UnReal World RPG Changelog

What's new in UnReal World RPG 3.20 Patch 2

Mar 20, 2015
  • added: new winter photos for coniferous forest, spruce mire and grove terrain types
  • balanced & overhauled: TRAPPING related animal spawning
  • speed optimized: map drawing when passing time with NPCs in sight
  • improved: map drawing and scaling
  • "loading map..." box has its' color changed and is relocated a bit lower on the screen
  • added: new effects for zooming between world and terrain map
  • added: new map fade effects when falling asleep or losing consciousness
  • added: option to go prone intentionally
  • added: vision restrictions when prone
  • improved: archery from behind an obstacle
  • added: new key commands to eat and pass a turn
  • improved: HERBLORE inventory filtering
  • added: key commands to wield picked up items automatically - [CTRL]+[,] and [CTRL]+[;]
  • changed: warmth is excluded from calculations in the display of average armour protection
  • changed: [ESC] equals to "Yes" in [Yes]/[No] prompts to abort tasks
  • changed: wording in aiming zone penalty descriptions "challenging" -> "tricky"
  • fixed: numlock hassle - it's now always off in the game
  • fixed: projectiles being told to hit slopes when shooting/throwing at creatures in the water
  • fixed: foreign traders not staying in group
  • fixed: spoiled food was just as nutritious as normal edible food
  • fixed: zero population settlements aka ghost villages
  • fixed: wrong message when trying to swim from a watercraft while rowing prone
  • fixed: Warfare game-course task getting completed also by killing other than Njerpez NPCs
  • fixed: butchering carcass twice
  • fixed: sleeping birds occasionally getting flying status; "sleeping flying bird"
  • fixed: nonaquatic birds exploring water areas; flying too far away from the shore
  • fixed: sleeping character could select a defense maneuver upon being hit

New in UnReal World RPG 3.20 Patch 1 (Jan 14, 2015)

  • fixed: keyboard issues; ignored keypresses and non-responsive keyboard state
  • fixed: noisy audio (due to audio initiliazation with low sample rate)
  • fixed: emptying once paid containers made them unpaid again
  • fixed/changed: having to pay for using water in villagers containers
  • fixed: wild animals trying to snatch food close to the player character
  • fixed: trapped animals triggering adjacent traps, and leaving them "in use" state
  • fixed: using high quality weapons in butchering small animals sometimes resulted in obtaining more meat than the carcass weighed
  • fixed: wrong northern spear sprite
  • fixed: knees missing from overcoat coverage
  • fixed: faulty messages about NPCs unwielding odd items
  • fixed: pet dogs giving up the chase if their prey entered water
  • fixed: walls of sauna stoves appearing within villages/fields
  • fixed: crash potential when entering single house Reemi settlements
  • fixed: a rare condition of dogs choosing a random target after loosing their original prey
  • fixed: villagers labeling you as a thief if you pushed items while carrying unpaid items
  • fixed: being able to [D]iscard village property
  • fixed: inventory filtering of unpaid items listed the items in multiple same item categories
  • fixed: manually returned unpaid items which NPCs couldn't carry became unpurchaseable
  • fixed/changed: splinting the fractures in head area
  • fixed: a rare condition of corrupt population data causing empty villages getting restocked
  • fixed: feathers dropping from skinned bird carcasses (if they were eaten by an animal)
  • fixed: using a crossbow could mistakenly train BOW skill too
  • fixed: starting location not renewed after re-randomizing the map during character creation
  • fixed [linux]: unnecessary (and faulty) libc.so.6 dependency removed
  • changed: birds and bigger animals do not enter cellars anymore
  • added: unconcious/dead seals can sometimes fall to the bottom of the sea rather than resurface
  • added: configuration option for auto zooming into your settlements
  • added: configuration option for overall audio volume
  • added: being able to swim from watercraft

New in UnReal World RPG 3.20 (Dec 23, 2014)

