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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.
...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
Re: Lucky Event... (sorry by size) Hah that was great! thanks for sharing! i tried it many times with animals.
August 20, 2019, 03:18:01 PM
Re: Lucky Event... (sorry by size) So nice to see one of the robbers getting their come upance. Remember when you sacked my earlier characters.

August 25, 2019, 08:38:47 PM
Bow Balance question Morning ladies


(actual questions highlighted)

I started getting into modding lately, and got nice results with simple stuff.
but even my "better stone axe", as i call it – because its basically a handaxe with inferior damage stats that cannot be crafted beyond rough quality without really good (iron) tools – needed quite a lot of time to try and twerk. But i finally managed it

(for those who are interested or want to put in their two cents – much appreciated:)
Spoiler: show
.Stone-axe-head. "Stone" [effort:3] [phys:arms,hands] *COMMON*    /4h/         
{Stone}   [remove]   
{Stone} [Ground] '+for grinding, chipping and sharpening'   

.Better Stone-axe. "Handaxe" [effort:3] [phys:arms,hands] *COMMON*    /3h/         %-35%
{Stone-axe-head}   [remove]   
{Slender trunk} [remove] 
{Rope} =3= [remove] 
{Fire} '+for piercing a hole for the head into the handle'
{Knife} <Small knife>

Because i really want every single item i create to fit in the game and not being OP, or make existing items redundant. For i believe that sami and erkka the Great know best how powerful an item should be, because they do know the full mechanics... may the the gods forgive me to nerf the vanilla javelin down one damage-point, to fit my stone-tipped spear in... :-\

Which leads me to some rather (at least for me)big questions...:

I have always been wondering about the bow-stats.
Apparently, the long bow is the best bow of all, if you just look at plain stats. Accuracy 7, damage 8.
Obviously, damage stats are transparent, as draw-weight of the bow is controlling it.

But there has to be more to it, something you cannot see about the properties of a bow.
I mean, the Northern bow does have the same AC value as a simble, primitive juniper bow, and worse than a short bow, which you can craft.
Nevertheless i believe that it is actually more accutate than the juniper stick.
I really dont want (developers) to deconstruct everything here, but its hard to balance self made items when you dont exactly know what the values actually resemble.
There are two hints in the encyclopedia:

Long Bow: "(...)amazing power and accuracy,but it takes years of training to become proficient in its use."
Northern Bow"(...)outstanding performance, and these bows are the finest and the fastest ones(...)"

1.1 What about accuracy?

I mean, ease of use has to be hidden in the items' properties, because both northern and long bow are hard to use but have different accuracy. 

Bowstats at a glance
Spoiler: show
                       Acc    Bl    EdPnt    Weight    Val    Val/lbs.    Comments

Northern Bow    5    0    0    8    3 lbs.    176    58,66    Cultural item of Northern tribes

Hunting Bow    5    0    0    7    4 lbs.    144    36    

Long Bow        7    0    0    8    4 lbs.    80    20    

Shortbow        6    0    0    6    2 lbs.    40    20    Can be crafted

Juniper Bow     5    0    0    6    2 lbs.    16    8    Can be crafted (called Primitive Bow)

Is Accuracy stat reciprocally proportional to the handling of a bow?
The outstanding crossbow stat(8) tells me: No.
I am definitely no expert, but i think a crossbow is much easier to handle than a long bow... and a recurve bow also needs training... or not?

1.2 What about "speed"(referring to the description of the Northern bow)?

Has anyone experienced differences in shooting speed of different bows, besides the crossbow, which actually has a shown reload-time?

1.3 What about the actual inflicted damage output considering bow and arrow damage?

Can i control that as well by twerking the Arrow-damage stat?
For example, if i want to make a less powerful arrow, and i set its damage to 5, is the bow overwriting that with its own damage?
My speculation would be that the outcome is some kind of combination math here... at least that's what i expect.
But is there any method of estimating the damage output of a modified arrow...? 

Much thanks for Answering that stuff. It would really help me to understand which "model" items i can use to get the desired stats and properties in the self .modded. one.

February 18, 2020, 01:56:20 PM
Re: Njerpez Intelligence Firstly, it's a good policy to pinpoint a suggestion or two rather than post lists. That way it's easier to find, read and discuss these things.

My humble suggestions are as follows:
1. Slightly increase the rate at which Njerp camps spawn. I have never seen one in years of playing other than the ones on my escaped slave playthroughs. This is coming from someone who lives almost exclusively outside of cultural borders and in the east every single game.

