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Item value calculator Here is the link to a spreadsheet that contains price values for all items in the game including modifiers plus a calculator where you enter the exact item name with modifiers and get the value without needing to search through the sheets. This is such a useful tool, helping you calculate how much you need to craft to trade for some item. Also it is full of information to anything that may influence item prices. 10/10 source, i love it.

Link to Google Docs: https://docs.google.com/spreadsheets/d/1cAIq93GxJUGIH6CKfOX-y_MZw7gLKZjg1t7oIsxKnH8

I found it a long time ago (apparently it's from version 3.40) and then playing on a different computer I couldn't find the forum post any more, so here it is again for everybody.

March 21, 2020, 11:05:04 AM
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[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
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Crowdfunding : your thoughts? Hello!

This is Erkka from the Enormous Elk development team. We are planning an another game as a small side-project. To make this happen we'd like to set up a crowdfunding campaign on IndieGoGo platform. The plan is to use Discord as the main platform during the development phase, so that there would be weekly updates on development progress, and monthly Q&A sessions (hopefully with a video stream). I think the funding phase would run for three weeks, aiming to have the first playable alpha or beta version before the end of this year.

To maintain the suspense, we will announce the project details only a few days before the crowdfunding campaign starts (before mid-November, that is). But what I can say already now is that the game would run on Windows, Linux and Android, also aiming for Mac and iPhone release pretty soon after the non-apple release. And also, in case you wonder - from the development point of view a side-project is beneficial also for the actual UnReal World development; a smaller sibling game would double as an experimental laboratory, where different kinds of algorithms and ideas can be tested.

So, at this point - before I start to set up an IndieGoGo campaign - I'd like to ask for your thoughts, ideas or personal preferences. What kind of perks would you like to see, for what sum of money? If you have ideas, please post replies suggesting things like "can we have a €25 perk for an access to the monthly live video streams?". Also, it would be cool if someone provides their views on perk range, like "Because of these reasons [....] I think that the minimum perk should be X euros for perk Z1, ranging up to Y euros for perk Zn" Or, what kinds of perks would you love? Digital content like music or concept art? A physical item like copies of game graphics design drawings, or a  hand-written thank you card?

Ps. More news in the weekend. I'm planning a blog post about my personal thoughts and the process of preparing for the project. In the blog post there will also be a bit more details about the project plans.


October 29, 2020, 10:05:27 AM
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Thank you, URW! It's been about a year since I first played URW.This game .. Oh.. I Think it did a lot for me.She signed my interest in history,and now I'm thinking about connecting my life with it.I became more interested in nature, trips to the village began to bring pleasure, even while working.I am immensely grateful to the developers for creating and still developing this game.As a 15-year-old I enjoy spending my evenings building my cabin, or hunting elk, thank You! Ilya Karasev 15, Tula.Russia
October 30, 2020, 06:45:55 PM
1
Tips, Tricks, FAQs Just wanted to list some tips and tricks I learned from others via the forums/wiki/YouTube or a few things I figured on my own.
Some items in the list may be shockingly obvious to you but not to some other players - please simply skip the ones you already know without getting offended... :)

I am hoping some of this would be helpful to others, obviously newest players would benefit most although even seasoned players can always learn from each other as there is a lot to do and try in this game.
If anyone's interested, please feel free to add your tips. I might add them to the first post at some point to keep altogether. Unsure how the format/classification should be so will start with an easy numbered list.

OK sat down to list 10 and exceeded it. More to be added as time permits...