  • SLD 2 migration accomplishedfreely resizable game window, compatibility and future possibilities
  • added: configuration options to set preferred resizing and fullscreen modes
  • setup menu removedeverything is now configured via urw_ini.txt
  • added: scandinavian letters allowed in character names
  • changed: character loading menu shows true names of the characters
  • added: an incomplete list of credits to main menu
  • added: true crop cycle for villagesharvesting, stocking and sowing
  • added: two new containersbirch-bark box and birch-bark basket
  • added: proper empty container weights and load calculations
  • balanced and checked: farm product values
  • adjusted: seed weights
  • changed: your character won't butcher human corpses unless somewhat starved
  • changed: wearing armours
  • overhauled: armour glossary
  • balanced: stocking and availability of some basic tools
  • added: villages stock wood and lumber
  • added: villages stock ordinary clothes
  • balanced: availability of high quality of northern bows
  • added: one new character portrait (to eastern portraits)
  • added: "Stop your tasks" companion command
  • added: group commands for pets and companions
  • added: an option to ask NPCs what they want in a trade
  • balanced: robber demands and speaking them out
  • added: seals!
  • added: aquatic animals can dive under the water
  • added: feathers
  • added: new birds
  • added: audio samples for birds
  • added: birds lay eggs
  • overhauled: animal populations
  • changed: arrows are now slightly more valuable (because of feathers in the mix)
  • added: all cutting weapons work for cutting carcassessbut knife is preferred
  • added: hauling information messages if you try to haul items while wading
  • added: sauna stove
  • improved: lighting effect of fires
  • added: precise time passing featured on bunch of new tasks
  • added: option to stand still until not fatigued
  • added: unpaid category & standardized hotkeys to inventory filtering
  • added: direction is told in sound based messages
  • changed: e[X]changing weapons if a shield is wielded now costs a turn
  • changed: raw meat and raw fish now floats
  • modding fix: incorrect weight of modded [patchwise] cookery items
  • changed: only the items that don't float can be buried in bogs
  • removed: wheat bread
  • changed: clothes and armours being worn can be offered in a trade
  • changed: foreign traders don't fell trees anymore as their lagtime activity
  • changed message: "[creature] escapes." -> "[creature] flees."
  • fixed: sounds of fighting NPCs at the area occasionally being played when loading map or sleeping
  • fixed: being able to command NPCs of single house settlement to go away
  • fixed: NPCs climbing steep elevations too fast
  • fixed: being able to [a]pply animal leashes on world map
  • fixed: wrong "block of wood(s)" plural -> "blocks of wood"
  • fixed: a rare condition of trapped unconscious animals attacking
  • fixed: being able to [a]pply animal leashes on world map
  • fixed: leashed pet duplication when returning to village where your departed companion had recently returned
  • fixed: animals tied to trees occasionally roaming free
  • fixed: wading animals moving too fast
  • fixed: auto-tracking on world map occasionally displaying "You don't notice any tracks."
  • fixed: movement restrictions from penalties not always applied when rowing
  • fixed: unconscious NPCs blocking other NPCs from moving to same tile
  • fixed: humans can recognize trap-fences and understand to avoid traps there
  • fixed: cave crashes (specifically with .rpm package on Fedora)
  • fixed: location with traps spawning copies of earlier creatures at the area
  • fixed: container price wasn't taken into account in item price calculations
  • fixed: villagers knowing your breaches without seeing you in action
  • fixed: light from fires shined through obstacles
  • fixed: hiding mode not cancelled when hauling items
  • fixed: "source of livelihood" game course task was weight based
  • fixed: fighting leashed pets not following the player character
  • fixed: wooden tub price decreased (to one third)