To adjust these things lots of feedback from many players is required. The war camp spawning has been toned down quite a bit from what it was, but it still happens. I don’t know how many games you’ve had with no war camps around, but I’d rather first investigate savegames to see if there are war camps that just haven’t been spotted yet. (Feel free to send a long-time character and I’ll check.)

2. Have the camps send out patrols of multiple Njerps, possibly even with dogs.

Njerpez with a dog is happening already. Multiple patrolling Njerpez have been suggested before also so we might actually see about adding that. I’ll consider.

3. These patrols should be able to track the player and other NPCs if they come too close to a Njerp camp.

Having NPCs, Njerpez or others, to actively track down player character if need be would be nice  feature in many ways. It’s something we’d surely like to feature, and having the hostile NPCs utilize it would make a great difference to many in-game situations.

4. Possibly even make it so that Njerpez camps come in sizes, with the biggest camps sending out larger patrols for longer distances.

Proper Njerpez war raids with detailed generation of all the required elements is a thing that we have cherished behind the scenes every now and then. This would be a biggie to add, but I’m pretty sure somewhere in the future we’ll dedicate a lot of time just to tone the Njerpez and their raids. When it happens it should be manifested in many different quests too.

5. Make it so that when the player goes to sleep while travelling with companions, you can ask one of those companions to keep a watch in the night to look for enemies.

Hmm. “Keep guard” companion command could be very useful even if it wasn’t the Njerpez in question. You immediately start to think that the guy who stayed awake all night wouldn’t be that much of a travelling companion the next day. That had to be taken into account if this gets featured, but it’s very interesting idea indeed.

6. Njerpez and/or robber raids on villages would also be a cool feature, but we'd need some way for villages to regrow or the Unreal World would become depopulated very quickly.

Njerpez can attack villages already. It’s not very organized raid, but it can happen and the results tend to be bloody. These things doesn’t happen so often that global population is at peril.

7. Last but not least, make it so that enemies don't de-aggro or fall asleep during fights. It doesn't happen often, and I've mostly seen it from Njerpez, but it is a weird and sometimes very funny glitch.

This isn’t an intended feature, so please report it as a bug if you ever encounter it again.
Good policy would be to save right after it happens and send the savegame over to me.

April 28, 2020, 03:59:32 PM
Suggestion reply marathon | Oct 2019 - Mar 2020 Suggestion reply marathon - Oct 2019 - Mar 2020

This marathon thread is a compilation of suggestions and replies to them from six from month period of October 2019 to March 2020.
Each reply can be also found in their respective forums threads. By the time the marathon was done around 15% of new suggested things were already featured in the game. Naturally some of these things will never end up in the game but replies are given nevertheless and thus the development roadmap hopefully grows clearer.
After these replies my time to continue ponderings on these very subjects rarely continues, but the topics stay open and discussion can naturally go on till the end of time.

Here we go...

Changing maximum lengh of thread/cord/... possible in recipes to 16 bits

There are a few cases where you'd really want quite substantial lengths of material when crafting items. Currently this affects mods only, but once those kinds of crafting recipes make it into the game itself they may cause issues.
As indicated, it's not urgent, but something that may become an issue in the future.

No issues in sight. Then one just selects multiple lesser-than-required length tying equipment. Eg. if 1500 ft of cord is needed you can use a stack of 100 * 15 ft cords.

Making location of bird thief quest traps a little bit easier

The Bird Thief quest can be a real pain when the target area is coniferous, as visibility is poor to start with, and there's a significant risk of the traps being obscured for the player by trees on top of that. The description talks about human footprints, so it would make sense to actually have human footprints in the area, similar to how the Wounded Adventurer quest has animal footprints (but the human wouldn't remain in the area, obviously).

I like the idea of footprint possibility. That would make sense indeed. Should this get added at some point the footprints visibility would naturally also depend on terrain, elements and character's tracking skill.


Firstly, it's a good policy to pinpoint a suggestion or two rather than post lists. That way it's easier to find, read and discuss these things.

Have all items on your animals be available in the trade screen.

Would surely be handy with tons of items on tons of animals but as this is an interface limitation getting to tweak it now is way too costly compared to the importance.

An auto-pause when spotting wild animals. If not having an auto-pause is a feature to make stalking pray harder, then I understand.

There's an auto-pause when spending time in one location. When moving about I feel this isn't needed.

