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Find a sage, build a gate
These two awaited features are coming up for the next release. - added: chat option to ask for a sage in the village When chatting with NPCs there's now a way to find out ask if there's a sage in the village. "Is there a sage around?" chat line can be found from "Ask for help/company" chat options. If there's a sage you will be told his whereabouts in the village. NOTE: Yes it would be great if the villagers would direct you to the nearest sage in surrounding villages if they don't have one of their own. This is to be likely added in the future, but now (to stay in schedule with the release) we were out of time to start working on it. - added: fence gate Gates can be opened and closed just like doors. They can be also built by player character from Make menu under Building options. These are future additions, not yet functional in the current version 3.60. The update featuring these additions - and more - is to be released still in 2019. December 13, 2019, 05:43:41 PM |
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Version 3.61 released on Steam, and for Lifetimers
The last update of the year is 2019 is out now as version 3.61 is released. It's available on Steam, and Lifetimers will find the release at the designated forum section. In addition to fistful of bugfixes this update also features a small bag of new features of which some are long-awaited and suggested improvements. 3.61 changelog ** Saved characters from version 3.40-> are compatible with this version. ** ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - added: companions can help you with hauling and pushing items Unoccupied companions spontaneously help you when pushing or hauling heavy loads is being proceeded. - added: fence gate Gates can be opened and closed just like doors. They can be also built by player character from Make menu under Building options. - added: when [C]ommanding animals the animal name is displayed in the menu title For example, if you would command a dog called Rekku the menu title appear as: "ANIMAL COMMANDS: REKKU" This helps owners of multiple animals to be sure they chose to command the desired one. - added: target selection if multiple creatures occupy the same location where an action is to be done If there are multiple creatures at the location where you proceed to execute certain actions you will be asked to select the target creature. This applies to following actions: - melee attack - packing and unpacking animals - looking at the location - added: limping and animal size tracking information When examining tracks now you can also see if the creature is limping. This requires character's TRACKING skill to be 25% or more. Severity of the actual leg injury can't be interpreted so crippled animals also leave limping tracks. Animal size, big or small, can be also seen from their tracks now. This is so obvious that only absolutely untrained trackers will fail to notice it. Moreover, the actual track graphics are also shown smaller or larger depending on the creature size. Notice that as the young animals smaller in size their tracks pretty much always appear as small ones. The new information is displayed in tracking messages for example like this: "You see here fresh limping tracks of small elk..." - added: tree in front of the character automatically selected when cutting branches You don't have to specify a direction for cutting and peeling actions if there's a tree in front the character you. That tree is always automatically selected for these actions. - added: chat option to ask for a sage in the village When chatting with NPCs there's now a way to find out ask if there's a sage in the village. "Is there a sage around?" chat line can be found from "Ask for help/company" chat options. If there's a sage you will be told his whereabouts in the village. - changed: need for heated room, fireplace or fire are checked first in cookery recipes It's more convenient that way as you aren't bothered with meaningless ingredient selections if these requirements aren't met. - fixed: failed hideworking with "somebody else got the skin" message diplayed and no skin obtained This rare occurrence might happen if the hideworking got cancelled at the very last minute of the hideworking process. - fixed: agriculture graphics representing a planted tile disappearing soon after planting certain crops This was a result of crops mistakenly entering wintering state if the planting was done early enough, and thus the planted graphics was removed. They still sprouted properly though. - fixed: wrong inventory weight with certain startup scenarios When starting a new character the inventory weight was displayed wrong until you made your first move. - fixed: gaining skill options during character creation by hovering over encyclopedia hotspot - fixed: wrong tying equipment requirements when making patches of items This was noted eg. when making arrows. Crafting multiple arrows mistakenly increased both tying equipment length and amount requirements. - fixed: pushing duplicates items The issue was related to ice breaking messing up item data while pushing action was proceeded. - typo corrected: "coffing" -> "coughing" in herb effects dialog ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Who can have it? You can have it, but you gotta get it from Steam. There's still one seasonal sale coming up there, so stay tuned if you happen to be looking for discounted price. Standalone versions of 3.6* are being released at turn of the year, though. The release interval between paid and "donation-based" releases have grown significantly longer 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. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Cheers! December 17, 2019, 07:27:05 PM |
