base menu numbers or changing some mechanic.
3.72 vanilla did a much needed change on cordage types that needed an overall beyond my own time to due. Thanks to Armion and Rudy for doing the update then.
3.80 is added minor changes to how arrows can be made, which BAC already had in its own form, and adding a lumber option for a less than board piece of flat wood called "slat"

The first few posts are being reserved for later notes that tend to be needed.

As only the original creator of thread post #1 can adjust its attachments while it will initially be the current 3.80 BAC version you may need to check the end posts for any updates by anyone else.


June 09, 2023, 03:28:04 AM
1
Haft wear out and breakage mechanics continued As mentioned in the earlier post we're working on axe and spear haft breakage mechanics and re-hafting features.
To come up with separate spear and axe head and haft items was the easiest part of the process. And that's fully completed by now.
To add mechanics and features to combine head and hafts into fully working weapons, ie. hafting, was a bigger thing to accomplish but it's also done by now.

What's been more tricky was to add active wear out mechanics when these weapons are actually used in the game world.
Be it crafting, building or in the combat. But we've gotten there by now and your axe hafts will actually wear out when the axe is used.
And eventually, when severely worn out, they will break.
(This coding groundwork can be later on utilized for making edged weapons getting dull in use, so that feature is also one step closer now.)


Here's Olaus. He has been using his axe for a long time, and now upon felling yet another tree its worn haft breaks.

It was one thing to make the haft wear out mechanics work for player character, but we also needed to put in effect for NPCs. That wasn't a piece of cake, but it's done by now.
And that opens up an opportunity for variety of new incidents to take place. It's not likely, but theoritically possible, that one day a player character finds an old axe or spear head from the woods. Dropped and left there due to NPC activity.


Here's a bear fighting scene with a companion called Aimo.
Aimo's spear haft breaks at the critical moment, but he wisely proceeds to grab the fallen spear head.
If need be, spear heads can be used as sort of substitute for a weapon, although far less effectively than a proper spear.

These are future features - not yet functional in current version 3.83.

January 27, 2024, 05:01:18 PM
1
anything