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Re: Bark stuff, birch-bark stuff
I really don't see a problem with the loss of cords during the smoking/drying process. Yes, they are a regrettable loss in the early game, but, with the coming additions of new bark harvesting and uses, and after a character has even moderate success at hunting/trapping/trading, the game, at present, provides more cord material than will ever be needed for the limited practices requiring it.
It's not really a problem as far as availability of rope/cord material goes, true. In so far as it is an issue (and a fairly minor one, in my opinion), it's one of immersion/realism.

June 06, 2019, 01:48:00 AM
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Messing with measures So, the length property has been added for tying equipment, and I've been working on to update item conversions and crafting requirements to accept this brand new addition.
Adding measure of length is a perfect example of seemingly simple, yet fundamental addition which extends all around the code and has brought up numerous related features.
Here's where we are at now with tying equipment additions, and now I hope to be able to catch up with more NPC stuff - where I was before getting entwined by ropes and cords.

 - added: measure of length for tying equipment

         Appropriate items, such as ropes, now have a length property. The unit of length we use
         is foot (ft), and should an item have a length property it is displayed both in inventory menu
         and when looking at items on the ground. This addition foremostly affects to crafting material
         requirements which can now be length based.

  - added: new crafting category under [M]ake menu: "Tying quipment"

         This category contains the usual ropes and cords, which are now removed from their previous
         location in "Utility articles".

 - added: Join and shorten options to manipulate tying equipment lengths

         Under "Tying equipment" category within [M]ake menu there are options for joining and shorterning
         ropes and cords as sometimes specific length is desired. You may not want to spend full length
         rope on something that requires only a short piece, or you may need to join cords together to
         come up with long enough string for a specific craft.

 - changed: tying equipment requirements in crafting are now length based

         Instead of requiring certain number of cords and ropes all the tying equipment requirements
         are now length based.

 - reasoned: required tying equipment types in some crafting recipes

         For example:
         When making arrows, previously you could use any "tying equipment" in the process - including
         ropes. Now arrow making requires "cord", a little finer and more specific tying equipment.

 - added: tying equipment used in cookery do not disappear in the process anymore

         You can pick your ropes and cords back after the smoking and drying processes are done.   

These are future additions, not yet functional in current version 3.52.

July 10, 2019, 01:40:01 PM
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Re: Messing with measures I am trying knot to make any puns.
July 11, 2019, 05:06:22 PM
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Give some love to the Mustelids As a weasel fan, I feel the Mustelids in the game have been grossly mistreated. Not only do they all only get one sprite, in the game files it is labeled 'rodent'! Rodents are what weasels eat, not what they are! Preposterous.

Jokes aside, I do feel like they need some work. First of all, by 'mustelids' I mean the small ones - weasel, ermine, polecat and pine marten. The glutton and badger have their own sprites and behaviors that are just fine.

I think, above all, they need to be more common. A character can play several years without seeing a single weasel or polecat. I understand that these animals are small and secretive, but that seems a bit much - they shouldn't be so much rarer than foxes. These animals' furs are among the most expensive, by pound of weight, so I understand their rarity may be intended to balance it out, but with the weight of a single ermine hide being what it is, it's only worth as much as a common hare's. They could stand to be easier to find, especially with the trade in their valuable furs having been so historically important.

Having your loop-snared birds nibbled by a stoat should be a real danger, I feel.

Pine martens should climb trees, similar to squirrels. Perhaps with a less stupid AI -- make them harder to catch, perhaps they can climb down trees if stuck.

Despite my extensive setting of loop snares with meat bait, I have only caught carnivorous birds in them. It's hard to find information on whether mustelids can be caught in these in real life - at least one source says martens can, but this may be pertaining to modern, wire snares, that they cannot chew through.

My next suggestion is for a new species, an absent European mainstay - the otter. They could use a similar AI as beavers, except for occuring alone and being baited by fresh fish and meat. The european mink is another suggestion. In today's Finland they seem to be very rare if not extinct, but historically they were widespread. They're another waterside animal, but not much of a diver unlike the otter.

Lastly, if there is such a need or desire, I would like to offer to recolor the sprites to match individual species myself. It would be a great honor to contribute in this small way to a game I have been playing for many years.

I attach a sample polecat  :)

August 13, 2019, 03:35:30 PM
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Re: Tufted duck? Tufted ducks have been checked out now, and indeed there was a tufted bug - or a little something to tweak regarding their commonness.
Even though tufted ducks could be found their commonness value was mistakenly initialized to minimum default and not to their species specific value. So, they were super rare.
It's fixed now and in the next patch tufted ducks will be more common.

September 03, 2019, 04:02:21 PM
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Version 3.60 beta for all platforms now available on Steam, and for Lifetimers Windows players have been able to explore version 3.60 beta branch for few weeks already, and now we have built and synced in also Linux and MacOS versions.

There's been few hotfix patches already, and all the supported platforms are up-to-date with them. Things have been stable and playable, and hopefully the trend will continue with Linux and MacOS builds. Our to-do list is still not completed so polishing and expanding many features continue as we stride towards the stable tag.

Version 3.60 beta is available on Steam as beta-branch you can opt-into at will. Lifetime members can find the beta version at the designated forum section.

There's been few hotfix patches already, and all the supported platforms are up-to-date with them. Things have been stable and playable, and hopefully the trend will continue with Linux and MacOS builds. Our to-do list is still not completed so polishing and expanding many features continue as we stride towards the stable tag.

Key features of version 3.60

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


Who can have it?

