I downloaded the demo. I wish there wasn't 4,000 key combinations.You can play it with mouse too. There's few keys that are really usefull (e, s, M).
Killed 2 bears, many, many raindeers.
After getting bitten by an wolf, my guy was in a pretty bad shape.
He was eventually ambushed by a Njerk warrior, and kicked the bucket after getting bashed in the head with a fine club multiple times.
The new version is so amazing.
^ Done. Also, anyone else seen the new donation "reward" video yet? I had some trouble and had to email Sami for a direct link, but I'm glad I did. That was entertaining. :)
Some interesting changes.
And there won't be Njerk war camps in the west and north now, only in the east.
If I might ask, why has URW gone free?
Q: Why, oh why, you do this?
A: Foremostly to keep up hasty release pace. Massive AI, end-game and graphics improvements are underway and I'd like to keep releasing new versions whenever substantial new features are up and running. Shortly: less licensing, more development
Did I read this right? Animals can come in and eat from your garden, or feast on meat? Trap making just became a whole lot more interesting. Time to multi-layer my traps! First layer - plant some bushes. Second layer - trap pits to catch deer that come to eat the bushes. Third layer - more trap pits, to catch the bears that come to eat the deer!
I might be blind, but i can't find any way to feed a fire. Tied [p]ushing branches onto it but that killed it.
Did I read this right? Animals can come in and eat from your garden, or feast on meat?
Branches burn very, very quickly, try using firewood instead. Chop down a fully grown tree, chop it into blocks and then split the blocks into firewood, all done with the alt+m menu.Right. Don't have an axe because i just started. Still want to know how to feed a fire.
Slender trunks and even logs and whole tree trunks will burn for a while too, especially the latter, but firewood is far more efficient.
Branches burn very, very quickly, try using firewood instead. Chop down a fully grown tree, chop it into blocks and then split the blocks into firewood, all done with the alt+m menu.Right. Don't have an axe because i just started. Still want to know how to feed a fire.
Slender trunks and even logs and whole tree trunks will burn for a while too, especially the latter, but firewood is far more efficient.
Survival is tough, but the game offers several different starting scenarios, from easy to downright sadistic.
Right. Don't have an axe because i just started. Still want to know how to feed a fire.
If you really want a sadistic scenario, though, I'd imagine that since ranged combat has been added in now, the Njerpez slave one would be fifty times harder than it used to be back when I first played.
If you really want a sadistic scenario, though, I'd imagine that since ranged combat has been added in now, the Njerpez slave one would be fifty times harder than it used to be back when I first played.
I just pressed enter andran like hellcasually walked away without seeing a single redshirt, it might be a bug though (I think you aren't supposed to zoom out in habitated areas). Also, I didn't notice I was half naked. In winter.
In previous versions, you could basically randomly wander around and kill any encountered raindeers / elks / stags and live off their meat, now it seems nearly impossible.
You need to actively rely on traps to survive, it seems.
Better go make a new character. :[
"Loading"Survival is tough, but the game offers several different starting scenarios, from easy to downright sadistic.
You telling me starting hurt, helpless and alone in the winter is sadistic? Okay, well maybe a little...
So I can't imagine I'll be struggling for food ... Although I'll need to fell at least one reasonable sized beastie to get some fur for some cords. Hopefully my small frame, spear skill and stealth mastery can get me there ...Considering that you basically got infinite food, trade some for any piece of clothing and make cord from that.
Also, I have 80% stealth skill with only 4-6 encumbrance. Is it normal to startle everything 5 tiles or further away?Are you a Kaumo ? Size is quite important for sneaking now, so if you want to be a good hunter, it's better to be a northerner.
Shift+m, Utility, cord, select clothing.
Well, It's supposed to be during the iron age so I assume there would be agriculture and animal husbandry present. Couldn't find any mention about it with a quick search though.There is agriculture (there's a skill for that, and it's in explained in the tutorial). You also can buy animals from villages, and milk some of them (or kill them for meat).
How do you make cord for a stone axe?Shift + m (Make), utility, cord, and then you select one of your clothes (or a fur if you got one). You will tear apart a part of your clothe to make a cord, so its durability will decrease.
At some point while trying to find some animal track that i never found, i ran into some village.Continue giving him food until he is happy to come with you. Take him somewhere far away and chop his head off with an axe when he's not looking and take all his stuff along with the food you gave him
So i looked for people to come with me to help, and asked the 1st guy i saw, a child.
(http://i.imgur.com/ks1WQh4.jpg)
It made me laugh :D
Then once in the village i asked a man in his house to come with me , and to my surprise he accepted (maybe being of the same culture helps a lot as i'm in the Islanders region, being an Islander myself).
But he asked me for weapon and food.
I had several weapons, so i gave him, and had several roasted fishes (being a fisherman) that i gave him all.
But he kept asking for even more food as if i was the fish delivery service guy that could spawn them out of mid air.
So i'm out of items, as i don't find any option to take back everything i just gave to this ungrateful bastard, and being in a village punching him in the face to get back my stuff would be rather suicidal i guess.
I'm then wondering, is there a way to take back everything (not much of a problem for the food, there's water nearby) or is it possible for me to go fish for more after saying goodbye, then come back to him and continue to give him food ?
Or will it reset his demands and i will have to give again more weapons etc... ?
Do certain animals not give skins? I managed to kill a squirrel once by hitting it in the face with a javelin and then cutting it's throat, but butchering it just gave me 1 piece of meat and 1 piece of fat.You have to skin it first, Alt+H beside a carcass and select Skin Animal
There is agriculture (there's a skill for that, and it's in explained in the tutorial). You also can buy animals from villages, and milk some of them (or kill them for meat).I was just speculating about the setting and if hunting was as big part of the diet as it seem to be in the game.
Build it in the cave. It has more of a Bond Villain theme. You can always make your subsequent forts on the sites of the slaughtered villages, but your base has to be a secret base, hidden in the mountain.
Can you actually build a usable home out of a cave? As in, add floors and a fireplace and whatever?I think so. I remember seeing an advice about that on the wiki (even if it's not up to date).
Yeah, it's pretty much just something to do if you want to kill time and maybe get something out of it.
I can't trade them for anything because everyone expects some quality in the trade :( And I can't smoke because it's late May. I guess I'll just save them for the winter and use them to smoke meat then.
I can't trade them for anything because everyone expects some quality in the trade :( And I can't smoke because it's late May. I guess I'll just save them for the winter and use them to smoke meat then.Is there a quality even below harsh? I think you should be able to smoke at any time though.
I can't trade them for anything because everyone expects some quality in the trade :( And I can't smoke because it's late May. I guess I'll just save them for the winter and use them to smoke meat then.Is there a quality even below harsh? I think you should be able to smoke at any time though.
How do I get twigs instead of branches from a tree? I need twigs, but every tree I cut gives me branches, even though the command says "cut branches/twigs from tree"...I think it depends on the tree.
How do I get twigs instead of branches from a tree? I need twigs, but every tree I cut gives me branches, even though the command says "cut branches/twigs from tree"...I think it depends on the tree.
Spruces (the evergreen pointy ones) give you twigs (for shelters etc.) whilst the more deciduous looking ones give you branches, if I recall correctly.
Active fishing is more like somethign to do as a pastime, really xD You'll starve to death more than you get fish.
I can't trade them for anything because everyone expects some quality in the trade :( And I can't smoke because it's late May. I guess I'll just save them for the winter and use them to smoke meat then.
Does anyone know whether it's possible to trade for multiple low valued items with one of your high valued items? I can't figure out how
Active fishing is more like somethign to do as a pastime, really xD You'll starve to death more than you get fish.
My character started with a fishing skill of about 44% and I was able to feed myself pretty well by active fishing in a small lake with a javelin. Eventually I did go out hunting and got myself a bear (also with javelins) and later traded for some nets.
Active fishing is more like somethign to do as a pastime, really xD You'll starve to death more than you get fish.
My character started with a fishing skill of about 44% and I was able to feed myself pretty well by active fishing in a small lake with a javelin. Eventually I did go out hunting and got myself a bear (also with javelins) and later traded for some nets.
I think that using a javelin instead of a club is good advice: They're both readily accessable for starting characters, but I'd swear that the javelin is far more effective. And I've noticed that 40% is more-or-less the cutoff for reliable fishing, but characters with less should skill up quick enough to survive, although they probably won't be able to do much other than fish and sleep until they get to 40%.
Do arrows do point damage? If not what kind of damage do they do? I'm trying to protect myself against Njerpez archers.
Do you guys know what culture will have axes to trade? My last character got raped by a bear so I started again as a fisherman in the north, no problem with food obviously but I only have a stone axe, and I can't make boards etc.
EDIT: nvm the driik are my new friends :)
So is there anything new in this version? I played a while ago but after I managed to kill a bear I had so much food and stuff the game just got kind of stale. It was like "what now?"
So is there anything new in this version? I played a while ago but after I managed to kill a bear I had so much food and stuff the game just got kind of stale. It was like "what now?"
Hmm. There are lots of changes to how the game works, but I'm not sure if anything really *new* has been added that would extend the game much. Animals have to eat now, so having pets/livestock is a bit more challenging.
No. if you just use 't' to shoot an arrow without wielding it, it will take an action as the game takes out the arrow and then shoots.
If you already have it in your hand you can shoot immediately.
This is obviously only useful for the first shot.
I think it's time to get back into URW. Played it ages ago and enjoyed it, but it got a little boring after slaughtering a few elk.
EDIT: It seems all my keys are weirdly mapped and aren't doing what they're suppose to do. I think I had this problem before but I've completely forgotten how to fix it.
EDIT2: It seems my alt key was stuck down or something. Holding alt and pressing a key is some weird skill shortcut that makes no sense at all.
to build them press M (uppercase M , not lowercase m) then select "Lumber" and you have the option to build stakes.
Oh and I dont know about the latest version but in older ones if you found vagabonds in njerpez territory are hostile to you, so watch that.
Man, you people are evil. I've never fought anyone in these games other than the Njerpas, and they're automatically hostile.
BONUS
When you have enough clothes, take them and give them to a maiden.
Get married.
Lead her to your camp.
Smash her head open with an axe from behind.
More food, more clothes.
(Though I'm pretty sure you're supposed to fuck her, not fuck her up.)