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Winter greetings, sales and releases
The time has come to enter the holidays. Thank you for 2019 fellow adventures, and we'll be seeing you again after yet another winter solstice. The fresh version 3.61 seems to be running smoothly ...aaaand Winter Sale on Steam has begun, in case you want to give it a shot. We will release 3.61 also on the homepage at the turn of the year. With this picture we wish best of the season to all of you! Cheers, and happy holidays! Sami (creator) and Erkka (co-designer) prepared to chase away the darkness and welcome the nearing winter solstice December 21, 2019, 07:32:50 PM |
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Start-of-the-year post
2020, here we go! I hope everyone is doing alright. For me, the last year started with a broken shoulder and the winter was pretty much over before I recovered up to healthy coding condition. This year starts better, with no serious injuries, and wrestling with bugs reported during my lengthened holiday season has been going on for a good while. The winter hasn't been much of a winter, though. We barely have snow, it's been a very few minus degree periods during the midwinter and the thin ice cover on the lakes lakes keep thawing and freezing. I've longed to go for skiing the whole winter, but that hasn't been possible. Bummer. But here we go, starting up a new year of game development. Minor bugfix updates to be expected first. Stay tuned. And if you're up to sharing your own start of the year feelings feel free to drop a few lines. Cheers! January 27, 2020, 08:30:41 PM |
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Re: In the forest cover quest: tracks in the ice and locked out of wilderness map
This seems to happen everytime. Animals in the forest cover just doesn't want to follow the player onto zoomed out map. It's not about terrain, but adding NPC animal ownership (dogs for wandering NPCs) seem to have messed up things here. Luckily I've managed to narrow things down to point where fix is just around the corner. January 27, 2020, 08:44:15 PM |
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Re: 3.61: Decaying food improved the quality
Indeed, this is an old issue, it has avoided my attention but fixed now. The decaying item quality was set to 2nd lowest when it becomes stale. Now this is done correctly only if the item isn't worse quality already. However the term stale will persist in case of foodstuff. So "awful cut" becomes "stale cut" when it becomes..well..stale, even though it's still awfully cooked. But now you see its quality having not improved as it tastes terrible like the awful stuff does. The same fix applies for skins also. Fixed - persists in 3.61. February 10, 2020, 12:32:38 PM |
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Tracks covered and decayed by snowfall and rain
I've had a simple roadmap for the next patch update with a simple goal of "fix a dozen things, add half a dozen new things". The fixes are soon done, and new features are being worked on. One thing to mention is an addition of snowfall and rain now covering and decaying tracks. Track decay rate naturally depends on amount of snowfall or rain, and also the age of the tracks. Severe snowfall may cover fresh tracks in a hour so the weather now gets to play a greater role in tracking. Few more fixes, few more additions to go. And then getting to build a new update. And as we can see and imagine from this example one single addition can easily include half a dozen side factors and bring up dozens of new situations to our adventuring characters. February 19, 2020, 06:40:22 PM |
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The Kalevala Day and 10,000 days of digital Finnish culture in UnReal World
Today, February 28th, Finland celebrates Kalevala Day and the Day of Finnish Culture in honor of The Kalevala - a 19th century work of epic poetry regarded as our national epic. That's something to celebrate, but we've got some more for you on this special day... In early 2020 we received an interesting e-mail from a player (Cheers, Travis!) sending congratulations on a milestone: UnReal World had lasted 10,000 days in the real world. This was calculated from the date stamp in executable file of version 1.00b distribution archive. We don't even remember the exact release date, but it was summer of 1992. So the continuing lifespan of the game is at least 10,000 days - and well, it's quite something. Needless to say, The Kalevala and UnReal World go well together. It is not so much about direct influence as a book, but the game draws inspiration from the same pool of oral tradition, folklore and mythology of our ancestors. Of this content some is rooted in ancient unrecorded history dating back thousands of years, and some is closer to Iron Age - where the game takes place. So let this day be a celebration of The Kalevala, but also 10,000 days of digital Finnish Culture in the form of UnReal World. 10,000 days... 10,000 days is a long time. Lines of source code in the game now sports somewhere around 140,000. On average that makes: 14 lines of code per day for 10,000 days. Changelogs for version releases contain around 15000 lines of text, so that makes: 1,5 lines of changelog entries per day for these 10,000 days. ...and continuing That's just some numbers to give an idea of the long history, which is continuing as we speak. It seems to be 9 days since the last dev.post here at the forums. So on average there should be around 126 new lines of code and 13,5 lines of changelog entries written. We haven't checked but we are continuing. Would you buy an old but continuously developed fenno-ugric roguelike from these guys? From the left: Sami (creator) and Erkka (co-designer) of UnReal World We wish you happy Kalevala Day and the Day of (digital) Finnish Culture. Let's continue. February 28, 2020, 07:40:40 PM |