Multi-select in the action menu. My use case would be to unleash/tie all or some animals at a time, equip ski stick/skis/paddle (my courtyard is only accessible through water or a gauntlet of traps).

I see the point, but unfortunately the internal design limits things like from being easily adjusted. As it's a matter of playstyle how much keyboard jockeying we all have to do on game-daily basis this also feels very costly compared to importance.

Ask which target to attack when multiple beings are standing on a tile. Additionally have the attack repeat function (key: 3) remember who you last attacked and keep attacking them for each successive attack.

That target selection is done. I feel it's best to keep attack repeat target selectable as sometimes we want to repeat the same good attack at different nearby targets. It's hard to say which is the most common attack-repeat usage for the majority of players, but I don't recall anybody suggesting a different functionality earlier.

Allow non-weapons to be thrown when both hands are wielding something. My use case is throwing bait on traps. Currently I either drop bait and push it on a trap or un-equip one hand and throw the bait.

Neat and simple idea. Will browse the throwing code and consider. This could be implemented so that such throwing would be always allowed in non-attack manner, ie. if the target isn't a creature. Then you could also toss a branch into the fire with equipped hands etc.

Crossbows should not require the 2nd hand slot to hold an arrow. Crossbow items if loaded should say what type of arrow is loaded in its name and you should be able to use the action menu (or some other way) to unload/reload them . Once loaded you should be able to swap an unloaded crossbow with a loaded one from your inventory.

Two slots occupied reflects the fact that proper crossbow usage needs two hands, and carrying loaded crossbow is simply a risk one wouldn't take. Hold it carelessly with one hand and you might easily fire it while running or moving about. (As an interesting trivia, ancient Finns had very unique way of shooting with crossbows holding it at about the hip height. It's quite slow and delicate process to start with.)

Have a repeat the exact last crafting recipe key. My use case is smoking/drying/roasting batches of 19 per cord or 10 for roasting. Preferably it would be press shift-r, a list of what you are about to craft shows up in the message log and then press space to confirm crafting.

I see the point, and we try to ease keyboard jockeying every now and then little by little. This would be biggie, and trickier than it seems at first. Can't say much more about this right now, have to consider carefully.

In the eating screen remember what you last ate and have it automatically selected.

It should work like that already.

Separate talk/command to shift-c for talking to people and something else for ordering/interacting with your pets. Unless all my dogs are visible to me, the chat selection is bogged down by all the names of dogs not visible to me.

It's very likely that we get into separating chat from commanding in the near future. How it works now is very clumsy even if you weren't a dog hoarder.

Digging holes should be a resumable task. If you stop digging you lose all your progress and the dirt you dug out magically goes back in the unfinished hole.

This is done already.

Have items of the same exact type and weight stack with ones already packed on animals instead of making a separate entry.

That's how it should work alrady. Big stacks may break the rule, though. I'd have to check the case individually to get a better idea.

Have animals/pets have the same unique item limit that a player has. Currently animals have a ~20 unique item limit and you’ll receive a “Burden of x is too much for “animal name” to carry!” despite having weight/load capacity left.

We've imagined pack animals being used for carrying carefully selected items. Some slender trunks and bags of rye, maybe dozen of furs, and pile of meat. I'm aware that if they are used as walking general stores the limit is hit. However, expanding animal data is bound to take place somewhere in the future, but needs to be linked with other animal structure related overhauls.  The actual timing can't be predicted.

When walking over items you’ll see two different font colors, blue if there’s a single item and black if there’s multiple ones. Please use one font color (blue or something else) for both cases so that it is easier to distinguish items on the ground from other things.

It's been like this forever with no alternate suggestions heard out loud so in that sense it's better not to touch it.

Making Clothing

Shouldn't making fur and leather clothing be Hideworking instead of Common?

Clothmaking is very simplified, and we've been thinking of completely new "clothmaking" skill along with some complexity to the process, but these things have delayed and delayed. Generic clothmaking/tailoring skill is also debatable add as technically textilecraft is again very different from leatherworking. And one can also be excellent fur tanner but a lousy clothmaker - so having the both under hideworking have felt tricky too.  I guess because of all this hesitation a proper move hasn't been made.

But yes, fur and leather clothmaking could be made prone to hideworking. (Harnmaster, my all-time favourite inspirational rpg system, has it like that too.) And we could then feature textilecraft later on. We'll consider. It requires adding some additional complexity before the mere change feels justified, though.