  • fixed: multiple entries for "human shaped figure in distance" displayed (so that you can't guess if a world map wanderer is actually party of robbers)
  • fixed: being asked if you want to swim when entering zoom maps with deep water
  • fixed: "impact doesn't penetrate your armor" displayed for unarmoured characters
  • fixed: repairing a piece of clothing with itself
  • fixed: bug potential with old animals getting removed from zoomed-in maps
  • fixed: rowing mode got cancelled when moving without a paddle or sesta in launched watercraft
  • fixed: it was possible to start hiding while rowing, swimming, or hauling items
  • fixed: spots of lichen or other ground cover appearing in the waterold topography bug.
  • fixed: nettles (and other grass plants) worked as {hemp} in diy requirements
  • fixed: tied pets sometimes followed you onto world map and got stuck there
  • fixed: pets staying on burning fires
  • fixed: birds couldn't fly over high cliffs
  • fixed: being able to set nets on ice if there was a hole in the ice nearby
  • fixed: saving between midning and morning caused various morning related checks to be skipped the next morningyou couldn't milk your cow, wounds didn't heal, skill flags weren't reset.
  • fixed: injury score from old injuries occasionally being added to new frostbites
  • fixed: NPC crops growing in water (on fields next to a lake)
  • fixed: robbers picking up items they couldn't carry made the items disappear
  • fixed: wilderness location where angry villagers or robbers might throw you away not properly randomized
  • fixed: free sauna items
  • fixed & balanced: skiing and walking in the snow
  • fixed: food in NPC villages/camps never spoilsold exploit
  • fixed: setting bait to a direction you can't see wasted the bait
  • fixed: hauling not cancelled when pushing a hauled carcass
  • fixed: skinning ignored carcass beneath another one
  • fixed: being able to build ceiling and floor on the same tile where it was already built
  • fixed: "and X more..." not calculating correctly the number of items being prepared
  • fixed: hiding from robbers was impossible during the phase when they come to talk to you
  • fixed: missed shots that hit a group member of the original target didn't cause a morale check
  • fixed: sleeping or unconscious creatures prevented hiding
  • fixed: shield protection glitches
  • fixed: cancelling tasks skipped the possible morning maintenance and physical condition checks
  • fixed: creatures standing on cellar were invisible
  • fixed: when milking into a container filled with water the contents weren't emptied first
  • fixed: small animals (eg. squirrels and hares) being able to wade
  • fixed: foreign traders messed up item tags in the villages and made the items unpurchaseable
  • fixed: location selection dialog closes when choosing a location you can't see
  • fixed: villagers stocking stale food
  • fixed: skin not obtained if skinning got cancelled during the last minute
  • fixed: spoiled food items occasionally not stacking
  • fixed: stale tag persisting upon cooking
  • fixed: waking up to strange noises when falling asleep from exhaustion while rowing or running
  • fixed: animals might freeze for moment upon escaping if their escape destination was badly chosen
  • fixed: drinking from containers taking too much time
  • fixed: villagers joining the robbers when they enter the village area
  • fixed: NPC/villager reactions to robbers was broken
  • fixed: terrestial animals sleeping in shallow water
  • fixed: repeated deathblows with [3] fail to keep the previous aiming zone if any menu selections or certain actions (eg. sleeping) were made in between the deathblows
  • fixed: leashed animals not properly freed upon getting defeated and thrown away from the location by robbers or villagers
  • fixed: wading on land if you were too fatigued/penalized to move at all and tried to start wading
  • fixed: sauna scoops and wooden tubs disappearing from villages
  • fixed: carcasses tagged as partially skinned even if the skinning wasn't allowed (ie. while swimming)
  • fixed: arrow-in-loading bug: NPCs could shoot you while the map was only loading