  • Pinpointing a Target's Position/Distance in Wilderness Map (zoomed out map): Travelling in wilderness map, you see a thing of interest (elk/reindeer/njerp/adventurer etc.) and want to pinpoint its location. To do this, press F3 to get a cursor, then using your NumPad keys move the cursor over the target while counting each movement such as 3 tiles NorthEast + 1 tile North. Press F3 to close the cursor. Now you can move to the marked location 3 NorthEast + 1 North and should be able to find some tracks -hopefully-.
  • How to Sleep Warm in Winter (without a cabin or perfectly warm clothes): If you can tan/buy furs, even if harsh quality, you can place them on your shelter & sleep warm inside the furs, keeping player warm throughout the sleep duration. I've tried minimum 19 lbps of furs (one 9 lbps reindeer fur and another 10 lbps) which results in "You wrap yourself in FUR and lay asleep" text. More than 30 lbps results in "You lay on the FURS and fall asleep". This tip is from 'news.txt' file that is located in your game directory.
    (TODO Do ragged quality also work & keep player warm?)
    (TODO What's the minimum threshold?)
  • Strafe Movement with CTRL+NumPad: This probably should not be a tip as it is so basic but I've seen long playlists on YouTube where the player for many videos keeps turning East moving one tile, then turning North East moving one tile (presumably with UpArrow key) etc. Instead, one can simply hold down CTRL key and press NumPad9 to go (strafe) NorthEast regardless of the direction you are facing (i.e. you do not need to be facing NorthEast to go North East). This and all other keyboard shortcuts are available in game with the ? hotkey
  • Fighting Against Wolf Packs: This is probably the #1 danger in this game and there are quite a few dedicated threads about it so this tip is just to make sure you read at least one before you start adventuring in UrW world! Here is a randomly picked one: https://www.unrealworld.fi/forums/index.php?topic=4744.0
  • Key to Turn Around 180 Degrees: Especially in battle where each moment counts, it is useful to turn around quickly. Numpad1 and Numpad3 will turn around 180 degrees. In addition to the usual 90-degree turns (NumPad7 & NumPad9, there are also 45-degree turns that can be useful which are NumPad3 and NumPad6. While in game press ? to learn about many other hotkeys.
  • Skill Training: As explained in the Game Course, it is possible to improve your skills simply by doing whatever-it-is a lot. For example to train bow skill, simply shoot a lot of arrows. More details can be found in many skill training guides, here is one: https://www.unrealworld.fi/forums/index.php?topic=1163.0
  • Minimalist Sauna: You are dreaming of your own sauna and want to get there as fast as possible? This design by Privateer is for you - it requires least amount of resources and building time https://www.unrealworld.fi/forums/index.php?topic=6132.msg16870#msg16870
  • How to Get Bear/Seal Teeth?: Galgana explains here: https://www.unrealworld.fi/forums/index.php?topic=4682.msg9275#msg9275
  • Robbing Robbers (of the chance of robbing you): JP_Finn shares a trick here that is usable even in butt-naked stages of the game (it won't work always but when it does it is satisfying) https://www.unrealworld.fi/forums/index.php?topic=59.msg18779#msg18779
  • Treat Own Pet's Bleeding Wound(s): Access the Physician skill via skills page ("s") or via the hotkey 'ALT+P'; need to have bandage in your inventory.
  • Displaying Day Count: Press SHIFT+P to display your characters stats, at the top of screen, you will see a text "You are 19 winters old, and have lived 1339 days of adventuring life.". The day count in that screen can be used in Map Markers to keep your future self better informed such as "Elk Spotted Here on Day 1305" and "Dried Meat will be ready on Day 1358". Then from F6 (map) screen you can plan your next visit towards that particular location in an informed way.
  • How Can You Get An Axe Early Game?: Overall useful thread, linked. I particularly liked the ingenious tactic shared by Plotinus: "You can push a tree trunk next to an axe in a village, and then, without picking up their axe, craft boards with it. By not picking up the axe, you signal to them that you're just borrowing their axe, so they don't demand payment. This might seem kind of cheaty though so you might want to return to the village later and give a generous donation of some kind." https://www.unrealworld.fi/forums/index.php?topic=1014.0
  • Character Creation Screen Tip: Unless you have a special reason, in general do not waste your limited skill points on Physical Skills (e.g.: Skiing/Stealth/Swimming) as these are the easiest skills to train within the first year if not the first season.
  • Print Screen World Map Before Entering Game World: RPwise debatable practice, on the other hand, for practical reasons it might come in handy. It's taken from werepacman's this post https://www.unrealworld.fi/forums/index.php?topic=3746.msg7577#msg7577
  • Ancestors Limit and Selectively Deleting Some Ancestors: There is a maximum limit of 50 ancestors. Due to limited slots you may not want your "test characters" to show up in that screen and might want to delete them. UrW does not provide a user interface to do so but there is an advanced tip from Plotinus that can be used to direct UrW to delete (overwrite) your chosen character next time some one dies: https://www.unrealworld.fi/forums/index.php?topic=6414.msg18853#msg18853
  • Process to Boil Poisonous Mushrooms: Tips on poisonous mushroom processing by Saukko: https://www.unrealworld.fi/forums/index.php?topic=4658.0
  • Tips for Agriculture: If you are new to agriculture, here is a useful post by PALU: https://www.unrealworld.fi/forums/index.php?topic=4803.msg10261#msg10261
  • Animal with Very Low Carry Weight?: Unless you just discovered a genuine bug (unlikely), the most likely explanation is that it is not the carry weight but the NPC stack count limit that prevents you from loading more stuff on to the animal. NPCs can carry much less than the PlayerCharacter. For more info, see this thread: https://www.unrealworld.fi/forums/index.php?topic=6505.0
  • Sleeping on Spruce Twigs: (Tip suggested by Bert Preast) Documented by the game devs in NEWS.TXT (in game directory). "(added as new feature, as of 3.70beta) Sleeping on spruce twigs now gives a little extra warmth and protection from the cold. It's simple and much used option in wilderness conditions especially during the wintertime. Sleeping on furs is still the most comfortable way to spend a cold night, but spruce twigs come as a good alternative. About half a dozen spruce twigs will provide enough insulation from the cold ground."
  • Post Spruce - a Simple Wilderness Condition Shelter: Documented by the game devs in NEWS.TXT (in game directory). (added as new feature, as of 3.70beta) Post spruce is a temporary shelter made by felling a spruce tree to lean against another, gives protection from the elements and is commonly used for spending a night in the wilderness. Build option is found under "Building options", and requires the same tools as felling young trees in general. There's also game encyclopedia [F1] entry about POST SPRUCE available.
  • Build Base Next to Rapids: It is a really good idea to set up your base on a rapids tile or where the water doesn't freeze over, this way you aren't always having to break the ice for water in winter. (Suggested by Bert Preast)
  • Armour Coverage Statistics Screen: While in game, press SHIFT+A to reach the Armour Coverage (& Warmth) Statistics screen. Find more information on the wiki, here: https://www.unrealworld.fi/wiki/index.php?title=Clothing (Tip suggested by Bert Preast)
  • How to Make Cordage From Fibre Plants (hemp/nettle/flax)?: See the game encyclopedia [F1] entry about TEXTILECRAFT, as suggested by the dev here: https://www.unrealworld.fi/forums/index.php?topic=6873.msg21055#msg21055



