Version 3.51 is now released on Steam and for Lifetime Members.
Here comes a minor but significant new patch before I'll start settling for summer holidays.
The additions in this version 3.51 mostly consist of balances, fixes and additions related to interacting with both the spirits and NPCs. Many small game hunters should be happy to know that for example the unreasonably harsh forest spirit mood changes are now toned down.
Find the full changelog below, here's
UnReal World Steam page, and the version is also available for lifetimer members at the designated forums section.
I wish you all great adventures in both real and unreal worlds -
and nice and cosy summertime, if that happens to be your local season.
Cheers!
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Version 3.51 (stable) changelog
** Saved characters from version 3.40-> are compatible with this version. **
- added: map of known areas (F6) remembering the toggleable settings to show or not to show cultural areas and map markers
This was once featured, but got broken somewhere along the way. The settings are remembered after exiting F6 map view and persist until toggled otherwise. The display for both cultural areas and map markers is on by default when the game is first started.
- added: ask NPCs to find quest related persons in villages
You can now ask villagers if certain quest related persons are around. This is done by automatically appearing chat options within the common greet dialog. For example:
"Is Sampsa around?" or "Where can I find Tornia?"
All the quest related persons, including the original quest giver, are covered within these chat options if you are aware of them.
There are some exceptions though; NPCs who are involved in quests themselves can't be asked for others whereabouts, but there are always enough common villagers around to assist you.
When it comes to finding quest related persons in other villages the chat options become available only when you are in the right village where the person can be actually found. This can be considered slightly gamey in our standards, but it is more helpful that way.
- adjusted: no more multiple villagers with same names
Possiblity of two NPCs having the same name within a single village has been removed. In seriously crowded clustered villages it is theoretically possible that villagers might run out of unique names, but real chances for that to happen are practically non-existent.
MIGRATION NOTICE: Within villages created in the previous version two persons with same names may still exists.
- added: dozens of new northern names
Due to aforementioned adjustment it was necessary to add lots and lots of new names for northern men and women.
- improved: NPC name randomization routines
NPC culture has more distinguishable influence to their given names. There's noticeable variation between the eastern and western names, but especially the current wider range of northern names now appear unique from rest of the world.
- added: light a torch with another torch
If you are already carrying a lit torch a new torch can be lit of it. This is done in normal fashion by [a]pplying the torch to be lit.
- balanced: forest spirit's attitude in regards to hunted animals - size and significance matters
When an animal is felled the forest spirit's mood change and need for compensation by sacrifices now depends on the size and significance of the animal. Previously almost all the killed animals were valued equally by the spirits which resulted in small game hunters often receiving unreasonable disgrace. Now it is far more tolerable to hunt smaller game and get along with only casual sacrifices every now and then.
- fixed: only one sacrifice allowed per day
If any kind of sacrifice to any spirit was performed even the different kind of sacrifices during the same day were considered excess. This was not intentional, and is now fixed back to normal:
You can perform multiple sacrifices on daily basis as long as they are targeted at different spirits, ie. forest or water spirit, or if the act of sacrificing is a part of unique spell.
- fixed: spoiled food items were seemingly accepted as sacrifices
Now it is foolish to try that sort of sacrifices.
- fixed: former companions never agreed to be hired again
Despite of their "maybe in the future" responses former companions did never reach proper status to be hired again. This is fixed now and companions can be rehired after a varying NPC dependant timespan from few months to full year.
MIGRATION NOTICE: Rehiring possibility timespan may appear glitchy as companionship date information was broken in the previous version. For most succesfull rehiring of former companions try it at villages that were visited long time ago.
- fixed: skinning young animals mistakenly gave adult animal size skins
Now skins obtained from young animals are more or less smaller depending on the cub/calf actual age and size.
- fixed: village items getting easily corrupt upon crash
Crash security improvements added in version 3.50 are hereby improved/fixed in regards to certain crash vulnerable village items.
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