Goats are hardy breeds, producing fur, meat and milk.
They are also cheaper, more self reliant and judging by these reports was introduced in the Stone Age never mind Iron Age Finland!

Yes, goats would fit in the game world nicely. One decent thing to consider among so many others.

ft of Cord

Instead of having a separate length of cord why not make them all 1ft? The item would then be called "ft of Cord" and the length would be in the quantity.

Doesn't feel like a reasonable adjustment - especially just so shortly after long-awaited measure of length system has been built up.


So, it takes 3 500lbs logs to make an 80lbs raft?
Perhaps slender logs should be used instead? In real life I wouldn't  fell 3 full sized trees for a simple raft - I'd fell smaller trees anyways.

Raft weight shall be fixed. It's indeed way too low,  80 pounds currently.
Numerous raft related additions are also being planned, for example small raft from slender trunks.
Also, rowing the raft should be way slower than going with a punt. Moving a heavy raft with paddle should be both slow and quite a bit exhausting as well.

Physician skill healing party members

I was thinking, instead of letting party members heal automatically maybe u would need the physician skill? Then ppl would need to choose if they want to make themselves a beefy character or if they boost their physician skill and aim to get help from others, perhaps?

It's not good to make NPCs completely dependant on character's physician skill - they have it also in their own skills galore. But importance of character's physician skills is already featured to some extent as you can use it to treat bleeding wounds of your companions. Some of these can be the kind of wounds which NPCs don't always necessarily manage to stop by themselves. Other physician processes could be also extended to allow treating NPCs (and pets), and that would be interesting indeed.

A Few Ideas: Agricultural help, Snake fangs and more…

Firstly, it's a good policy to pinpoint a suggestion or two rather than post lists. That way it's easier to find, read and discuss these things.

Agricultural help from companions. I recently was harvesting my herb patches and I had a companion. As I cut down the nettles, I wished I could ask him to either thresh the plants behind me or pick them up for me.

Yep. The ways that companions can help out the player character need to keep increasing. And this surely should be included.

Putting branches in an ice hole to help delay refreezing.

This would be an interesting trivial addition. It immediately comes to mind where to find data about how much this should delay the freezing.

Player characters shouldn't start with perfect knowledge of traps.

Agreed. And player characters shouldn't start with perfect knowledge of all the other crafts and constructions either. It would suit the game world perfectly is if things needed to be learned gradually and in more culturally dependant fashion.

Snakes should drop fangs/teeth. Maybe could be a spell component. A Sage request item?

Would be nice little detail, among many others. We'll see if a proper in-game context comes in our way at some point.

Trading with different types of people should mean what items you trade with should have different values.

Yep. This is the trading direction we'll turn to at some point. The timing can't be predicted, though. It needs detailed planning and some unhurried time to concentrate on trading as a whole.

Traps should be nerfed

I've been playing for years now and the big thing I've noticed is how incredibly easy the game becomes after setting up a single trap-fence. Usually on the border of a open mire and a coniferous forest or coniferous mire. Or by just keeping a trap-fence around my settlement I often have an elk or reindeer diving straight into one of my traps once every two months.

It's quite dangerous to go adjusting the traps as whole based on only few character's playstyle. Trapping is also frustratingly difficult to some at some times. I'd really need to see the trap-setting you have found all-too-easy, and then see what is actually the thing to tweak.
For example, if settlements are surrounded by trap-fences and huge trap complexes that costantly seem to get catch we should better make certain animals more scared of human presence, or human activity, rather than to adjust trap effectiveness.

I find the trapping system working quite nicely, but I'm quite moderate and traditional trapper in the game. So, I could first have look at people's trapping-sites from savegames if you find them unjustly fruitful.

Difficulty Scaling

I believe the game would benefit from adding difficulty options during character creation. What I suggest are things that affect the entire game world such as animal spawn rates, bandit spawns, average item quality in villages, average temperature and so on. All of which intended to make the game harder only.

Difficulty levels such as these isn't my cup of tea. To me this would mean a whole different approach to the whole game design. I'd rather tweak the game mechanics and add content to feature more of that desired difficulty, and allow playstyle choices to affect how harsh and risky character's life will be.

Field dress/quarter big game

Option to field dress or quarter game. It might make the difference in weight reduction to be able to pick or pack carcasses and transport back to a preferred processing location.