Man, you people are evil. I've never fought anyone in these games other than the Njerpas, and they're automatically hostile.
Hmm. Would you be able to steal their stuff without killing them when they are knocked out?
Dried meat is said to last an entire year(maybe more if kept in a cellar)I think I read that smoked is good for a year if kept in a cellar, and the dried will be good for longer than that.
Smoked meat holds out for, I guess, 3 seasons?
Salted meat, maybe half a year, 3 months - I honestly don't know
But i'm wondering about the actual time before those kind of preserved food can last before turning inedible.Heresy ! spoiled =!= inedible
Snuck up on a sleeping reindeer. I thought it would provide enough food for quite some time, so I stabbed it in the neck. Twice. It got up and... ran away. Eventually the blood trail stopped. Apparently, its gaping knife wound got better.First tip : aim leg for reinder to not run away. Though if you don't have a very good weapon (knives aren't really good, the hunting one can be good because of bleeding, but that's all), it can happens that the animal will run away.
Then I began the tutorial quests to get some free loot. I found a squirrel in a tree for the "kill something and carve it up" quest. Cut down the tree, squirrel runs to the next tree before I can get a hit in. Cut that tree down and a wild canine creature comes along, murders it, and runs away before I can even look at it. I still got credit for the kill, though.
Heresy ! spoiled =!= inedibleAre you sure of that ?
Spoiled food is good for you !
While non spoiled food is better, and should be prefered, spoiled food can save your life. Spoiled food, even from 10 years ago, won't kill you. It will, at worse, give you a ~-10% sickness, and you'll vomit a few times. It's actually a very good way to get your nutrition up, since vomiting will empty your hunger bar (hunger bar is your enemy in your quest of survival), and you'll be able to eat again (spoiled food).
/!\ Spoiled food must be cooked to be edible, spoiled raw food is worthless, while spoiled roasted food is useful. If you don't have any way of long preservation, roast the whole, eventually keep in a cellar, and eat spoiled food.
food will spoil over time. Eating spoiled food will cause you to become sick, and may cause death.
Are you sure of that ?The wiki isn't really up to date, but I've never died of eating spoiled food. In fact, the only time I died because of food was when I ate some plants that I didn't know and that were apparently deadly.
That seems in opposition to what the wiki is saying :
http://unrealworld.wikia.com/wiki/Food (http://unrealworld.wikia.com/wiki/Food)Quotefood will spoil over time. Eating spoiled food will cause you to become sick, and may cause death.
Out of curiosity (and 'Malnourished' looming at hunger bar), I ate a bunch of sand mushrooms.You shouldn't go to desperate mesures about food before you're starving. The stages before have no consequences, while starvation will slowly kill you (and you'll get malus to your skills).
And so curiosity killed the cat after several days of agony. Or rather, Ruuka Kuolovainen. Or something. Fuckin' sand shrooms. Oh at least I know now...
But I love pikes. It's a simple fish and yet, lasts for several meals.
Hmm, i'll take then the midway path, i'll keep the spoiled food but only to give it to adventurers/hunters when i want to get more companions :DI'm not sure they accept spoiled. At least in trade, it hasn't any value (even worse than cooked). So, if you wanna trade, do it quickly with raw cuts/fish.
Yes they do as i just convinced a hunter to come with me with a bunch of spoiled food i carried from my refuse stockpile (played DF too much :D ) , at least for the companionship as i have not tried for trading.Hmm, i'll take then the midway path, i'll keep the spoiled food but only to give it to adventurers/hunters when i want to get more companions :DI'm not sure they accept spoiled. At least in trade, it hasn't any value (even worse than cooked). So, if you wanna trade, do it quickly with raw cuts/fish.
There are a lot of plants in the new version that aren't in the wiki yet, anyone know of any dangers?
You can't 'a'pply ropes to wild animals anymore.There are a lot of plants in the new version that aren't in the wiki yet, anyone know of any dangers?
Alt+e to use herbalism to try to figure out what plants do and if they're edible.
The only deadly things I know of are sand mushrooms, they can't be eaten no matter what you do with them. There are some other mushrooms that are deadly raw but fine after boiling (or something of the sort.)
But does one herbalism check automatically tell you all the properties of a plant?
Moot point now because all the information is in text files in the game folder under newherbs, apparently the lake reed roots can be ground into flour which is good to know, I don't need to do any farming at all, I can live of porridge forever!
So I started as fisherman. Nets are godsend.
Now because there's my tribe's village south, and I need to get some specialized axes:
What is better for trade, prepared fish (roasted, for example) or raw ones? I have several perch and few trouts, are they valuable? :P
dont trade them you will need them or starveDepends on how skilled he is. the fisherman i started playing got so much fish that i stopped playing because it was easy
I'm having zero luck with baited traps. Nothing ever, ever, ever comes near the place I chose to settle. Bit silly of me, really.
But in my defense, I thought it would be good to block off this narrow passage between two lakes. By 'narrow', I mean a few squares across. But I suppose if there's marshland on one side and forest on the other, none of the forest critters care to pass through into the marsh, so my trapfence is useless.
@Haspen: That happened to me once, too. Really great character who was doing well. Tried to swim a river with a decent swim skill and the ritual that bumps it up. Got halfway across the river and drowned. I think she'd have lived if I had removed all my stuff before trying to cross, but that would have defeated the purpose of crossing in the first place.
Swimming is...pretty much never worth it in this game.
So I started as fisherman. Nets are godsend.
Now because there's my tribe's village south, and I need to get some specialized axes:
What is better for trade, prepared fish (roasted, for example) or raw ones? I have several perch and few trouts, are they valuable? :P
Anyone have a good list of mods for the game? Also, are mods for previous versions still good?Most mods still works, there's no difference for modding in the last versions.
For crafted trade goods, bowls are a decent investment of time & resources compared to the return. As are Fox Traps, although poor quality items have to be traded in bulk to get anyone to accept them.Yeah, I tried to do fox traps but every single one was 'poor'. Guess I'll go back and try some more. Thanks!
It wouldn't be so bad if a task could be canceled without losing all of the progress made on it. As it is, you could be ten minutes away from completing a six-hour task, force-abort because you spot a rabbit nearby, and have to start all over again.
I think on the forum somewhere he said it is intended quite soon (possibly the next update?) and that rudimentary code had already been done on it. But this is just from memory and I could be totally wrong.It wouldn't be so bad if a task could be canceled without losing all of the progress made on it. As it is, you could be ten minutes away from completing a six-hour task, force-abort because you spot a rabbit nearby, and have to start all over again.
Yeah, that sucks. Really wish he'd put that feature in. I know he's talked about it before, and it'd make a lot of the longer tasks better.
I fell in my own spike pit while constructing a trap fence on my first character to break free from survival fishing. Then I climbed out and took off my trousers to tear them into bandages. What followed was a few minutes of a bleeding and unpantsed character engaged in bandage fabrication later found unnecessary as stopping bleeding does not require bandages. The character then bled to death because he had removed his pants instead of making any effort at staunching his bleeding; reclined atop a comfortable pile of roughly 100 wooden spikes ironically accumulated at great effort for fence making. All in all, my favorite in the ancestors screen and truly a fine example of what not to do when bleeding to death for later generations.
And that's why I only build pit traps with no spikes, I did fall into my own pit twice but only sustained minor injuries. Of course I am yet to catch anything with it yet.I used to build pit traps without spikes, but the time I saw a reinder getting out of one in front of me, I permanently switched to stakes. Even with spikes, I had a bear which fell into the trap and then went away.
[...]
I wish after you kill like 50 people your character doesn't care about skinning humans, I would like to go hunting with my njerpez ski's this winter.
I didn't even knew you could get a Njerpez around without him trying to kill you on sight :)
-
But how dreadfull those interruptions can be "you feel suspicious", nearly 8 hours of work wasted for nothing each time.
The only thing I didn't find was a dog, so I have no early warning system against approaching predators.
The only thing I didn't find was a dog, so I have no early warning system against approaching predators.
Are dogs worth trading for? I find that high skill in tracking, stealth and archery are more than enough for all my hunting needs.
Funfact: She survived the exact amount of days as my previous fisher girl. Derp.That sounds eerily like some kind of super-secret-background-copy-protection thing.
The only thing I didn't find was a dog, so I have no early warning system against approaching predators.
Are dogs worth trading for? I find that high skill in tracking, stealth and archery are more than enough for all my hunting needs.
It sounds almost exactly like the old copy protection of this game prior to it going FTP. But I'm going to assume it's just a coincidence...for now.Funfact: She survived the exact amount of days as my previous fisher girl. Derp.That sounds eerily like some kind of super-secret-background-copy-protection thing.
Make another character and tell us the result :P
It sounds almost exactly like the old copy protection of this game prior to it going FTP. But I'm going to assume it's just a coincidence...for now.Funfact: She survived the exact amount of days as my previous fisher girl. Derp.That sounds eerily like some kind of super-secret-background-copy-protection thing.
Make another character and tell us the result :P
The graphics are just... dunno what to say.
I spend most of my winters chopping wood. Or getting stuff ready for expanding my cabin.
i just lost a 90lb of bear meat due to not having a smoke room.
I tested if those sauna found in village could be used to smoke food without someone coming in and fetching the whole thing.
After coming back to that sauna after 16 days as instructed i was surprised to find my meat cuts fully smoked and ... not stolen.
May be very lucky, or is it indeed a good place to get your food smoked if you do not have a personnal sauna in your own camp ?
Yeah, you can safely smoke meats in a village without any issues. Personally, I always give one of them a few cuts of meat afterwords as a 'payment' for the space. Not required by the game at all (I don't think they even notice the objects) but it feels better to me.
Haven't tried the new version yet, but I have a couple questions for those that have:
Do dogs follow you without being leashed now? I saw talk about plans to add this as a feature this version but didn't see it on the changelog.
Have there been any new objects/graphics since 3.15? Since I spent a really long time getting my custom tileset working last time and whether I need to update it will likely determine when I get back to this. :P
villagers do notice your cooking fires and will tell you to stop.'Tell you to stop' as in, a kick in the face.
Also, just found out:
Anything that's growing on Pasture map tile - trees, plants, herbs - is free for taking; villagers don't react even if you're 5 tiles away from them.
3.16-Beta2 was released today with a bunch of lovely bugfixes and a couple of new convenience features. A small update archive was made for those updating from Beta to Beta2. OP updated with relevant links.