New in UnReal World RPG 3.19 (Sep 16, 2014)

  • NEW FEATURES:
  • Picking, burning, rotting carcasses:
  • You can move, push or pick up carcasses just like any items and the common item handling commands work for carcasses while they are in your inventory. There's a new rotting mechanism for carcasses. Scavengers will keep utilizing rotting carcasses, but humans may obtain usable meat and hide only from relatively fresh carcasses. And now carcasses can be burnt - which allows kind of a burial for your dead pets and companions.
  • Weapon breakage & degrade system:
  • Weapons can get damaged when they hit together as a result of a block, or fumbled counterstrikes. Resulting damage checks are based on variety of newly added weapon properties and both attacker's and defender's weapon may get damaged.
  • The force of impact and resulting weapon damage is calculated based on strike velocity, weapon weight, impact area and materials that hit together.
  • Shield usage to protect from missile attacks:
  • Shields can be used to protect from missile attacks. When a shield is held in protective position missile attacks to covered body parts are automatically blocked as they hit the shield instead of you. NPCs can also use shields in similar fashion. Shields can be held in many ways to cover different body parts and to protect from varying lines of attack
  • Wider scope of NPC reactions to each others presence:
  • NPCs now actively react to presence of other human beings, specifically those of another culture. For now this is mostly notable when Njerpez meet other cultures, but later on the system will be expanded to create cultural conflicts. In a sense variety of NPC reactions gets closer to behaviour repertoire we already have in use with wild animals. In addition to being blunt aggressive or peaceful people may now try to avoid you, stay hidden, try to chase you away or prefer to escape upon being spotted.
  • Robbers:
  • There are now robber NPCs wandering around the wilderness. Robbers can be of any culture and usually move in bands of 3-6 people. If encountered, they may try to steal your equipment. Robbers rarely attack right away but often ask if you want to hand over your stuff willingly. If you don't co-operate they'll attack and rob your equipment after you've been beaten unconscious (or dead).
  • UI convenience boost:
  • There's UI convenience boost for non-keyboard jockeys as the burden of memorizing key combinations is eased with automated actions, menus and new configuration options. Movement and rest actions are grouped within one menu and containers are handled via single [a]pply command. Swimming, climbing and opening doors is automatic and configurable. There's also traditional roguelike movement mode added for those who prefer it, and you're able to strafe at will.
  • FIXED ISSUES, MINOR ADDITIONS AND BALANCING:
  • two new start-up scenarios,
  • balanced net fishing, crossbows, time passing and movement
  • pausable cutting and skinning, improved carcass selection
  • blunt and broadhead arrows.
  • a new log to view previous game messages, and enter your own notes

New in UnReal World RPG 3.18 (Mar 1, 2014)

  • balanced: character made clothes are now worth of only 20% of regular cloth value. And that's because there's no actual skill required and making clothes is way too fast. This removes the exploit of too easy trading with character made clothes.
  • added: making a log, boards or blocks of wood also cuts branches from the trunk. And couple of dozen branches will appear lying on the ground. These are always just plain branches as fallen tree type isn't (yet) distinguished.
  • added: option to cancel crafting right after completing material selections. Prompt to start crafting now appears as: "[SPACE] to continue -- [ESC] cancel"
  • added: [a]pply command can be used to wield sesta, paddle or ski stick
  • added: possibility to skin small animals when prone
  • added: possibility to cut animals for meat when prone
  • added: possibility to fell slender tree when prone
  • added: villagers are unwilling to join you if the companions you hire go missing
  • added: naturally fallen slender trees. In addition to big trunks laying around on zoomed-in maps, you can now occasionally find slender tree trunks too.
  • added: bunch of fresh audio.
  • added: lots and lots of new graphics. Majority of backgrounds, terrain type images and encyclopedia images are fresh and new. Work from several different contributors and photographers is being used. For copyrights, credits and licenses see: truegfx/credits-and-copyrights.txt.
  • fixed: being able to walk on the watery edge just outside of the ice
  • fixed: companions rushing away if you told them to cut trees while zoomed in and then zoomed out on wilderness map
  • fixed: pet disappearances. Departing companions caused pets (or NPCs) go missing.
  • fixed: any tool could be used as sesta
  • fixed: trading crashes which happened if you were demanded for payment while carrying lots of unpaid items
  • fixed: birch-bark products wouldn't burn
  • fixed: departed companions failed to avoid traps on their way back home
  • fixed: trying to start swimming from a steep cliff didn't locate the character into water
  • fixed: trying to move from a cliff into shallow water set character into wading mode but didn't locate him/her into water
  • fixed: climbing on a steep cliff while wading made character remain in wading mode on a dry land
  • fixed: foreign traders with nothing to trade
  • fixed: (bleeding) tags weren't shown in animal/NPC wound descriptions
  • fixed: dogs wouldn't eat stolen food even if there were no villagers around. Dogs still won't touch unpaid food in populated villages, but will happily eat it as soon as there are no villagers around.
  • fixed: starving dogs wouldn't eat any other food if there were carcasses around
  • fixed: restocking of tools, armours and clothes was absent or extremely slow
  • fixed: Njerpez items/loot being marked as unpaid/taken
  • fixed: your own arrows becoming NPC property upon hitting them
  • fixed: game course tasks where you need to kill an animal got mistakenly completed if animals at the area happened to kill each others
  • fixed: game course tasks where you need to cook something got mistakenly completed if NPCs cooked something
  • fixed: companions interrupting tasks by talking. If they have something to say now, they will wait until you're finished and only then speak their mind.
  • fixed: villages with no items . Initial village stocking failed if you approached them on zoomed-in maps.
  • fixed: advanced game course task "Kaumo furs" getting completed by entering Kaumolais village
  • fixed: NPCs not trading unpaid goods they picked. If you dropped some unpaid goods and NPCs then picked them up, they wouldn't trade them again in one-to-one trading.
  • fixed: NPCs being too eager to pick up unpaid items from failed trades . Now NPCs don't pick up items if you drop them back to the building from where you originally took them. Items that are dropped outdoors will still get picked up by NPCs.
  • fixed: villages where you didn't have to pay for anything