Would be a reasonable addition, and working on this would also turn focus to maybe adding organs and blood too. We'll consider.
Heavy carcasses, big elks and such, would probably still remain a burden to transport as field dressing on average reduces the living weight by 30% or so.

[naming: last word] functionality extension

I propose a small extension that could greatly improve customisation and simplify many mod recipes I've seen.
In addition to "last word",  it should be possible to use integer values:
"n" : get the value of the nth word
In a similar fashion,  as it happens in python lists:
"-n" : get the value of the nth last word

Hmm. Gotta check the code and consider. It may seem simple and quick thing to add on the outisde, but as the game hasn't been designed for modding things can be quite a mess in the inside.


Instead of just gathering common rocks in order to form arrows, why not craft arrowheads from stone/rock. It would be interesting to do flintnapping, or to carve arrowheads from bone and antlers.

Iron arrowheads could be a trade item, too, instead of completed Superior arrows. It would feel great to trade for some Superior iron arrowheads and form my own arrows.

I'm all in for making archery related stuff more detailed. It's currently all too easy to make deadly arrows from generic branches and rocks.

Flint isn't commonly found, but arrowheads from bone and other rocks would do. Also, acquiring arrowsheads by trading is a thing that I'm in for.

I could spend lots and lots of time for some archery gear overhauls. We'll see what happens at what point.

Name of animal on Animal commands

Can we get the name of the animal on the Animal commands.
I have attachted an example.

Yes, that would help owners of many animals to be sure the right one got commanded. Simple addition, we'll put it to effect.

Choosing target for attack if they're occupying a single tile

A simple menu: "Attack which target?" please!

Just letting you all know that this feature is coming up.

More Tracking info

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.

This is coming up. Both limping and animal size info will be added to tracking description.

End of part 1/3. Read on ...

April 28, 2020, 04:22:57 PM
Re: Suggestion reply marathon | Oct 2019 - Mar 2020 | part 1/3 Suggestion reply marathon - Oct 2019 - Mar 2020 | part 3/3

Crafting leather harnesses?

I was looking at a bunch of leather I've got for which I presently have no use and it occurred to me that these beasts of burden, cow and deer, could require harnesses and packs in order to carry loads. I suppose that would fall under hide working skill. What do you think?

I don’t feel this is that important. Surely some would enjoy the immersion of it, and maybe the micro-management too, but carrying in the game is very simplified – with humans too. There are many domestic animal related things to do that have a higher priority.

Snowstorms and Blizzards

UnReal World should have periods of severe weather to make winter properly dangerous and scary. Blizzards with their high winds would make freezing temperatures much worse and turn layers of clothes into more of a necessity.

Yep. Weather conditions and the effects could be improved endlessly. We’ve got these, and others, in our plans.

eye kick & behaviour of aggressive forester upon knocking out aggressor

My suggestions are:

1. Remove the chance of 'eye kick' completely.
a. Size of feet vs size of eye socket: it's just near-impossible to kick someone in the eye, especially in the heat of battle.
b. Position of a foot in space vs position of eyes in space: there's about 2 mt vertical space in between. I won't just stand there while the kicker adjusts his flying kick perfectly (not in a full suit with a masterwork shield, which I am actively using every counter-move).

People already pointed out in the thread that the foot (or a big weapon for example) doesn’t have to enter exactly in the eye opening eg. in the helmet to cause damage to the eye area. Also, as the hits land around combatants bodies it doesn’t happen so that the both stay still and erect. It’s imagined that some moving is happening, your head may come down as you move about, it doesn’t have to be a high kick. Kicks to head are not something that NPCs actively try to do, they are things that may happen in the heat of the combat.

2. In the unlikely event a FA manages to knock out the aggressor:
a. He should either kill the aggressor, or
b. At least fully take all weapons initially, and probably everything useful in battle thereafter such as the shield. You might think "perhaps he was already unarming you?". It is true I do not know how much time passed (and maybe he was in the process of doing so) however when I came to, there were zero removed weapons therefore I think he just stood there doing nothing. He was on the same tile.

NPCs decide individually, and based on the events, what they do to downed enemy. They can decide to kill them, they can decide to spare them, they can decide to take the weapons and toss the guy away. You have to go through more defeats to see how it actually works. Here it’s also very likely that you were blacked out for a tiny moment, as there was no NPC move to be seen.
Of course it would be great to add more “after defeat” actions for NPCs, but they need to be though over based on more than one case example.