Anyone know why my character can't fish despite having a fishing rod and standing next to water? I keep being told to "find a better spot", which I've never seen before.
Anyone know why my character can't fish despite having a fishing rod and standing next to water? I keep being told to "find a better spot", which I've never seen before.
Anyone know why my character can't fish despite having a fishing rod and standing next to water? I keep being told to "find a better spot", which I've never seen before.
Most likely, you are standing on an elevation, you need to find a tile that's lower.
I had a moment of elation when I managed to track down and kill an elk with my brand new character, resulting in nearly 200 cuts of meat and a 20 lb. fur.
Then I realized that I had no way to preserve the vast majority of the meat without it spoiling (other than roasting, of course), and for some reason my area was completely devoid of stones to build a cellar with, very few trees, and none of the water was fishable. So I ended up leaving way more than half of it behind to lighten the load as I struck out to find villages and better land, but so far not a single random household. How the heck do you even find other people?
There's something called a "glutton" on the island I had the misfortune of starting on. I'm not entirely sure what it is, but I've spent a couple of real hours tracking it down multiple times, only for all of my javelins to sail into the water. I managed to wound it once, by stabbing it in the eye with my knife, but it just kept going and as of now is still at large. I'm tempted to just end this character anyway; aside from the the seemingly random locations where I can actually fish and utter lack of wildlife other than grouses (which fly away) and the aforementioned glutton, once I finally put a raft together and went searching for civilization, I couldn't find anything.
Fake edit: Apparently "glutton" is another term for a wolverine. No wonder stabbing it in the eye barely even slowed it down!
I've taken this up, since it's now free. So far I've seen a vagabond adventurer, axe'd him, stole his clothes and his grouse cut. Not sure what to do now.
You have a seperate smoking shed? I have everything in one 2x2 house, I litterally sleep under 300-ish currently being smoked meat pieces.
*4 hours into the final stages of tanning a hide*
Task aborted! You feel suspicious like someone is watching you!
*I turn around*
"...THERE'S NOTHING THERE!"
I've said it before, but damn I cannot wait for that particular "feature" to be fixed. The hide I spent the past four hours beating should not magically become un-beaten just because my character got paranoid. Same for any other time-consuming task.
*4 hours into the final stages of tanning a hide*
Task aborted! You feel suspicious like someone is watching you!
*I turn around*
"...THERE'S NOTHING THERE!"
I've said it before, but damn I cannot wait for that particular "feature" to be fixed. The hide I spent the past four hours beating should not magically become un-beaten just because my character got paranoid. Same for any other time-consuming task.
You have a seperate smoking shed? I have everything in one 2x2 house, I litterally sleep under 300-ish currently being smoked meat pieces.
People who manage such huge projects are just astonishingto me XDNow you know how I feel when you show off your erosion program! :P
Only built a 3x3 house ever.
Any good advice on hunting? I usually end up starving to death because even when I 'H'ide, badgers and everything else keep seeing me and running away. I can barely find anything ever.Hunting is hard. You better either fish or trap. Try to make a fence trap around where you saw some reinders, big animals.
Hunting needs to be reworked. You don't put in three hours of effort, with nearly max skills, for nothing. That is terrible.
I could take failing a stealth check if it didn't take three hours to make one. Its the time investment, three hours is a significant chunk of a day to spend tracking one animal. Its easier if the animal pops up on the overmap, but for some reason this elk never did. I stumbled on it while randomly doing overworld track checks. And I had a bow, its just hitting something from so far away is such a matter of luck I wanted to get a bit closer.
(another pet peeve, why does fishing for two or three hours fill my hunger bar completely?)
Somehow my nets are failing on a river... :< I hve like 60% fishing >_> Maybe I should set them further away?Setting nets further away from the shore just means that you get different fish (Salmon/trout instead of breams/pike/etc.). The key, I think, is placement in rapids.
Note: I played this from 3.12, so I did know to wait enough XD
Not sure what you mean, the only case it will split stuff is if they are of different type, different quality or different decay level, so multiple fish and cuts from different catch rarely stack. If you are trying to smoke lots of fish, yeah I feel your pain.Well they have the exact same quality as far as I can tell, and yeah they are from the same animal.
Longbow pretty much wins here, although I think you need some strength to use it more effectively. Composite bows, as far as I know, are made in a way that allows weaker archers to put a considerable amount of power in the shot, whilst longbows are capable of piercing plate armor, provided the user is strong enough.
Longbow pretty much wins here, although I think you need some strength to use it more effectively. Composite bows, as far as I know, are made in a way that allows even the weaker archers to put significant amounts of force in a shot.
I think you are confusing composite with compound. Compound bows allow users with weaker strength to still make a powerful shot by using pulleys, a composite bow (usually recurve) allows greater draw strength for a bow of its size, longbows and composite bows are comparable in draw strength. It is the shape which allows a recurve bow to have a higher draw strength then a regular bow shape, and it is the composite material which stop the recurve bow from breaking apart.
It really is personal preference for actual longbow vs recurve, though recurve is better in cramped conditions or on horseback, but longbow can be set on ground for increased draw power.
For URW though I think longbow is more accurate.
Finally completed the "Living in the wild" course after convincing with a stack of 20 spoiled fishes some woodman to go hunt with me, ending the last mission of the course.
The rewards are very interesting for completing it , you can choose to either increase some skills (what i did) or some stats (apparently the only way to increase stats) or learn a few more ritual (but i have already learned them all during the whole time it took me to complete the course).
From there you can either take another course, ignore them or retake the same if you wish.
The interest of retaking "Living the wild" are the little skills increase and item each missions give to you, along it being the easiest course to complete (so you can reap the benefit in the end again).
Currently i'm in Summer time, having added recently some more smoked food into my cellar, thanks to a recent battle with a Njerpez , i said goodbye to the small dog, letting him go free in the wild (the little bugger was eating a bit too often) .
Maybe we'll meet again in my hunting travels
If you're smoking stuff, ALWAYS use one cord.Took me 5 minutes to understand it was about smoking meat. It's maybe a bit late too :-\
You still don't know that trick, people?I know that trick, that's why I'm complaining.
If you're smoking stuff, ALWAYS use one cord. 1 cord = 19 cuts, but 2 cords(at once) = 29 cuts. You can do the math from here. ALWAYS use one cord per smoking... 'job'.
No, it's the economy. It's balls'd up at the moment, it always was - in the older versions, bowls, cups and javelins were the best currency, high value for a small cost.
I'm sure they'll balance it at some point.
The game's just rubbing it in now. Finally get my Smokeshed/cabin finished as August rolls around, and I go hunting around for game to smoke and get a stag. Whose fine fur suddenly turns harsh at the second to last tanning step, so all its good for now is churning out inferior cords for arrows and smoking the meat. Then I go out on a hunting trip and find nothing for a week, and I eat a few mushrooms to put off starvation. And get deadly poisoning. Now I can take that, I knew the risks eating random mushrooms and its bad luck and all. But then I IMMEDIATELY find a stag, and oneshot it with an arrow to the eye. So I'm like. Shit. Now I'm basically just running around eating every random herb hoping one can get me through deadly poisoning or that I learn an anti-poisoning ritual. Nope. I finally die next to the corpse of the last stag I brought down.
This game really has a knack for rubbing it in.
from what i've read, eating mushrooms only recently became widespread across the world, and most ancient cultures, including scandinavian ones, didn't traditionally regard any mushroom as edible. they'd probably eat tree bark before they tried to eat any mushroom
Well, eating mushrooms has been a key part of Chinese and Korean culture for a long time. :O
but its australia, 90% of stuff is trying to kill you
No one expects the Njerpez inquisition!
but its australia, 90% of stuff is trying to kill you
FIFY
Anyway...Is Agriculture a feasible way of getting food for the coming years? I find hunting more fun and profitable - but this may just be me speaking. Currently at Autumn of the first year with a whole cellar full of dried elk in the hundreds :P
Cellars make food last...2 or 3 times as long? Certainly well worth the investment of time and resources building one as early as possible.
Wait. Isn't the last sentence not-awesome? I mean, hides = foreign trader commodity! D:Anyway...Is Agriculture a feasible way of getting food for the coming years? I find hunting more fun and profitable - but this may just be me speaking. Currently at Autumn of the first year with a whole cellar full of dried elk in the hundreds :P
Beans are very nutritious, one can live on three handfuls of beans a day. But agriculture doesn't give you hides, which are awesome.
Hell, I made a cannibal who lived off only long pig and he did fine till he got stabbed in the eye by a foreign trader.I never knew your characters can be pigs...
Long pig (pork) is a slang for Human Flesh, since supposedly it tastes a lot like pork.
Long pig (pork) is a slang for Human Flesh, since supposedly it tastes a lot like pork.
Not that we know... Right? :-\
nonsense, it tastes nothing like porkIt tastes like chicken, because everything tastes like chicken!
I found a small Driiki village which was devoid of villagers except two shopkeerers - one with tools, other with armors.Is the ally/enemy thing about NPC villages just like in DF that they're telepathic? Meaning: Hit one - everyone's against you?
So I sneak behind one and insta-kill him with my axe.[...]
I've heard that equinephobia is the "best" phobia to have, since horses are apparently extremely rare.
When do villages kill you, also. I've seen them inform you to stop doing it, but what if they're too far away to inform you? KoS?
Hmm, so there's a perimeter of ownership?When do villages kill you, also. I've seen them inform you to stop doing it, but what if they're too far away to inform you? KoS?
Tiruin died because he picked some turnips outside the village. When he went to enter the walled village, everyone ran at him and his dog met a death in combat. Tiruin stupidly tried to fight from the wall, but a lucky hit knocked him unconscious and he met an ignominious death...
Now, the real question would be this. If you free the meat from a wounded ally, do the rest turn on you?
Fences don't give a thing about eleveation, dunno about a house. Somehow I always find the 5x5 spot of flat ground to build my house at :P
I've got a question. I happen to know the location of a bear-he's on the zoomed out map, and hasn't moved in a month. How many hunters/woodsmen should I recruit to take it down, with hopefully minimal damage to me? Also, what can I do with all my rotten fish? I fish for my food at the moment and I've made an impressive pile of rotten fish corpses.Build the Bear Stone Fall traps all around him. In theory, it should work. In practice, I still haven't managed to catch a single thing in any trap, so I have no idea.