New in UnReal World RPG 3.18 Beta 4 (Jan 6, 2014)

  • Find a complete newslist for version 3.18 after these beta 4 fixes and additions:
  • fixed: being able to utilize unpaid raw materials and then drop them without getting asked for payment. If you utilize unpaid raw materials now you will have to pay for them as a whole.
  • fixed: problems to pay for unpaid items if you had wielded or weared them . 'Unpaid' tag still remained after completing the trade and debt list wasn't handled correctly.
  • fixed: if you were demanded for payment while crafting something debt list and unpaid tags weren't handled correctly. This could leave you with with unpaid items that you never had to pay etc.
  • fixed: being called "disreputable traveller" without a reason. NPCs might occasionally call you "disreputable" without a reason.
  • fixed: companions lighting fires under you. If you happened to stand on a location where NPC was building a fire you could get burnt a bit.
  • fixed: character's thirst got completely extinguished when you drank from a nearly empty container when very thirsty
  • fixed: sages did favours (healing & teaching) also for characters with bad reputation. Now they won't heal you nor teach you new rituals if your overall reputation is low.
  • fixed: peaceful NPCs never climbing over fences. Most of the time they still shouldn't do it, but if NPC ended up in a pen with no doors they stayed there forever. Now peaceful NPCs do climb over fences if they end up banging their head against it for long enough.
  • fixed: companions got stuck in the water if they departed while swimming
  • fixed: empty containers sometimes worked as a water source in wound treatment
  • fixed: sage (and other NPC) herds
  • In some forester or vagabonds villages you could find penned NPCs instead of penned animals.
  • fixed: village reputation being transferred from a previous save to the next. You could find already hostile village with your next character if your previous character had angered some village.
  • fixed: being thrown out of a village while unconscious caused village to go empty
  • fixed: ghost village syndrome. In rare occasions all NPCs and animals could disappear from a village. This often resulted in bumping into "ghost NPCs" with no description.
  • fixed: being able to haul items while swimming
  • fixed: if NPCs refused to accept delivered items these items were nevertheless added to their inventory
  • fixed: hauling mode didn't stop even if you picked or pushed all the items being moved. added: crawling is now fatiguing
  • added: two most influential penalties displayed in physical condition messages:. Previously you were notified only about the highest penalty modifier. Not it goes like for example: "You can't run any longer due to being wounded AND being fatigued."
  • balanced: new visitors in villages are kept on eye more closely. You may find some NPCs following you when you wander around the village. This makes stealing more difficult.
  • fixed & balanced: bleeding wounds
  • Fixed:
  • It was possible to faint from bloodloss during trying to stop the wound from bleeding. Now character always stays conscious until the treatment is finished.
  • Very well-healed wounds, with only a little injury score left, could start to bleed again after failed treatment. This doesn't happen anymore.
  • Balanced:
  • Poor success in an attempt to stop a wound from bleeding now foremostly affects to treatment time. It's less likely that you need multiple attempts to stop the bleeding from now on.
  • Changed:
  • Describing bleeding wounds. "BL" abbreviation is now used to mark bleeding wounds in injury screen. This replaces previously used "bleeding" tag in wound descriptions.
  • added: you can close and open doors behind your back, and you don't have to specify a direction if there's only one door around.