Edit 20210624: Added #12 How Can You Get An Axe Early Game?.
Edit 20210629: Added #13 Character Creation Screen Tip & #14 Print Screen World Map Before Entering Game World.
Edit 20210701: Added #15 Ancestors Limit and Selectively Deleting Some Ancestors.
Edit 20210704: Added #16 Process to Boil Poisonous Mushrooms & #17 Tips for Agriculture.
Edit 20210715: Added #18 Animal with Very Low Carry Weight?. Shortened the thread title to: 'Tips, Tricks, FAQs'. Set this thread to Sticky to make it more visible at the top of subforum.
Edit 20210923: Modified #12 How Can You Get An Axe Early Game? and added the missing referenced forum thread link.
Edit 20210924: Added #19 Sleeping on Spruce Twigs.
Edit 20210924: Added #20 Post Spruce - a Simple Wilderness Condition Shelter.
Edit 20210924: Added #21 Build Base Next to Rapids.
Edit 20210924: A few style tweaks: No emboldened fonts outside entry titles. (better) Standardised capitalisation it entry titles. Removed placeholder (last) entry.
Edit 20210924: Added #22 Armour Coverage Statistics Screen.
Edit 20211003: Style improvement.
Edit 20230111: Added #23 How to Make Cordage From Fibre Plants (hemp/nettle/flax); and style improvement.