As for spoiled food, I throw it in the fireplace. It'll burn away when you light a fire.Have already said it several times, but spoiled food is better than starvation. You won't die of it, only throwing up from times to times.
well in the iron age we all know there was some cannibals. ;)This also ends badly D:
well in the iron age we all know there was some cannibals. ;)I think he's more referring to the fact that you can vomit up everything you eat without it dropping your nutrition at all, and that you can hire people with rotten food.
The problem with that line of thought is that playing the LEGIT way, you usually CAN'T fit in your stomach enough food to get your nutrition up, at least with most fish and nearly all vegetables. I would consider it a bug.
A: Make building buildings a two step process. I can be at best nutrition, no hunger or thirst, and start to make a wall, and hit malnourished before I am done. First step, carve and organize logs. 2nd step, place them. There is no reason a man should spend 5 hours working on a wall, stop for lunch, and come back to nothing.It's planned, but it needs a bit to work, as you'll need to put a percentage for everything (tree cut done at 58%, wall built at 33%, etc)
B: The ability to make certain items, like nets and punts. They SHOULD be very high skill reqs, but it should also be possible to weave a net from a handful of ropes.You can make rafts, which are heavier punts.
Favorableness of the Trap.
Anyone know how effective this is? Will it help me catch things? I don't have a reliable source of food for the winter and I'd prefer not to eat all my delicious spoiled fish. Think I can
The best housing is a Sauna or Inn. Just build a couple fences in front of the door to make it your own. NPC's won't take food and items you leave in a cellar outside, too. Those fireplaces run on hot air alone, as well, and don't require fuel.Can't build inside a town anymore.
I'm not sure what you are talking about, since I built three fences just fine and can take screenies to prove it.The best housing is a Sauna or Inn. Just build a couple fences in front of the door to make it your own. NPC's won't take food and items you leave in a cellar outside, too. Those fireplaces run on hot air alone, as well, and don't require fuel.Can't build inside a town anymore.
If I remember correctly, what happens is that the villagers will interrupt your construction. So if the villagers are too far away to spot your construction, or too far away to interrupt your construction prior to it's completion, you can still build in villages.I'm not sure what you are talking about, since I built three fences just fine and can take screenies to prove it.The best housing is a Sauna or Inn. Just build a couple fences in front of the door to make it your own. NPC's won't take food and items you leave in a cellar outside, too. Those fireplaces run on hot air alone, as well, and don't require fuel.Can't build inside a town anymore.
I bought two giant bags of flour, and dammit I am going to use them for something other than plain flatbreads. I've been making porridge out of some wild berries I harvested and adding flour to help it out.
I bought two giant bags of flour, and dammit I am going to use them for something other than plain flatbreads. I've been making porridge out of some wild berries I harvested and adding flour to help it out.
Lack of vegetables V:I bought two giant bags of flour, and dammit I am going to use them for something other than plain flatbreads. I've been making porridge out of some wild berries I harvested and adding flour to help it out.
General vegetable stew calls for flour, I believe :P
I like how my awesome cooking pot can only make a single pound of porridge at once but clearly has capacity for a lot more. I also like how, if I want to cook more porridge, I have to eat or throw out the stuff in said pot.
Does this game even have winter crops?
I wouldn't think so... hmmmm
I'm afraid this is not a giveaway.
Has anyone done any !!SCIENCE!! with starting tribes? I've been fiddling around, and I've found that Driik start with masterwork tools, but their stats and skills are lower. Owl tends to have the best skills, but lower stats then Kaumo, who can typically get owl level skills with a bit of rerolling.His tools were average but my Driik started with several masterworks clothes on him.
Silly Kamin is silly :PI'm afraid this is not a giveaway.
This doesn't seem to make contextual sense to me; did you post in the correct thread? Or, what are you referring to?
I am aware it's free. The "freeness" of the game was never in question, ya big ol' weirdos.Silly Kamin is silly :PI'm afraid this is not a giveaway.
This doesn't seem to make contextual sense to me; did you post in the correct thread? Or, what are you referring to?
Its a free game!
So can you steal in the game?yes
The shopkeeps seem to never sleep though. I read the exploit with a pack animal, but I dun wanna do that.So can you steal in the game?yes
Anyone know a good make-everything-yourself-from-nothing mod? I'm getting tired of having to hang around the south-west all the time to get stuff I need before I can head north-east.
Don't forget that when in the inventory, no matter which key you used to get there, you can change modes by moving arrows left and right.That's no longer the case, you now have to use the corresponding key to do whatever it is you're trying to do.
Can I tie animals to objects?
No, that's a cheat mod. I asked if there is a self sufficiency mod.Anyone know a good make-everything-yourself-from-nothing mod? I'm getting tired of having to hang around the south-west all the time to get stuff I need before I can head north-east.
I actually posted a quick cheat mod for this actually:
http://www.mediafire.com/?st55onfkf064iu7
Move the diy_transmutation.txt and menudef_transmutation files into your game folder, they should show up in the "M"ake menu.
There's also a uber-char save I posted on the URW forum. I remember something ridiculous like walking at over 40km per hour.
No, that's a cheat mod. I asked if there is a self sufficiency mod.Anyone know a good make-everything-yourself-from-nothing mod? I'm getting tired of having to hang around the south-west all the time to get stuff I need before I can head north-east.
I actually posted a quick cheat mod for this actually:
http://www.mediafire.com/?st55onfkf064iu7
Move the diy_transmutation.txt and menudef_transmutation files into your game folder, they should show up in the "M"ake menu.
There's also a uber-char save I posted on the URW forum. I remember something ridiculous like walking at over 40km per hour.
No, that's a cheat mod. I asked if there is a self sufficiency mod.
Anyone know a good make-everything-yourself-from-nothing mod?I see no mention of self-sufficiency here :P.
Is there an option to get rid of the goofy (no offense intended) pictures in the background and character status screen? I would almost prefer to just have nothing there.
In fact, I would almost prefer ascii graphics entirely...
In that case try the Hermit mod here (http://z3.invisionfree.com/UrW_forum/index.php?showtopic=3071).mod. It gives a recipe to make a knife from shit you find in the wilderness. Also, best character ever at the moment. Finally finished a house, killed a bear, set a few fishing nets that are giving me WAY too much food. I just have a question; will food that is smoked in middle-late spring last until winter?
So...
I accidentally hit e... and wound up in the middle of no where.
I dont have a knife.
Can I edit my save to give myself a knife?
I just have a question; will food that is smoked in middle-late spring last until winter?
Thank you, kind sir.Is there an option to get rid of the goofy (no offense intended) pictures in the background and character status screen? I would almost prefer to just have nothing there.
In fact, I would almost prefer ascii graphics entirely...
Replacing the relevant files in the truegfx folder should do the trick.
How does climbing help me spot things to throw rocks at, and hopefully eat?
I didn't think you could go the the overworld map from a tree. I don't think Enter worked...though I may or may not have been hitting space every time I tried. How do you get to that from a tree?
edit : by the way, UnrealWorld 3.16 is not in beta anymore , stable final 3.16 has been released.
Wicked...+1
I've updated my graphics mod, Wickerman's Graphical Enhancement Mod, version 3.2: http://z3.invisionfree.com/UrW_forum/index.php?showtopic=1921 (http://z3.invisionfree.com/UrW_forum/index.php?showtopic=1921)
WMGEM ver.3.2 changelog:
- I've replaced every single one of the real-life pictures in the game with drawn images, some 140 or so images. I don't have a late game save so I haven't been able to see how they all look, please give your opinion. :)
- Even more drawn portraits, there's now 62 of them. And since only "North" ones can go over the limit of 6 portraits per culture I put the excess ones as north_ . If there is a north picture you'd like for one of the other cultures simply change its name to east or west 1-6.
Spoiler: more... (click to show/hide)
And probably some other stuff I don't remember. I haven't tested any of this a whole lot so please give me your opinion and any critique you might have.
Here is a mini preview, it's not all the stuff that's been added.
(http://i.imgur.com/6KIi6As.png)
I also had a go at making my first ever mods outside graphic stuff.
Egg nests, grouse eggs, capercaille eggs, swan eggs, eagle eggs(found on mountains), mallard and tufted duck eggs can all be found in the game, I'm not sure about any of the stats I gave them though, if you boil them they become appetizing but otherwise you can eat raw too.
(http://i.imgur.com/tHli3Kw.png)
And rabbit burrows, it comes in two versions, rotten carcass and fresh. The idea is that you stick your hand in the burrow, grab a rabbit and immediately snap its neck but some times you find a long dead carcass instead. And they're actually mushrooms but yeah... fresh rabbit is slightly poisonous if you don't boil it and rotten is just not ok to eat at all.
(http://i.imgur.com/Y1T72Jc.png)
They're both included in the pack as optional mods, I'll put them as separate mods later.
I really dont like how Njerpez women are scantily clad. Its a dumb sexist trope from modern roleplaying games, also it makes no sense for anyone being in a bikini, when 1. Its Finland, cold as fuck. 2. its IRON AGE finland, long before anything alike a bra was even invented and 3. it gives no protection what so ever.+1, and similarly, it doesn't really make sense for the guy to be in his underwear either.
I really dont like how Njerpez women are scantily clad. Its a dumb sexist trope from modern roleplaying games, also it makes no sense for anyone being in a bikini, when 1. Its Finland, cold as fuck. 2. its IRON AGE finland, long before anything alike a bra was even invented and 3. it gives no protection what so ever.+1, and similarly, it doesn't really make sense for the guy to be in his underwear either.
Is anyone else having a problem with this game where every time they think about downloading the game to play they end up reading the features going into the next version and decide to hold out for then instead? Between pausable building and different tasks actually requiring stamina/working body parts the next version sounds amazing already. The game's going to be much more intense now that injuries will really have realistically meaningful consequences.
I keep getting insanely lucky stealth kills on sleeping animals. I once shot a bear in the eye with a bow on the first shot, cut it up, found another one, and shot it in the eye too. The collective pile of meat weighed more than my house.
Yeah, a decent trap line can give you absolutely ridiculous amounts of meat.
I'm not convinced that animals aren't coded to walk into traps. Like, while moving in the overworld they have a set chance to fall in a spike pit, multiplied for each pit. And if it's in the local map, then they just walk EVERYWHERE.Yeah, a decent trap line can give you absolutely ridiculous amounts of meat.