New in UnReal World RPG 3.18 Beta 3 (Dec 18, 2013)

  • BETA NOTICE: This is a beta releasethere are likely to be bugs. Many of the listed improvements will be tweaked and polished further in patches to follow.
  • overhauled: trading in villages and item ownership
  • improved: one-to-one trading
  • improved: village inventory and restocking
  • added: reputation with village
  • overhauled: NPC AI and village policy for dealing with breachers
  • added: spreading of news
  • improved: selecting living targets
  • changed: key command to talk to someone is now [C]
  • improved: NPC speech
  • added: quicker access to companion commands
  • added: hunting companions
  • added: you need to keep your companions fed
  • added: more versatile world location descriptions
  • overhauled: marking of time
  • improved: character's death reason descriptions
  • overhauled: list and archive of ancestors
  • added: fresh images
  • added: CTRL and 0 now toggles between normal and maxed out map view
  • added: NPCs shut doors behind them
  • added: peaceful NPCs withdraw from your way
  • added: starving pet dogs may eat carcassess
  • modding add: [TERRAIN:] tag used in diy/biy requirements now recognizes
  • modding add: [TILE:tile name] and [NEARBY_TILE:tile name] diy/biy requirement tags
  • modding fix: inability to add new western or eastern character portraits
  • fixed: smelling when the food is ready from far too great distances
  • fixed: "hurt, helpless and afraid" scenario sometimes caused an instant death from too many wounds
  • fixed: burning stones
  • fixed: disappearing pets
  • fixed (again): pet/companion duplication
  • fixed: fighting NPCs picking up useless items such as tree trunks
  • fixed: no sprite for buckler item
  • fixed: picking up fish catch
  • fixed: pets eating food from villages
  • fixed: incorrect display of meat cuts being prepared
  • fixed: thrown staves getting stuck to target
  • fixed: clubs not working as treshing tools
  • fixed: sections of ice covered sea appeared as open water on zoomed in map
  • fixed: when pouring something to an empty container the source container wasn't emptied expectedly and something always remained.
  • fixed: fish weight being re-randomized upon loading character
  • fixed: pets leashed to a tree still followed after zoom-out
  • fixed: discrete per-minute delays when doing tasks

New in UnReal World RPG 3.17 (Aug 21, 2013)