It would be interesting if the areas of low elevation collected water after rains and the shores of the rivers changed. It would be dangerous to build your shelter too close to the river if it was raining a lot, you'd have to build on higher ground.

Spring flooding is usual phenomena in Finland too, and rainstorm related flooding could occur as well. These would be interesting but would require lots of work to implement as water flowing had to be modelled in detail. Maybe we can think this after we (some day) manage to get the rivers really flowing so that it will have in-game effect.

Full screen map with toggleable information on it - remove classic info boxes

Nowadays many people use large displays, even 30+ inches. Unreal World uses a cluttered screen wasting a lot of space that can be used for seeing the map. Maybe it's time to have a map like in the first attachement or the link below? With on screen information and boxes you can toggle on and off?

Yes we should update to modern resolutions, and it's mandatory at some point, but that's full rewrite of the graphics engine then.
To come up with good time lasting design it's six months of planning and at least another six for creating, and additional three for testing and putting things together.

When do we take that sort of graphics break, I don't know.

Use of full available resolution for the game is of course preferred, but it's debatable if that means using all the screen for map by default.

Boatmen and fishermen

I think it would be interesting if you could run into fishermen and other such boat-goers when travelling by boat/raft in larger water areas (the sea, lakes) in the same way that you can run into traders and hunters on land.

This would be interesting, and I’d love to have things like this in effect some day. We’ll surely consider, but can’t predict when the time might be right for this.

please add the ability to dig a water well

I feel the ability to dig a water well is the next single huge improvement that can be added..

I’ve always felt it’s more period accurate that settlements are most often built near natural waters. I also feel that’s more the way I want things to be, but there’s archeological evidence of iron-age wells having existed too. If this was featured it had to be a thing that doesn’t succeed magically every time, but you really would have find the ground waters.
What I’d like to add first would be springs. With springs you could then build wilderness settlements near these marvelous natural water supplies.
But yes, we’ll consider the wells, but can’t predict when the time is right for it.

Spiky Fences and Fence Gates

Spiky fences would be perfect for home defence. They could serve as traps as well (unwitting animals impale themselves on the fence while trying to climb over)?

In order to access the other side of a spiky fence, you need to build a fence gate onto an existing fence. This gate can be opened and closed like a door.

Fence gate is in the game now, but about spiky fences I’m not sure at all. It doesn’t feel proper, or period accurate. The danger of eg. wild animal is and should be always there – it’s essential part of the world. There are enough reasonable means to protect eg. your domestic animals already. Watchdogs or even bringing the animals inside for the night.

Wear and Tear and Protection

It seems with the more recent releases that clothes don't degrade fast enough when damaged in combat.  I haven't really had to repair any of my current characters clothing, aside from his shoes.  Birch bark shoes seem to fall apart pretty quick but other than that footwear doesn't seem to degrade fast either, but footwear still degrades faster than the rest of my current characters armor who engages in combat pretty often.  I suggest that this be bumped up a bit, particularly for linen/nettle items.

You would have to define better what is fast enough ie. how you see things having changed lately. And what kind of and what quality clothes, and what kind of injuries you’ve experienced. This feels more like an individual hunch, and we’d really have to examine the character’s conditions in detail to come up with any concrete conclusion. What has been done in recent releases to armour/cloth degrade, is this in version 3.60 and I still find it working in intended fashion.

Code: [Select]
- tweaked: armour and cloth quality having greater impact on their durability

         As a rule of thumb high quality items are more durable, and low quality items wear out faster
         in use. This is already seen with wear out rate of eg. weapons and tools. Now the quality based
         durability is extended to cover all the armous and clothes. You can expect rough armours
         to wear out faster in combat, and fine shoes to last longer on your journeys, and so on.

Make stat/skill increases based on longevity, not on tutorial

I think the tutorial is good for handing out free stuff to new players, but I'd rather see the stat increase happen on your first anniversary or something so that the tutorial isn't something you feel like you have to do if you want to give your character every chance to be awesome. As it is, I just discard any free stuff the game gives me, but that just feels unpleasant.