That wasn't trap line. It was single pit-with-stakes trap in front of my cellar :P
Bear in a spike pitBet that would last a while!
XXX-XXXXX
XXXcXXXXX
XXX XXXXX
XXX XXXXX
- XXXXX
- -t- -
- --S
-t- -t-
I remorselessly killed him for ...Don't worry, that'll pass soon enough.
My current adventurer is cursed when it comes to starting fires.Kinda reminds me, Wurm Online has firestarting as a skill. To my knowledge, you cannot fail to start a fire, or if you do there's absolutely no penalty. Yet there's a skill that tends to increase by .1% or less per action. And when you start a fire for cooking or smelting, it tends to stay lit for hours as you work.
When I need a fire for cooking/crafting, I need 10-20 try to get it.
When I just want to warm the house, fire starts at first try I:
Silly question: I passed out after building a shelter and now I am crawling everywhere, how do I get up?Pressing ? or F1 should lead you towards menus and lists of controls. URW is actually an incredibly well self-documented game, with its own encyclopedia complete with historic facts about the things you can do!
Silly question: I passed out after building a shelter and now I am crawling everywhere, how do I get up?
I didn't "stand up" anywhere in the in game documentation and google searches/wiki search turned up a million false leads, thus asking the experts I know :pSilly question: I passed out after building a shelter and now I am crawling everywhere, how do I get up?Pressing ? or F1 should lead you towards menus and lists of controls. URW is actually an incredibly well self-documented game, with its own encyclopedia complete with historic facts about the things you can do!
Silly question: I passed out after building a shelter and now I am crawling everywhere, how do I get up?
e -> R
I'm pretty sure it's # r.
The 3.17 beta version was released today, you can wade in shallow water and resume certain tasks (such as building walls and felling trees) now.
resume certain tasks (such as building walls and felling trees) now.
resume certain tasks (such as building walls and felling trees) now.
(http://media.tumblr.com/tumblr_lqxbneBXcw1qfwlih.png)
Is there some compatibility problem with an ongoing 3.16 character if i move the saved game into 3.17 ?
Speaking about this, are the entities (animal and items) continue to exist and so are tracked by the game forever ? I mean is there's a real chance (unlikely though as i'm now far from that zone) i could run into the corpse of the reindeer and my spear ?
Speaking about this, are the entities (animal and items) continue to exist and so are tracked by the game forever ? I mean is there's a real chance (unlikely though as i'm now far from that zone) i could run into the corpse of the reindeer and my spear ?yes. once i recovered arrows from a reindeer i had hurted the week before in another region
I'll just give you the 'get food' part of Survival 101 right here:Alternatively, if you just want food, buy a cow/sheep and steel a bucket from a sauna. Say hello to two days worth of milk, every day, that you can chug until your nutrition is excellent.Spoiler: shamelessly stolen from the wiki (click to show/hide)
I got a battleaxe, a heavy crossbow, a hunting bow, about 50 arrows and enough clothes to last me through winter this way.
- removed: climbing trees on wilderness map
It was far too easy and unrealistic method to spot wildlife on
wilderness map.
- added: observing wildlife from high terrain
Wildlife can be observed on wilderness map from high terrain such as
hills, cliffs and mountains. Spotting wildlife this way depends on
your character's eyesight and animal size. The better your eyesight
the further away you can spot animals, and smaller the animal
the more difficult it is to spot from long distance. Even if it's
possible to see large areas from good vantage points you shouldn't
assume that you can spot all the animals within the view.
It's not a bug but a feature, it's a change that has been made in the 3.17 beta ( in your UnrealWorld directory you can see the list of all the changes in the news.txt file )Quote- removed: climbing trees on wilderness map
It was far too easy and unrealistic method to spot wildlife on
wilderness map.
- added: observing wildlife from high terrain
Wildlife can be observed on wilderness map from high terrain such as
hills, cliffs and mountains. Spotting wildlife this way depends on
your character's eyesight and animal size. The better your eyesight
the further away you can spot animals, and smaller the animal
the more difficult it is to spot from long distance. Even if it's
possible to see large areas from good vantage points you shouldn't
assume that you can spot all the animals within the view.
I want viking (not necessarily Norsemen, however!) raids! Scary men with metal weapons in long ships should show up at south-western villages from time to time, killing or chasing off the men and kidnapping women and children! :D
There had to have been some proto-Russians lurking somewhere to the east, yes..? I had guessed that's what the Nerps were.
It used to be you could cast nets right offshore of a land tile (larger scale map), so it sounds like that may have changed.
Be careful. Take a raft if you can. :P
I managed to find a sleeping elk which I immediately killed by a spear into its brain. I bought an axe with all the cooked meat and then I almost starved to death. I managed to catch a lot of fish later, but weakened by hunger, exhaustion and the weight of the massive catch, I sank into the depths.
Are there consequences for murdering every vagabond adventurer/huntsman/whatever that I find alone in the woods for their delicious clothes and meat, or should I stop doing that? It's kept me alive in a hard spot quite a few times.
I managed to find a sleeping elk which I immediately killed by a spear into its brain. I bought an axe with all the cooked meat and then I almost starved to death. I managed to catch a lot of fish later, but weakened by hunger, exhaustion and the weight of the massive catch, I sank into the depths.
Honestly, in this game it seems that catching fish is really just a way of starving slower.
Alright, I finally got a character off to good start. I only spawned with some clothes, food, and a Crude Hunting Knife, but things got better. I managed to kill a bear in hand-to-paw combat, and currently have that hide curing, to either make into a luscious article of clothing, or for trading. I killed a Njerpe- whatever warrior, took his normal Hunting Knife, along with his delicious flesh, and just made myself 4 javelins to throw at things to get their attention. All and all, I would say I have a good start. Can't wait to see how I die horribly.
Alright, I finally got a character off to good start ... Can't wait to see how I die horribly.
You'll probably wake up one morning and drag yourself for 12 miles through the forest before encountering and being savaged to death by a pack of wolves. Afterward, you will realize that you had been prone the entire time.
Does stealing the crops aggro the villagers? I'm not sure if it was killing the vagabonds or nicking turnips that pissed them off and made them kill me.
Does stealing the crops aggro the villagers? I'm not sure if it was killing the vagabonds or nicking turnips that pissed them off and made them kill me.
It was probably taking their vegetables. They'll warn you the first time you do it, and the second time kill you.
EDIT: Agh forgot I just posted.
Regarding fishing, I find I'm much more successful using nets. If you have the fishing ritual where you sacrifice a fresh fish, use it every time you catch something in your nets unless you only catch one fish and are about to starve. I didn't see a difference between sacrificing a roach or something larger like a perch. You also reveal new rituals very fast doing this.
* TEASER OF THE FUTURE:
Your characters won't die in vain. They leave a persistent mark.
Some day, in some version, you'll hear legends about them.
And that's just for starters.
Build a shelter and leave what you can't carry there. Use your map to find it again.
The starving status will come up quickly if your character have been systematically underfed in the recent past. There is some sort of hidden health stat that remember how weakened you are from hunger, and even though you eat up to full, it won't instantly recover to full.But that's the problem, before starting the final stage of tanning the stag skin, my character nutrition level was at abundant, the highest level, meaning that he has been well fed since a several days (and he had as i have enough food in my cellar for that)
It was 2 tents. With nothing to sell. Also the Living "tutorial" doesn't give you a free axe anymore. I tried making a stone axe, but it told me it would be impossible to make boards from a trunk because it would take "too long".
The problem of the stone axe is that it's the worst of all possible axe and give an increased malus to the time it takes to do any axework, maybe it should be reworked to not disallow the making of items as we can now interrupt and resume work without having to start from scratch, jobs that take "too much time" (due to the stone axe malus) shouldn't be prevented anymore.The problem is that you can't interrupt and resume work on item creation, just building creation. Hence why the stone axe (and other items, although other items generally need the "crude" tag in order to be that slow) can't be used at all for certain things. I'm pretty sure I've only seen the "take too much time" dialog on item creation, not building creation, although I haven't used the stone axe in the recent version, because the handaxe is definitely awarded during the "Living Tutorial". However, I think the handaxe is awarded much later than in some previous versions. Now, you only get it right before you're assigned to make the raft.
Speaking of which, I find that making the raft is the hardest part of the "Living Tutorial", because leather ropes are so rare. Of course, it's better than it used to be now that we can turn fur into leather, but that is only an option for hides that the player gets off animals they skinned themselves, so no buying furs and turning them into leathers.You can use cords instead of ropes to make your raft in the current version.
For beginners, i found this guide to be quite good :
http://z3.invisionfree.com/UrW_forum/index.php?showtopic=1983
But the "Living in the Wild" course makes a good job at explaining a good parts of the game mechanics through the missions, be sure to follow it instead of the other 2 ones on your first runs
Does meat go bad slowing in cold/really cold weather?It doesn't go bad at all, provided the temperature remains below freezing.
Because that almost seems appropriate.
If you are thrown out of the village while unconscious the village goes empty.
It's found & fixed by now, and along with it I think I discovered (and fixed) the mechanism which may have caused occasional "ghost villages" in the past.
Reputation tables sometimes seem to get transferred to next (new) character if you save or die and then start a new character without closing the whole game in between.
And if you're unlucky the first village a new character visits starts with reputation levels of the last village the previous character visited.
Stick to pits. Spike them if you want easy kills, dont spike them if you want to train weapon skills, and to keep hide quality. Find a migration route (top sign is lots and lots of reindeer tracks). Other than that, find a narrow chokepoint, and load it up with snares, lever traps, fox-traps and deadfall traps. I have had moderate success with traps, but amazing success with pits and long fences.Prob is I can never find any migration routes OR tracks unless I stumble into the animal on the world map.
I have the same problem. I generally see trapping as very hit-or-miss. If a trapping site works, then I keep using it. If not, then I abandon it.Stick to pits. Spike them if you want easy kills, dont spike them if you want to train weapon skills, and to keep hide quality. Find a migration route (top sign is lots and lots of reindeer tracks). Other than that, find a narrow chokepoint, and load it up with snares, lever traps, fox-traps and deadfall traps. I have had moderate success with traps, but amazing success with pits and long fences.Prob is I can never find any migration routes OR tracks unless I stumble into the animal on the world map.