  • Added: prompts to abort task when attacked or a new NPC/animal enters your view
  • There are four new instances where a prompt to abort current task is displayed:
  • A new NPC/animal enters your view. Companions and pets are always excluded unless they are aggressive at you.
  • Somebody in your sight becomes aggressive.
  • An aggressive NPC/animal in your sight gets within distance of 10 meters (5 tiles).
  • Aggressive sounds are heard.
  • Prompts are displayed individually for every NPC/animal whose behaviour meets the rules. Answering "No" will continue the task without further prompt for the instance and NPC in question. In case of aggressive NPCs/animals far out of sight you'll be given the first prompt when they enter your view (rule #1). If you don't want to cancel the task, another prompt is given if you see them getting within distance of 10 meters (rule #2).
  • There are also newly added configuration options in urw_ini.txt to adjust these settings separately for for humans and animals as follows:
  • [TASK_ABORT_ANIMALS:YES/NO/HOSTILE] [TASK_ABORT_HUMANS:YES/NO/HOSTILE]
  • NO - never prompt to abort if these creatures enter your view YES - always prompt to abort if these creatures enter your view HOSTILE - prompt to abort only if this kind of hostile creatures enter your view
  • For aggressive sounds of any origin there's a single configurable option: [TASK_ABORT_SOUNDS:YES/NO]
  • added: if a weapon has only one attack aspect it is automatically selected when trying hit your enemy
  • For example: when hitting with a club you don't need to select the only available option (Blunt) manually.
  • balanced: super tired characters can sleep in the rain for short periods of time
  • It's possible When the lack of sleep has reached "ready to drop" level.
  • balanced: encumbrance penalty from armours and clothes being worn
  • In case of armours and clothes being worn you start to suffer from encumbrance penalty only after their total weight exceeds one tenth of character's weight. For example: 160 lbs character can wear 16 lbs worth of armours and clothes without any penalty from them specifically.
  • balanced: skilled bowmen are now more accurate
  • Success based trajectory accuracy was too much fixed and your bow mastery level didn't affect it. So 80% archer got more steady and perfect shots than 40% archer, but the accuracy of those shots was pretty much the same for both. Now your mastery level affects both the ratio of succesfull shots and the accuracy of those shots. Skilled bowmen can now expect better archery results.
  • balanced: 'stance' physical condition requirement removed from angling
  • Using fishing rod now requires one good arm.
  • added: AUTO_WADE configuration option (urw_ini.txt)
  • Do you want to wade automatically where possible. Possible values are YES, NO and ASK (default).
  • added: shields can be used to block unarmed attacks
  • Kicks, punches and all types of animal attacks can be attempted to block with a shield.
  • added: restore zoomed map view to normal by pressing CTRL and 0
  • You can adjust map zoom level by mouse wheel, or by pressing CTRL and + (for zoom in), or CTRL and - (for zoom out). Pressing CTRL and 0 now restores the map view to 100%.
  • added: watercraft capacity restrictions
  • You can transport either 40 different item stacks or 200 times the weight of your watercraft. If your punt/raft is overloaded you can't row it and notification about it will be displayed. (Weight restriction is far from realistic, but we need to allow transporting logs with watercrafts until floating timber is implemented.)
  • added: new character portraits
  • All the old character portraits have been replaced with new pictures. Characters migrated from version 3.16 may have changed their portrait. This is just for starters - portrait update is far from complete. Notice that some of the male portraits are used for more than one culture group (eastern, western, northern) and some NPCs may share your portrait. This is to be fixed in the future when more portraits are added.
  • fixed: trapped birds flying
  • fixed: blank wound treatment options
  • Some of the most severe wounds have only one applicable treatment option - that is intentional. But there was also blank treatment option which you couldn't select. These blank options have been removed now. In the future there will be new treatment options added for the most severe wounds.
  • fixed: placing items on newly sowed land reveals the sprout
  • fixed: felling trees not always unpausing properly
  • Progress wasn't properly saved.
  • fixed: possibility to sleep while wading
  • fixed: possibility of instant drowning
  • If a character with low swimming skill went swimming while fatigued it was possible to drown instantly. Now there's always a chance to swim for couple of turns before drowning no matter what.
  • fixed: dead pets wouldn't unleash if they were killed when tied to a tree
  • fixed: rowing in winter increases fatigue
  • fixed: timbercraft skill might improve even if the task was impossible to perform
  • This was most notable when splitting boards with poor axe.
  • fixed: few things that were possible with skis equipped
  • You can't do the following things anymore while skiing OR with skis equipped:
  • swim wade climb
  • fixed: stacking issues with tanned furs
  • Tanned furs with same properties didn't always stack up properly.
  • fixed: skill point distribution glitches during character creation
  • If you put a point into two skills and then took them off the second skill still remained as having the point in use.
  • fixed: game-course reset after Watercourse task
  • This was due to excess items on raft/punt.
  • fixed: clothmaking quality glitches
  • Certain selfmade clothes came out in lesser quality than your success and raw material would have allowed. This was the case especially when making footwear.
  • fixed: crash potential when loading character with auto climbing enabled
  • fixed: deconstructing NPC built kotas didn't return furs
  • Now you'll get those kota covers as well. They are often reindeer furs of ragged quality.

New in UnReal World RPG 3.17 Beta 4 (Jul 26, 2013)

  • Added: escaping animals may attack if desperate/cornered
  • Added: [a]pply your fishing gear to use it
  • Added: wading through shallow water
  • Added: fords
  • Added: islets, skerries and big rocks in the water
  • Added: color of the water reflects its depth
  • Added: tie animals to trees
  • Added: command your dogs without eye contact
  • Added: dogs notify their master about a kill
  • Removed: phobia display from character profile [P]
  • Removed: climbing trees on wilderness map
  • Added: observing wildlife from high terrain
  • Added: weapon usage restrictions with injured arms
  • Added: proper rules for two-handed weapon usage in melee
  • Added: levels of effort and physical condition requirements for ordinary tasks
  • Modding add: modifiable levels of effort and physical condition requirements for do-it-yourself crafts and building
  • Added: zoomable map view
  • Added: new "time counter" dialog
  • Added: pausable building
  • Improved: felling trees
  • Fixed: when hauling items towards an obstacle time was spent despite of of the fact that your character didn't move
  • Fixed: animal same item limit when packing
  • Fixed: broken "fistful/bunch/pinch of" item name definitions in cookery recipes
  • Fixed: unsafe uninstaller script in Windows
  • Fixed: ghost injuries upon waking up
  • Fixed: three skiing related issues
  • Fixed: plant will be after a day, but it's not!
  • Fixed: oath of iron ritual worked for staves
  • Fixed: aggressive animals occasionally kept on fruitless, repetitive attack-escape loop
  • Fixed: bugged self-made food prices