June 23, 2021, 10:42:18 PM
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Re: Masterwork weapons and Encumbrance/Injury Penalties I've read somewhere that a base skill of 95+ is effectively considered the same as 100. But bear in mind that combat performance can be very contextual.

Regarding physical penalties (fatigue, injury, encumbrance), I think the 10% masterwork bonus can behave like a buffer that extends the lower threshold of the 95% skill rule, thereby allowing you to continue achieving grandmaster-level rolls.

A couple of other under-the-hood equipment modifiers to factor in:
One-handed penalties for two-handed weapons (introduced in version 3.17). Example: a shield and battleaxe combo will incur a -15% weapon penalty. With masterwork-quality this likely is mitigated to a base penalty of -5% for attacks and counter-attacks. When your other hand is wielding a weapon instead, using the masterwork battleaxe to block will also have a -5% penalty.
Crossbows have a 10% bonus to shoot (according to the version 3.19 changelog); masterwork crossbows accordingly would have a combined 20% bonus for accuracy, though I don't think the time to load a projectile is impacted.

Of course, the NPCs' stats and gear are taken into account as well in determining the success of your combat actions.
There's also the flanking penalty (introduced in version 3.13) when you're engaged with two or more hostile NPCs: attack and defense maneuvres are impacted by -10% per combatant after the first.

July 21, 2021, 04:53:08 AM
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[Fixed - persists in 3.70] "Savegame needs a remedy" after BSOD Hi everyone,

My game crashed after a BSOD and then displayed the error "Savegame needs a remedy" after starting back up again.
My hopes aren't high, but just thought I'd post here and see if anything could be done about it.

Savegame on Google Drive:
drive.google.com/drive/folders/1Q3uaUaYsXUAH_yjJ1qcFayADwlAOmS68?usp=sharing

October 23, 2021, 08:35:50 PM
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Re: "Savegame needs a remedy" after BSOD Unfortunately the character can't be restored.
I'm curious which version of the game you were playing?

In 3.70 we added some extra safety measures for data loss upon power loss / hard crash, so I'm asking if we need to seek for more solutions.
All in all, this is only Windows issue, and it's been pain to figure out sane reason for it to happen.

October 26, 2021, 06:19:39 PM
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Re: "Savegame needs a remedy" after BSOD
I had the same issue on 3.70

https://drive.google.com/drive/folders/1wNYMwU6eXbnmcS_bP-oH7bLMsGUyrObw?usp=sharing

I think I quit the game after the character had been saved, once the main menu had appeared

Are you quite sure the game ended like that? The last note in the message log says "You finish eating some of that broad bean soup.", and then it's all blank, no
mentions about character being saved. It's even more bizarre if the character data gets blanked after manual quitting.

Anyway, this characters seems unrecoverable as well. What is your operating system version?

November 01, 2021, 10:31:42 AM
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Re: "Savegame needs a remedy" after BSOD
That's really curious, I usually quit the game by using CTRL + S which displays a very quick message in blue in the log.

My OS is Windows 10, version 20H2,  build 19042.1288

Anyways, the character was very recent so I didn't lose a lot, thank you for taking a look.

Okay. Good to hear it wasn't a big loss, but of course we still wouldn't want these issues to be witnessed ever.

--

In case of another instances of this, please just report again. We'll keep seeking for more safety measures.

November 01, 2021, 05:30:17 PM
1