Game-course completion options are indeed gamey, and we’ll rid of them at some point – leaving only one reals tutorial like course.
Stat increase has been discussed at times, and in theory it that could be added but it had to be based on actual usage of the ability and happen very slowly. We think the stats more like innate qualities  of the character and every character shouldn’t  ever reach max. stats. This brings up a question “But you get stronger by doing physical work!”, and yes you do, but this is already featured by skill increase. The skill increase for example in bow or swords of course requires appropriate muscles to get stronger too. Now it doesn’t reflect in the game with strength attribute increase but strength is very general term. Is it the strength in your back muscles, legs, shoulders?  Sword and bow require different strength, as does the timbercraft and hideworking. The same goes for many attributes.
Are you agile to dodge or agile to climb trees? Base agility helps in both but to train dodging trains different kind of agility than climbing. So the attributes are more like a generic overall starting point on which you build the physical skills – and the skill increase reflects what you’ve learned and what your body has adapted to. In that sense attribute increase hasn’t ever felt too necessary but if it was added it had to be very, very slow.


Playing for a long time I noticed that it is much more profitable to eat 3 dried meats than to eat a pan of meat soup with peas and nettles. I think this is not a very good balance, but there is practically no sense in berries. I would like to see something like avitaminosis  .This may resemble starvation, which depends on the last time you ate berries or other food.

Yes, many effects of poor diet could added, and many nutrition related things improved. This has been brought up every now and but so far we haven’t got it happening. To feature diet effects in satisfying way would be quite an overhaul to nutrition code so maybe the burden of re-planning has kept it away from the table all these years.  Should be added surely, but I don’t know when.

Some cooking and modding improvements?

On the cooking recipe requirement check, can you also add "pot available" as second item either in inventory or 'nearby' in the the valid recipes? Of course, only as long as the pot is empty.

“Pot available” as second item? I’m not sure if I get this right.
It would be convenient if ground items (nearby) could be always checked but their intenal handling is different from character’s inventory so we have mechanics limitation here. It’s an intention to overcome at some point, but don’t know when there’s time for that.

On similar note (I'm aware there's mod for it already), dried meat and fish has been used in cooking since ancient times. Is that something you think will be in vanilla at some point?

Yep, I’d like to feature dried meat/fish usage in recipes, and then also to get rid of dried meat/fish eating on their own (without soaking first, or then chewing slowly and carefully). Recipes can be suggested.

Third, is it viable to use water containers for Hideworking from ground/nearby similar to lakes, rivers, sea, swamps, bogs, marshes? Penalty goes up for smaller characters tanning bear and elk skins doubly for holding skin AND water container.

See the first reply. It’s internal mechanics limitation, hopefully to be dealt with at some point.

On the trail

One thing I’ve not seen in the wilderness is ski tracks. I’m not sure how simple it is to model NPC hunters and adventurers to ski around, given their tendency to circle and wander around.

We’ll first have to give NPCs an ability ski and then think about the tracks. NPCs don’t ski currently. Both would naturally fit to the game world perfectly, and ’m sure will this coming alive at some point.

Cattle Pulled Sled

A simply made sled, I'm thinking boards as the main component, could be used to haul items over land. Animals like cattle and reindeer could be leashes to the sled and be made to pull it.

Yes. These plans do exist in our roadmap. When it happens the sleds can be pulled by the player character too.

Village Food Status and Charity (both ways)

This brought me to a new idea that villagers' food stocks could naturally fluctuate and lead to different relationships or even "mini quests" in the process.

If the village has plenty of food and the PC is starving and has a decent relationship with the village, how about some occasional offers of food to the PC when they chat with villagers? Or increased chance of chores quest being offered to give PC trading credit?

On the reverse side, if the village is doing poorly ("bad hunting" or "crops failed this summer") perhaps there could be an opportunity for the PC to earn status/gratitude/friends by gifting some of their food supplies? Some of my long termers have pretty astronomical amounts of food hoarded and it would be nice to have a social purpose for it.

Yep, this would suit the game nicely. One thing that it requires would be to track and generate village resources in more detail, and that leans heavily towards accomplishing village and society simulation. It’s been discussed before that our time and interest is limited to go into that direction too heavily, but to some extent yes.
Charity, or actually generosity, can be witnessed already to some extent as characters with good reputation may be asked for lower prices. But just asking and offering food could be added – again.
See, we’ve had asking for food in action back in the day. Villagers did decide individually if they would hand out some food. This was often exploited as players could toss away their carried food, starve a little, and then run around villages asking for food. But now if this was linked to reputation it would work in better fashion.

Separate control access for dogs&followers

With dogs and or followers in tow, visiting villages and settlements can be bit tedious when [C]hat defaults to animal/follower and not chat.
So I suggest to move to dog (& follower) commands to ‘!’ From ‘C’ (as ‘c’ is close, and ^c is Cooking)
Logic here would be to command the others vs chat with your dog to Come, Doggo Come!; when you don’t even see the beast.