There is actually a guide to marking things on a map:I think Gamerlord already mentioned how it's impossible to tell all those shelters apart. In a long game, one is likely to turn The UnReal World into The ShantyTown World.Spoiler (click to show/hide)
To build kotas you have to have skins, and I've never managed to hunt with any degree of success. Houses take more effort, but are less needy if you haven't got hunting down. I know my last skin was got off an already dead small forest reindeer.
How do you hunt decently anyway? I try sneaky sneaking up on them, but I get discovered. Chasing them leads to nothing but hunger and disappointment.
But be sure to have a bow and arrows, without those ranged hunting weapon, your chance of actually killing the prey will be very slim
What do people normally go with as their reward for completing a game course?
Both the "slightly raise every stat" and "get 3 skill points to spend" options seem pretty attractive.
Interesting, i hope the reputation will not be impacted, as long as none see me near the zone
Interesting, i hope the reputation will not be impacted, as long as none see me near the zone
I doubt reputation will be affected at all.
First, you only take a reputation hit if people survive that saw what you did. People won't survive your trap pits, right?
Second, reputation seems to be tied to villages. So no village, no reputation. Just don't set traps too close to villages (one screen tile away from the village itself and the farm zones of the village), and they could care less.
Well, the developer said outright in the update notes that you can prevent a hit to your reputation by making sure there are no survivors.
But it's still nice to know that things are working properly.
Try picking it up and it will tell you how long you have to wait until it is ready.Ah, thanks :)
I just noticed a few days ago a new beta, 3.18 beta4 was released with several bugfixes :
http://www.unrealworld.fi/urw_downloads.html
changelog :
http://www.unrealworld.fi/318b4-changelog.txt
I just noticed a few days ago a new beta, 3.18 beta4 was released with several bugfixes :
http://www.unrealworld.fi/urw_downloads.html
changelog :
http://www.unrealworld.fi/318b4-changelog.txt
I'm honestly scared of updating now. My guy has thousands of dried and smoked meat and it would be a waste to see it all go.
But the trade changes.... I want them so bad..
You can transfer saves from 3.17 and probably even earlier versions, moving from 3.18b3 to 3.18b4 shouldn't be a problem.
I still have a character I started on one of the 3.16 beta versions, haven't ran into any issues.
My house (http://www.bay12forums.com/smf/index.php?topic=123138.msg4854829#msg4854829) is now nearing completion, took a lot of weeks to build it with those tons of tree reworked into logs i had to gather or cut myself, so don't wait to be too near winter before starting your house building (if you don't just want to spend your time in a house of a village) , it takes a lot of time (i used my raft a lot to navigate around the river to fetch fallen trunks, as cutting them myself was very taxing on my food and water needs).
And speaking of failed trade, for some reason that attempt of my character made me laugh, but i'm easily amused too :DBut if you don't carry my meat, it'll spoil!
(http://i.imgur.com/FtBuJNp.jpg)
Sami already pointed out that graphics will be moddable so people will prolly develop bazillion different graphics for this.
URW IN ASCII: COMING IN 2015!
Hmm, further to the vagabond spawning bug mentioned earlier.Are you sure he didn't spawn within Njerpez territory? If there's a(n?) Njerpez camp on the map, then a chunk of the world map will show as Njerpez territory. And NPCs encountered within Njerpez territory will act like them.
A woodsman spawed in no mans land near an isolated Njerpez camp had the identifier "Njerpez Woodsman". He aggroed on sight and I had to kill him.
???
I've noticed that if you try to steal from villages' fields, even in the dead of night, they'll know. They'll know.
They know you stole that single barleycorn or whatever.
Every bird must be the eternal enemy of every farmer in the game.
The good news is that they'll only consider it stealing if it's on a "field" map block(the overworld map shows crops). If it says "ground", feel free to take, as far as I can tell. Not sure about "pasture" tiles.I've noticed that if you try to steal from villages' fields, even in the dead of night, they'll know. They'll know.
This will seriously hamper my "foraging" activities. Oh well..
- added: villagers are unwilling to join you if the companions you hire go missing:D
Great ! thanks for the reportQuote- added: villagers are unwilling to join you if the companions you hire go missing:D
Q: If UrW becomes available on Steam what might happen to free versions?
A: Should that happen it doesn't affect to free versions. For as long as there's sufficient amount of donations there will be donation-based development and free-to-play versions.
Q: And if UrW becomes available on Steam it doesn't affect to my lifetime membership and I don't have to pay again for future releases or additional content?
A: That's correct. Whatever licensing systems there might be in the future your lifetime membership is valid always and forever and any future releases or additional content will be available to you free of charge.
Get decent spear and tracking skills in character creation. Make half a dozen javelins. Track down some kind of big game (being in the north of the map helps to find some), sneak until it starts running away, throw a javelin or two at it. If you miss, walk after it and switch to sneaking after a bit (you need to start sneaking before you actually see it, though), then rinse and repeat. When you land a hit just about anywhere, switch to run and chase it, a wounded animal will run out of stamina before you do.
Problem with this is that the vision is zoomed in so the animal might see me before I see it. This can be solved by pressing Ctrl+- to zoom out, but then it lags the game to hell and makes the tracks small and hard to see. Can't play it like that.You need to check the freshness of the tracks, and when they're at the freshest (forgot how that's displayed) switch to sneaking.
Seems like whenever I play I kill a bear and end up with hundreds of pounds of meat and no idea what to do next. I don't have a proper axe so most lumberwork is out of my reach unless I somehow find an axe. So I've got a little shelter and a fire and a huge pile of food and it's like "welp, nothing else to do."
Seems like whenever I play I kill a bear and end up with hundreds of pounds of meat and no idea what to do next. I don't have a proper axe so most lumberwork is out of my reach unless I somehow find an axe. So I've got a little shelter and a fire and a huge pile of food and it's like "welp, nothing else to do."
I'm scratching my head as to how I had never even heard of this game until it was recommended to me by a few days ago. Just about to finish my first ever log hut while looking about apprehensively at the worsening weather. Amazing to find out its been in development even longer than DF.
It would be sweet if there was some bigger goal then merely surviving. Like being able to build a village and go to war. Have a kid and play as the child when you die.....Ok i'm going to stop until I get carried away and wish for a game that can't exist.
Character's Life
Ability to woo NPCs and get married
Ability to have children
Ability continue playing as one of your own offsprings after you've perished
Being able to inherit some property (house, tools etc.) and family skills of your late character when playing as one of your own offsprings
Ok, I need to know. Has anyone successfully hunted a stag or reindeer in a dense forest? And if so, how?Tracking helps. If you manage to even lightly wound the animal then you can eventually chase it down. And even if you don't you might be able to, if your stats are good. Remember that the biggest hunting advantage humans have besides intelligence is long-range stamina.
Ok, I need to know. Has anyone successfully hunted a stag or reindeer in a dense forest? And if so, how?
The graphics overhaul and new photos can't come soon enough.
Something that I was bothered by when I was playing the game, is that it felt like I had to climb trees semi frequently to get a lay of the land, and that meant a semi dangerous climb some what often.
Is that still a thing or was I being silly?
It's not still a thing, you can no longer climb trees on the overland map.
For some reason.
It's not still a thing, you can no longer climb trees on the overland map.
For some reason.
You could do that? v:
I have found that either I'm lucky when it comes to bears, or they're surprisingly easy to kill. I'm capable of killing them with, at the very most, 30% injury. Oftentimes I'll get away with a few minor bruises and maybe a scratch.
Ah, sorry, I misremembered it as being you who had posted EuchreJack's post above.
I've had a few on and off goes with Unreal World, but never really got into it. I think a lot of it is the GUI and real life pictures, somehow they're really jarring for me.
Are there any mods that overhaul this?
I've had a few on and off goes with Unreal World, but never really got into it. I think a lot of it is the GUI and real life pictures, somehow they're really jarring for me.
Are there any mods that overhaul this?
Yes
Sadly I don't think it's compatible with 3.19
- SLD 2 migration accomplished - freely resizable game window, compatibility and future
possibilities
UrW now uses SDL 2, SDL_image 2 and SDL_mixer 2 libraries. Migration to SDL 2 is
necessary to allow bigger graphics overhaul to take place in the future and to remove
several bottlenecks and compatibility problems in handling the keyboard and graphics.
From developer's point of view SDL 2 migration stands as an investment for the future.
From player's point of view the three most notable changes from moving to SDL 2 are:
* Game window is now freely resizable. (But otherwise there are no changes in
graphics or screen layout.)
* Variety of graphic initialization and full screen problems are history.
* Keyboard layout related problems (eg. DVORAK) are history.
- added: configuration options to set preferred resizing and fullscreen modes
LOGICAL_RESIZE option in urw_ini.txt defines if the logical size and aspect ratio
should be maintained upon resizing the window or not.
Possible values are YES and NO. It's set to YES by default.
FULLSCREEN option in urw_ini.txt defines if the game is started in normal,
maximized or fullscreen window.
Possible values are:
NO - normal resizable game window. Starts at last used game window size.
YES - fullscreen game window at the current desktop resolution.
MAXIMIZED - game window is maximized upon starting the game.
- setup menu removed - everything is now configured via urw_ini.txt
All the configuration options are now set by editing urw_ini.txt in the installation
folder. The actual setup menu has been removed from the main game-screen, but setup
selection remains only to display info to go edit urw_ini.txt.
Self-explanatory setup menu options now appear urw_ini.txt as follows:
AUDIO, BACKGROUND_MUSIC, AMBIENT_SOUNDS, MOVEMENT_SOUNDS, IDLE_ANIMATION
- added: scandinavian letters allowed in character names
In character folder names scandinavian letters are encoded to hex values.
- changed: character loading menu shows true names of the characters
Previously it showed (the first 8 letters of) character folder names.
- added: an incomplete list of credits to main menu
- added: true crop cycle for villages - harvesting, stocking and sowing
All the villages now properly harvest their fields, stock the products and sow the
fields again in the spring. Villages start harvesting the crops as soon as majority of
plants have ripened, and continue until everything has been harvested.
Start of the harvest season is first noticed by bundles of turnips appearing in the villages,
followed by peas, and then beans and grains.