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

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

October 06, 2019, 01:19:32 PM
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3.60 (stable) released on Steam, with Halloween sale & Kekri celebration Halloween sale is on at Steam, and our own festivities also include the release of UnReal World version 3.60 (stable) there.
You can grab the game for decent discount at UnReal World store page, and Lifetimers will find the release at the designated forum section. Now if you've been itching to start playing 3.60, maybe counting your coins, we're having the biggest discount so far to make it a little more affordable for You. Those who feel reluctant about playing connected Steam we remind that it's not a thing in case of UnReal World. You can be and play as offline as you want.


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

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


Kekri Goat

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

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


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

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

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

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

- added: withe - a new type of tying equipment

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

- added: WITHE game encyclopedia entry [F1]

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

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

- added: villagers now cook their raw meat and fish

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

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

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

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

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

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

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

For example tanning with birch-bark strips.

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

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

- fixed: raft weight reasoned

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

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

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

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

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

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

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

- fixed: tying equipment return issues after drying/smoking

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

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

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

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

October 28, 2019, 06:43:34 PM
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I love this game I love this game and here is the proof  :)


The Steam counter obviously doesn't show older non-Steam hours, I expect the actual total to be at least 3 times what's shown.
Huge number for the last two weeks have a reason; I've got Covid-19, oxygen levels was pretty bad for a while but OK now and this game came to the hospital with me on my laptop.
It turns out when you're Hurt, Helpless and Afraid in iron age Finland, it helps with modern age recovery...

On a side note, I can't wait for the new version beta to be out.

June 17, 2021, 07:33:14 PM
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*David Attenborough narrating*


September 12, 2022, 02:55:53 PM
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Version 3.72 (beta) for Windows - a surprise release Surprise, surprise!

The autumn has come, and there's hint of winter in the air. The nights have gotten darker and longer, and there's been rainy days too.
Perfect weather for coding, one might say. And you know what, that's what's been happening in the silence of the coding chambers lately.

So here we are, flexing our coding and release muscles with a little surprise release packed with a dozen of new features and a fistful of fixes.

Version 3.72 beta is now available at Steam, Itch.Io and for lifetimers. For the time being there's only Windows version available, but OS X and Linux versions and more features will follow in time.

You'll find the full changelog later in this post, but let's highlight some new features first.

Random character names

Upon character creation you can now randomize culturally relevant names for them at will. Here a Kuikka-tribe female is being created with a random name of her culture.

Harvest and pick agriculture option

The good old harvest option only cut down the crops, but now there's an option cut and pick the crops to character's inventory at one go.

Watercraft marker icons on zoomed-out wilderness map

When leaving punt or raft on the zoomed-in map the corresponding marker icon is now shown on the zoomed-out wilderness map.

Version 3.72 (beta) changelog

- added: random character name option

Upon creating characters and choosing their name you can now randomize a culturally relevant names for them. Pressing tab or asterisk (*) will bring up random names which you can then confirm with enter, or modify at will.

- changed: name/sex/culture character creation selections order -> culture/sex/name

As the random character name option needs to know the culture and sex to pick up a relevant names these selections now come before choosing the name.

- changed: "quick and easy" character creation mode now randomly chooses also the culture and sex

Previously there was no randomization in that regard, but Kaumolais male was always chosen. Otherwise this character creation mode mode remains the same assigning rest of the options automatically and starting nearby a village.

- added: "Harvest and pick" agriculture option

The good old harvest option only cut down the crops, but this newly added option also automatically picks up the harvested plants to character's inventory. For clarification the existing "Harvest" option is now renamed as "Harvest down" in the Agriculture menu.

- added: domestic animals in the villages will withdraw from player character's way

Moving towards a domestic animal will now make it to withdraw from your way. This is to prevent the character from getting jammed eg. in small buildings with village dogs.

- modding: increased maximum number of character portraits in each category up to 250.

- added: watercraft marker icons on zoomed-out wilderness map

When leaving punt or raft on the zoomed-in map the corresponding marker icon is now shown on the zoomed-out wilderness map.

- enhanced: message about the markers at wilderness location

Instead of given information about each marker with their own message now a summary of all the markers is given in one sentence. For example: "There is a shelter, set traps and a punt at this location."

- added: confirmation to start a fire on some occasions

You will be asked a confirmation to start a fire in the following conditions:
1. There are valuable items to be burned down where you are about to build a fire.
2. You are building a fire indoors at other than fireplace location.
These confirmations will prevent the unfortunate cases of accidentally setting your house or valuable belongings on fire.

- adjusted: party members fire making safety checks

From now on your companions won't ever start a fire at a location with items on the ground. Previously they might accidentally set a pile of items on fire.

- enhanced: rendering of the portraits

Character portraits are now rendered directly to the screen using the available resolution. This makes the portraits appear more crisp and clear. This enhancement affects to various game screen where portraits are being used; quest info display, list of ancestors, character profile, chat screen, etc.

- SDL update: updated to newest SDL 2.24.0

Updated SDL release includes a good deal of bugfixes which may have hampered some systems. - fixed: sacrificing food in a container mistakenly removed the container too

- fixed: auto-cut yarn weights calculated wrong

This bug manifested itself eg. in smoking and drying cookery recipes. After retrieving the auto-cut yarn you found it heavier than expected.

- fixed: extracting fibre from retted but not dried nettles was possible

- fixed: carried weight statistics not updating immediately after cancelled crafting

- fixed: character's height in metric units displayed wrong

This was a conversion issue within character profile screen.

- fixed/adjusted: squirrels won't climb to safety in saplings

Previously they were mistakenly considered being high up in a tree even if it was a mere sapling.



That's all, dear adventurers. Cheers and enjoy the surprise!
And please allow some time for rest of the platforms to follow. You know, my "year-off from coding" still continues :)

October 10, 2022, 08:20:43 PM
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anything