This has bothered me too many times, and been suggested earlier also. It’s likely that we’ll separate chat and commands in relatively near future. Been thinking about the actual command key and ‘!’ feels quite intuitive, although it would always be best to find a way to utilize existing commands and conditions. But the current system is indeed burdensome.

Also when visible, but out of conversation range, I need to turn away: not to see the dog, to be able to call it to come closer. Otherwise I get prompted “you get no response, get closer”

This could be solved easily by having “Come  here “ as all-time and not visibility based dog command. Wouldn’t hurt anyone’s playstyle either, so I guess we’ll put it in effect.

Alternative quest reward.

So my character received a find herbs, burdock, for old man quest. My herb lores not great and I don't recognize it. This got me thinking. If I was actually there I would ask what burdock looked like where it likes to grow? So I suggest the following. On gather herb quest the old men should also say something like it grows in fields or it likes river banks. I don't want a quest area circle just terrain preference. Second I think they " show" you what it looks like so you at least have a 1 out of 2 or 3 chance of recognizing out it in the field.

Hmm. The way I see it with quests is that not every character is able to do them all - and there's nothing wrong if they therefore have to abandon some quests right away.
This is different from (quite general) viewpoint where there should be options and aids to allow every character complete every quest.
There's character's dialog lines within this quest such as:
"Unfortunately I'm not familiar with the plants around here."
...and other ways to be fair with the sage about being weak with herblore. If that's the case, those lines can be used.

If I was to add character's dialog line such as "Could you describe this plant and tell me where it grows?" I'd be sure also to add sage's response "Well, if that's the level of your expertise in this matter then I have no use for herb pickers such as yourself." That's how I'd imagine those sages to act. Wanting help from somebody who really can help.


When it comes herb knowledge as a reward that’s something we could consider. I guess you can already get skill knowledge rewards from NPCs including herblore too, so the results of learning new properties that way exists. (Unless I remember wrong about herblore being part of skill knowledge rewards) But having plant properties revealed right away would be a new approach.
Takes some pondering to think about convenient way to handle this, but there are many options.
It’s been suggested before that you could manually ask sages about certain plant properties so the reward could be “Thanks, and now if you’re ever in need of plant identification just come ask”.
Many possbilities. We’ll see where it goes.


Ask for location of village well

Would be quite simple addition, we’ll consider and likely add it up soon. I don’t consider those little village puddles always being wells, so the question will probably end up to be something like “Where’s your water supply?”.

The End.

April 28, 2020, 04:50:36 PM
[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
How to build a sniper How to build a sniper
I am trying to build a sniper
Outside of winter, if you don’t need to keep warm, you can reduce the load to a very low level.
Because it only needs to be equipped with blunt weapon protection (bear hunting) and sharp weapon protection (hunter)
Do not consider close contact with humans
Should I use a longbow or a crossbow or a heavy crossbow?
I plan to sniper at a long distance. If I use a bleeding arrow, I just need to hit the body
No need for continuous attack, easy to escape
Long-range sniping is safe
Will night affect the field of vision of npc? Seems to be
I once built a warrior using masterwork battlesword
He is strong and powerful, but he must wear a lot of protective equipment to deal with different types of damage. Although he can execute an enemy in a short time or make an enemy with head protection fall to the ground, occasionally he will get serious injuries and must be prolonged. The recovery, which affected the hunting efficiency. It's funny to use him to hunt animals, because I need to use a bow, but the penalty is too high, and it's troublesome to change equipment frequently
I think a long-range sniper can meet the requirements of hunting animals and hunting humans at the same time
Bleeding Arrows can be obtained from merchants
I need some advice, because I am used to hunting with traps and don’t understand ranged weapons

July 25, 2020, 02:19:35 PM
Re: Any way I can find the npc/ npc's body in wilderness? A quick update.
So I asked for suggestion in both official forum and reddit, despite quite a few upvotes & views in both forums, not many people drop some lines before they leave. I guess that means even experienced players don't have much solution.

And Arams, the missing Driikilais adventurer, still haven't return. It's Day 7th of 13th weeks before midwinter point in-game today, exactly a year after he went missing. I decided to search between settlement and the village, back and forth, until I can do it no more. Totally dumb but at least I tried.

Wish me and my crews luck, and leave some words if you have any ideas & solutions :)


August 18, 2020, 03:27:52 PM