Pod type plants are stored in bags, root vegetables are just stocked somewhere on their
own and seeds are stored in boxes and baskets. Notice that not all the containers are necessarily
completely full. Availability of farm products and seeds in villages is naturally most abundant
in autumn, reserves will be consumed during the winter, and there's usually only little left in
the spring. And yes, you can now also get seeds from the villages.
Crop cycle is maintained year after year if there's sufficient population in the village.
- added: two new containers - birch-bark box and birch-bark basket
* birch-bark box
Light and small container which villagers use for storing small seeds. It can hold 1 lbs.
There's a separate graphic tile for this item:
truegfx/sp_sbox.png
(tile drawn by Brian Shapiro)
* birch-bark basket
Rather large container which villagers use for storing big seeds. It can hold 15 lbs.
There's a separate graphic tile for this item:
truegfx/sp_sbasket.png
(tile drawn by Brian Shapiro)
- adjusted: container capacities
Wooden tub can now hold 10 lbs. (was 8 lbs)
Bag can now hold 20 lbs. (was 10 lbs)
Wooden bowl can now hold 6 lbs. (was 4 lbs)
Wooden cup can now hold 3 lbs. (was 2 lbs)
MIGRATION NOTICE:
These factors only apply to newly created items. Containers that were created in earlier versions
have the old capacities.
- added: proper empty container weights and load calculations
Containers didn't really have their own effective empty weights and attempts to calculate true
loads of filled or emptied containers were confusing and failed. Now containers have proper empty
weights and load calculations are working properly.
MIGRATION NOTICE:
These factors only apply to newly created items. Containers that were created in earlier versions
probably now have zero empty weight.
- balanced and checked: farm product values
No changes in grain price.
Root vegetables prices have been doubled.
Pod type plant (beans and peas) prices are increased by 50%.
Flour value has been halved, and it's now about 50% more valuable than the grains itself.
Small seeds, such as turnip seeds, aren't considered very valuable and have a low nominal price.
All the foodstuff prices are foremostly based on their true nutritional value, but these few
adjustments give better balance to relative prices of these farm products.
- adjusted: seed weights
Turnip seeds, and other small seeds, are now lot more lighter than previously.
There are some balancing in pea and grain weighs too, but those aren't dramatic.
- changed: your character won't butcher human corpses unless somewhat starved
This ends an era of lightly practised cannibalism and trade of human flesh.
- changed: wearing armours
You can wear multiple textile, leather or fur clothes of the same type at the
same time. For example: you can wear fur shirt, linen shirt and nettle shirt
at the same time. Metal armour restrictions remain unchanged - only one piece of
each armour type.
- overhauled: armour glossary
Anachronistic armours removed, new armours & clothes added, coverages checked & adjusted,
new sprites added, and armour availability & usage checked and adjusted.
MIGRATION NOTICE:
With migrated characters armour attribute changes (names, sprites, properties) don't apply
to old items that were created/obtained in previous version.
* terminology changes
Greaves are now known as shin guards.
Vambraces are now known as forearm guards.
Short hauberk is now simply known as hauberk.
Long cowl is now simply known as cowl.
* new sprites
There are new sprites for helms, metal cowl, hauberk, bandage, mittens, generic
cowl/veil/headgear, generic trousers/leggings and generic spot protection armour.
(original tiles drawn by Brian Shapiro - some are modified)
To allow compatibility with modded tilesets there are separate files for new sprites
in truegfx/ folder:
sp_mhaub, sp_lhaub, sp_helm, sp_spechelm, sp_mittens, sp_headgear, sp_mcowl,
sp_headgear, sp_bandage, sp_spotprot, sp_trousers
* ring armours removed - all of them.
Ring type armour has no base in history. No actual examples of ring armour have
been found on European archaeological findings.
* variety of anachronistic iron armours removed
Iron great helm, iron halfhelm, iron cuirass, iron breastplate, iron greaves,
iron vambraces and iron rerebraces are removed.
* helms
There are two types of helms, both made of iron: helm and spectacle helm.
- Helm covers the skull and is made from one piece of iron hammered into shape.
- Spectacle helm covers the skull and face. It has a spectacle-like covering for the face,
extending down to wearer's chin.
* new armour material: lamellar
Lamellar is eastern armour type used by Njerpez. Lamellar armours are made of square
or rectangular iron plates tightly fastened to each other with leather straps passed
through openings along the edges of the plates. Lamellar technique is used mainly to create
cuirass and hauberk type armors, but it's also suitable for some spot protection pieces.
Compared to mail, lamellar armour offers better protection from blunt attacks but only
slightly better protection from edged attacks.
There are 5 lamellar armour items:
lamellar hauberk, lamellar cuirass, lamellar forearm guards, lamellar shin guards and
lamellar rerebraces
* new leather armours
There are 3 new leather armours items which all can be crafted:
leather shin guards, leather forearm guards and leather cuirass
* hauberk coverage adjustments
Hauberk (previously known as short hauberk) doesn't cover upper arms anymore.
This is because there was no really relevant difference between the two hauberk types.
(Long hauberk covers the upper arms and extends to the knees.)
* undershirts shortened
Undershirts now extend to the thighs. (Previously to the knees)
* dresses lengthened
Women's dresses now extend to the calves, but don't anymore cover upper arms.
(Previously they covered also the upper arms and extended to the thighs)
* overcoats lengthened
overcoats now extend all the way to the knee.
* fur cloth changes and additions
- Fur mittens are now longer than they used to be and now cover also the forearms.
(Previously they covered only hands)
- Fur shirt is now shorter than it used to be.
It's still long-sleeved shirt but extends only to cover the groin and hips.
(Previously it covered also the thighs and knees)
- new fur item: fur overcoat
Long-sleeved and long coat extendeding down to your knees. Can be crafted and is a useful
piece of winter clothing. More valuable, heavier and requires more raw material than a
fur shirt.
Foreign traders and Njerpez now have a distinctive cultural difference between armours they
favour and wear. In general metal armours are very rare, and even the foreign warriors need to
rely mostly on fur and leather for protection. Helms, cowls and smaller metal armours for spot
procetion are now far more common than valuable body armours such as hauberks.
Wealthy local cultures of Driik, Sartola, Koivula and Reemi may very rarely have
few metal armours available. These are often helms and pieces of spot protection,
and only extremely rarely body armours.
- balanced: stocking and availability of some basic tools
Basic tools such as pots, ropes, sickles and shovels are now more commonly
found even among isolated cultures. Availability of the tools is naturally
culturally dependent, but you don't necessarily have to go to western villages
anymore to find a pot or shovel. Villages now stock also empty wooden containers
such as wooden tubs and bowls.
- added: villages stock wood and lumber
You can now find boards, slender tree trunks, wooden stakes and logs in villages.
Availability of these items is naturally culturally dependant.
- added: villages stock ordinary clothes
All except northern cultures may occasionally have some spare clothes available
in their villages. Availability of clothes is dependant on village wealth and
population, but there's a possibility to find all kind of ordinary clothes;
linen, woollen, nettle and fur clothes- and even shoes or women's dresses.
- balanced: availability of high quality of northern bows
Northern people can now have high quality (fine and masterwork) bows - their
availability was broken in previous version. These items are still rare, but
can be found. Especially Kuikka-tribe people are the master bow makers of the
north.
- added: one new character portrait (to eastern portraits)
- added: "Stop your tasks" companion command
This makes your companion to stop all the tasks he/she was doing.
- added: group commands for pets and companions
You can now give group commands to your pets and companions eg. to make them
all attack the same target at once.
* group commands for pets
Group command mode can be activated after you've chosen to talk or shout to one
of your dogs. If there are multiple dogs within sight or hearing range "Group
command" selection appears in animal commands menu. After you've activated it
the command you then choose will be given to all the dogs in range.
'Eat' and 'Attack' are possible group commands for dogs. Eat command still requires
first talking to a dog in your sight.
* group commands for companions
Group command mode can be activated after you've chosen to talk to one of your
companions. If there are multiple companions within a close range "Group
command" selection appears in companions commands menu. After you've activated it
the command you then choose will be given to all the companions in range.
'Attack', 'Fell trees', 'Make a fire' and 'Stop your tasks' are possible group
commands for companions.
- added: an option to ask NPCs what they want in a trade
There's now "What of my items you'd prefer in this trade?" chat option available
during trading. Upon using it NPCs will let you know the items they prefer, or
how they feel about the trade in general. Regardless of what they say you can still
offer any items you want, but usually their thoughts and wishlists are good and
fair advises.
- balanced: robber demands and speaking them out
* You can now ask robbers what items they want exactly. This helps to decide whether
you really want to hand over your goods or not.
* Robbers demands have been reasoned and can vary
In general robbers now prefer value and quality over quantity. Even if you a had
lots of gear with you robbers are usually satisfied with a dozen of most precious
ones. Most importantly they don't want to rob all of your clothes and armours
anymore, but only the most valuable ones. There's also variation in robber's
demands and some can be happy with only a few very valuable items.
- added: seals!
There are two types of seals: the ringed seal and the grey seal.
Both live in the sea and can be found on all the coastal regions of the UnReal World.
The grey seal is more common than the ringed seal.
(In reality certain subspecies of ringed seals should exists in big lakes of Kiesse too,
but adding them stays for later.)
Seals spend most of their days in the water but do regularly come ashore to rest
and pass time in certain locations. During open water season they rest on rocky surfaces
of the utmost skerries and islets of the sea. In the winter they do live near the edge
of the ice, spending the lazy hours on the ice.
For more information about the seals see game encyclopedia entries [F1] for RINGED SEAL
and GREY SEAL.
* Meat yield from seals is very low compared to their weight, but their fat yield is
high.
* Seal-tribe village restocking has been adjusted to feature a proper level of seal
furs and meat.
To allow compatibility with modded tilesets there's a separate sprite files for seals:
truegfx/av_gseal.png, truegfx/av_rseal.png
- added: aquatic animals can dive under the water
They do it especially when escaping. As diving animals disappear from your sight they
are pretty much impossible to be hunted while diving.
- added: feathers
Skinning a bird now also gives you its' feathers. Number of feathers obtained depends
on the bird size and ranges roughly from 12 to 100. It's assumed that you want to keep
only the good wing and tail feathers.
* You can also find naturally dropped feathers.
* Feathers are categorized as tools.
* Crafting an arrow now requires three feathers per arrow. Crafting a blunt arrow now
also requires tying equipment as the feathers need to be attached to the shaft.