New in UnReal World RPG 3.16 (Apr 29, 2013)

  • improved: wielding a new weapon when both hands are in use
  • fixed: possibility to climb while hauling items
  • fixed: dogs being attracted by baited traps
  • fixed: dogs eating from cellars
  • fixed: fat not accepted as raw meat
  • added: simple configuration file to customize some game options
  • Keep examine distant location (F3) dialog active for repeated
  • selections until cancelled?
  • Ask to climb fences, or climb them automatically?
  • Ask a confirmation to exit zoomed in map if dogs or companions
  • are left behind?
  • fixed: dogs can hurt animals in a tree
  • fixed: occasional meat description changes if different types of meat was
  • prepared at the same location
  • balanced: dogs the price and behaviour
  • Hunting large animals:
  • Dogs now primarily aim to block animal's escape route by heading
  • in front of it in order to make it stop or to change its course.
  • Most importantly hunting dogs now bark in alarm when they've got
  • the animal cornered or momentarily stopped.
  • Hunting small animals:
  • Same tactics as with large animals, but dogs also tend to make
  • occasional attacks and usually manage to injure their prey quite
  • effectively.
  • Hunting aggressive animals:
  • No relevant changes. Dogs fight as bravely as they always do, with
  • some individual variations in the mix. If cornered animal turns
  • aggressive, the dog will fight it. If the prey animal escapes again,
  • the dog tries to block its escape route and lets you know about it
  • by barking.
  • Dogs are now more valuable. Their price is tripled.
  • added: NPC/animal fatigue information displayed
  • added: "Yes/No" dialog to ask if you want to climb the fence when you
  • move on it.
  • added: hide quality depends on how damaged the carcass is
  • It's worthwhile for fur hunters to bring the animal down quickly
  • and effectively to prevent ruining the hide with excess strikes.
  • The smaller the animal the less strikes are need to damage its'
  • hide.
  • In general edge and point attacks pierce the hide most effectively
  • so blunt weapons are something to consider for knocking the small
  • game dead.
  • Location of the wounds also affects to possible hide damage. You
  • can get a perfect hide even if the carcass has been beheaded or
  • misses a hoof or two, but dozen of spear strikes in its abdomen
  • doesn't look good in finished hide.
  • There's a damage tag displayed upon looking at the carcass:
  • harmed/torn/hacked/mangled/grisly
  • fixed: cancelling aiming zone/weapon aspect in counterstrike
  • fixed: False skinnig message: "The [NULL] is the right tool here, but
  • suffers from..."
  • fixed: "hides & skins" not listed by default when making cords
  • fixed: purchasing multiple animals within one talk session only gives
  • you one
  • fixed: sacrificing unknown plants reveals their true name
  • fixed: leashed animals not always following you upon zooming out
  • added: zoom in/out confirmation dialog if your companions/dogs are getting
  • left behind
  • added: name of your leashed pet is displayed in character's inventory with
  • the leash in use
  • added: press [ESC] to skip "more" prompt in message display
  • changed: key command to show character profile screen is now [P]
  • removed: access to other profiles (rituals, skills etc.) from character
  • profile screen has been removed
  • fixed: non-stacking items
  • fixed: animals occasionally "freezing" beside traps without entering nor
  • passing them
  • fixed: occasional plant alteration during threshing
  • fixed: when tanning skins rinsing and soaking can degrade the skin quality
  • fixed: numpad issues after switching tasks
  • fixed: sleeping disorders
  • added: sleeping on furs for extra warmth and comfort

New in UnReal World RPG 3.16 Beta 3 (Apr 8, 2013)

  • added: automatic item type filtering for variety of item selections
  • added: drinking messages
  • added: options to feed your dog
  • throw food at your dog
  • added: pet dogs now follow you without a leash
  • added: options to command your pets