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Pausable digging and filling up pits
We're wrapping up version 3.62. A trusty small patch with about half a dozen additions and dozen of fixes. It's just around the corner. Of the latest additions digging and filling up pits are now made pausable, so you can stop these shoveling processes at will and continue later on by [a]pplying your shovel again. Now it only takes some building, packaging and testing and hopefully the next week will be the release week. March 14, 2020, 12:56:22 PM |
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Version 3.62 released on Steam, and for lifetimers
Wrapping things up went easily so it's time for the first release of 2020 as version 3.62 is now released. It's available on Steam, and Lifetimers will find the release at the designated forum section. Later this week we'll be setting things up on itch.io and release the game there as well, with continuing updates. We'll announce when it happens. But well, what's new? Half a dozen additions and dozen of bugfixes as follows: 3.62 changelog ** Saved characters from version 3.40-> are compatible with this version. ** - added: trading cap for meat and fish Villagers stop accepting meat and fish in trading when if they have decent reserves already. This cap isn't fixed but depends on village population. Also, cooked meat and fish are often accepted in larger amounts than raw. - added: digging and filling up pits are now pausable tasks You can stop these processes at will and continue later on by [a]pplying your shovel again. - changed: pits are now simply called pits instead of former vague term 'hole in the ground'. - added: tracks getting covered and decayed by snowfall and rain Snowfall and rain now affect to tracks getting covered and decayed. You'll notice these effects by tracks getting less visible, and eventually disappearing completely. How fast this happens depends naturally on amount of the rain or snowfall. Severe snowfall may cover even the fresh tracks in an hour or so. Decay caused by rain is often lesser, but still noticeable. The older the tracks are the sooner they are prone to decay and disappear in case of both elements. - added: tracks left by children now appear smaller This includes graphical presentation and description of the tracks eg. "You see here small human tracks." - added: aggressive village dogs calm down together with their masters In case of minor breaches villagers might punish you for a while and calm down after you had learned your lesson - but their dogs didn't react accordingly. Now village dogs will calm down if their masters do so. This doesn't prevent village dogs from being a serious threat as they don't always reason the power of their attacks the same way the humans do and may cause lethal wounds by accident. - adjusted: precautions regarding character save failures Additional precautions to overcome rare cases of character data blanking upon unexpected termination of the game have been added. - adjusted: map maintenance routines The adjustments remedy rare occasion of too frequent maintenances of fresh characters with heavily explored zoomed-in maps. - fixed: overlapping tracks modifying the existing track information Things like animal size and track freshness were sometimes mistakenly modified by overlapping tracks. - fixed: watercraft mistakenly transported with the character when zooming out right after getting on shore - fixed: everlasting small bones Certain bones would never get eaten up completely no matter how long dogs would chew on them. - fixed: carcass disappearing if the creature dies while making a hole in the ice - fixed: human tracks described wrong NPC description was mistakenly added to track description. It said eg. "You see here craftsmanhuman tracks." instead of intended "You see here human tracks". - fixed: quality improvement when items decay to stale stage Foodstuff and skins might mistakenly improve a bit in quality when decaying if their original quality was the lowest possible. - fixed: sages of some cultures not replying with valid phrases when asked for their skills and expertise - fixed: animals released from the forest cover not following character on zoomed-out map level This got broken along with NPC pet ownership additions. Now it works again as it should. - fixed: some cave treasures you heard of were never to be found The bug was caused by map maintenance being prone to mistakenly remove cave treasure locations. - fixed: partially skinned carcasses mistakenly turning skinned upon map load This bug usually manifested itself when skinning got interrupted and the character fell asleep, which also initiates map save and re-load. - typo corrected: angrered -> angered --------------------------------------------------------------------------------------------------------------------- Who can have it? You can have it, but you gotta get it from Steam - or later this week also from itch.io. The release interval between paid and "donation-based" releases have grown significantly longer 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. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- March 16, 2020, 05:12:52 PM |
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