To allow compatibility with modded tilesets there's a separate sprite file for feathers:
truegfx/sp_feather.png
- added: new birds
Raven, goshawk, hazel grouse, kuikka, goldeneye, willow grouse and eagle owl.
Find briefing of the new birds below and see their game encyclopedia [F1] entries
for more info.
* Raven
Ravens prefer extensive areas of forest and exist throughout UnReal World in rather
scarce number. They are mainly scavengers feeding on carcasses of dead animals, but
their diet may also vary widely and ravens can be considered quite omnivorous.
* Goshawk
Goshawks are strongly built hawks. They nest in older forests throughout UnReal World
and hunt other birds and small mammals, sometimes as large as hares. Goshawks are
migratory birds, leaving in late autumn and returning in spring.
* Eagle owl
The eagle owl is a very large owl. They have large heads with striking ear tufts and
fiercely glowing orange-coloured eyes. Eagle owls breed in scarce number in forests
almost throughout UnReal World, except for the unforested mountainous areas of the
extreme north. Eagle owls are birds of prey and hunt hares, small mammals and birds.
They are active at night and very efficient hunters.
* Willow grouse
Medium-sized and least numerous of all the forest game birds, but nevertheless found
all around UnReal World and commonly hunted for meat. Willow grouse can thrive in
very diverse terrain, but primarily occupies sparse pine forests, mires and slopes
of cliffs and fjells. They are accustomed to cold, harsh and rugged environment, but
favour having birch and alder trees around their territory.
* Hazel grouse
The smallest and the second most common forest game birds found in Unreal World.
Adults mate in early spring and nest on the ground.
They prefer thick forests with both conifers and leaf trees.
In thick forests hazel grouses can survive better from goshawks.
* Goldeneye
Common aquatic birds breeding around inland and marine waters.
Goldeneyes are migratory birds. They leave in autumn and are among the first migratory
birds to return in early spring.
* Kuikka
Kuikka is a rather large aquatic bird named after its' distinctive call.
Kuikka breeds throughout Unreal World by wilderness lakes with clear water.
It eats fish, typically perch and roach. Kuikkas are migratory birds, leaving quite
early in autumn and returning in spring.
To allow compatibility with modded tilesets there are separate sprite files birds:
truegfx/av_goshawk.png etc.
- added: audio samples for birds
Now we can actually hear ravens, goshawks, swans, kuikkas, hazel grouses and eagle
owls calling.
How talkative the birds are depends on the species and time of the year.
Hazel grouses are most talkative in the spring and late summer, eagle owls call almost
exclusively n the winter, kuikkas keep calling mostly during early summer season etc.
- added: birds lay eggs
All the ground nesting birds now lay eggs. Depending on the species eggs are laid in
Swidden month (April), Seedtime month (June) or Fallow month (July). Aquatic birds
lay eggs on islets and skerries, or nearby the shore among vegetation, and finding
their eggs is relatively doable if you have patience. Eggs of forest birds are much
harder to find.
Of the forest birds capercaillie, black grouse, willow grouse and hazel grouse all
nest on the ground.
(Traditionally mostly the eggs of ground nesting birds have had importance to eke
out diet. Eggs of tree nesting birds is a curiosity that was intentionally left out
this time.)
- overhauled: animal populations
Creation of animal populations has been thoroughly checked, adjusted and balanced.
These adjustments concern not only the commonness and relative number of animals, but
also their natural habitats. Frequency of big game remains quite the same as it was,
and most notable changes are seen in populations of small animals and birds.
In general you can now expect more varied and greater number of wildlife to exist in
the world, but natural habitat of animals has a much greater role than before. You
can't expect to find any forest animals in any type of forest.
Few examples:
Gluttons and ravens prefer large intact coniferous woodland areas.
And so do pine-martens - but they also like cliffs and caverns nearby their home
forests. Badgers mostly occupy mixed or leaf tree forests - preferably with some
wetlands nearby. Weasels aren't too picky about their habitat as long as there's enough
trees and vegetation to provide coverage - but they tend to avoid too open areas.
etc. etc. etc.
With balanced and overhauled animal populations in use you are bound to find more
animals and more different species within smaller area than before. It's possible
that an area of 5x5 wilderness tiles (500x500 meters) can have a dozen of different
forest birds, three hares, two squirrels, a fox and a badger around. It's possible -
but naturally not always the case. And despite of more wildlife existing it's not
evident that you'll get to spot it from a close (or hunting) distance.
To learn more about changes in habitat and population adjustments see updated
game encyclopedia [F1] pages for:
* ARTIC FOX
Even though artic foxes are most common in the north they can be now met also
elsewhere. Even back in 1800's arctic foxes have been said to be somewhat common
in southern Finland so we assume that some populations have wandered and existed
all around UnReal World. NPCs of other than northern cultures can now also stock
artic fox furs.
- changed: arrows are now slightly more valuable (because of feathers in the mix)
- added: all cutting weapons work for cutting carcassess - but knife is preferred
You get fewer cuts from the carcass when using other than a knife.
- added: hauling information messages if you try to haul items while wading
Hauling while wading isn't possible, but there was no message to clarify this.
Now the game tells you that it's not possible and suggest to push items to the shore
instead.
- added: sauna stove
There are no fireplaces in saunas anymore, but sauna stoves instead. Sauna stove
appearance and usage is similar to fireplace. Having this new sauna stove tile has
no specific usage yet but preceeds the future sauna related improvements.
- improved: lighting effect of fires
Lighted area is now roundish and its' radius depends on size of the fire. As the fire gradually
goes down you also see decrease in lit area. This affects to both campfires and lit fireplaces.
- added: precise time passing featured on bunch of new tasks
Added for general diy crafting, making and repairing clothes, timbercraft tasks (logs,
boards, firewood etc.), hideworking tasks (cleaning, curing, tanning), digging a pit,
preparing the soil, grinding flour.
- added: option to stand still until not fatigued
This option is available in movement and rest actions menu, or can it be activated
by [ALT] + [-] hotkey.
- added: unpaid category & standardized hotkeys to inventory filtering
* There's now "unpaid" category within inventory filter menu (TAB) showing all
your unpaid/taken items.
* Shortcut keys for item types have been standardized.
w - weapons, a - armours & clothing, c - containers, h - hides & skins etc.
- added: direction is told in sound based messages
Eg. "You hear a tree falling down in the east.", "You hear rustle of wings from
the north." etc.
- changed: e[X]changing weapons if a shield is wielded now costs a turn
- changed: raw meat and raw fish now floats
To avoid accidentally losing meat or fish when operating with a kill or catch by
the shore.
- modding fix: incorrect weight of modded [patchwise] cookery items
For example:
If you made batch of 5 cookery items which required 2.5 lbs of raw materials
all together you got 5 cookery items each weighing 2.5 lbs - even though you
should have gotten 5 cookery items each weighing 0.5 lbs. (2.5 / 5 = 0.5)
- changed: only the items that don't float can be buried in bogs
- removed: wheat bread
Old item which didn't fit in the word. There's no wheat.
- 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
Some iterations of this bug were fixed before, but a new bug prone instance
was discovered. Report back if this bug still persists.
- 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
Now aggressive NPCs will walk over unconscious ones.
When selecting a target from location with multiple NPCs the conscious NPC
is always chosen if available.
- 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
It was very rare occasion, but when triggered you could have same type of NPCs
spawning at the area day after day.
- fixed: container price wasn't taken into account in item price calculations
- fixed: villagers knowing your breaches without seeing you in action
Sight check was broken which caused villagers to magically be aware of your minor breaches
such as harvesting their crops or building a fire. Minor breaches are now properly based on
NPC sight so if they don't see you in action they don't know you did it. You still shouldn't
try to push your luck by building fires or felling trees near the village center, because
the guilty one is sometimes also easily guessed.
- fixed: light from fires shined through obstacles
Fires use line-of-sight mechanics now, and the light from fires reaches only where it
actually can.
- fixed: hiding mode not cancelled when hauling items
- fixed: "source of livelihood" game course task was weight based
Now true nutritional value of the food you are carrying is taken into account.
- 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
Character was properly located on dry land, but the question appeared nevertheless.
- fixed: "impact doesn't penetrate your armor" displayed for unarmoured characters
There's now "The impact doesn't hurt you." alternative.
- fixed: repairing a piece of clothing with itself
- fixed: bug potential with old animals getting removed from zoomed-in maps
There was a vulnerability which might have caused old animals to rarely disappear from
zoomed-in maps. It's secured now and animals should never just disappear suddenly.
- fixed: rowing mode got cancelled when moving without a paddle or sesta in launched watercraft
This resulted in watercraft not being properly transported with you between world and
zoom maps.
- fixed: it was possible to start hiding while rowing, swimming, or hauling items
- fixed: spots of lichen or other ground cover appearing in the water - old 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
This fix isn't verified, so report back if this issue still persists.
- 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 morning - you couldn't milk your cow, wounds didn't heal,
skill flags weren't reset.
For migrated characters a bugged morning check skip may occur upon reload if you
had saved between midnight and morning, but after the next save it's all synchronised
and fixed.
- 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
Previously only the north-west location was chosen, now there's proper randomized
variety.
- fixed: free sauna items
Sauna scoops and tubs of water aren't free to take anymore.
- fixed & balanced: skiing and walking in the snow
* In addition to being fatiguing, walking in the snow is now also about 20% slower.
* Skiing skill matters and skiing is now also fatiguing, but always faster and easier
than than walking in the snow.
Now your skiing skill determines how fatiguing it is for you to ski. The more
skilled you are, the less of an effort it is to ski. Only highly skilled skiers get
close to zero fatigue accumulation anymore, but skiing skill still improves quite
fast so most characters can build up decent skiing skills during single winter.
In any case skiing is always faster and less fatiguing than walking in the snow.
* Skiing is cancelled and you are notified to remove your skis when the time of the
year doesn't suit skiing.
- fixed: food in NPC villages/camps never spoils - old 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
Entering hiding mode wasn't possible if you were in "sight" of sleeping or unconscious
creatures.
- fixed: shield protection glitches
They protected too much in neutral position and too little when held on the left side.
- 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
If the skinning task got cancelled due to exhaustion (or whatever) at the very last
moment of the skinning process you didn't obtain the hide, but the animal was still
marked skinned.
- fixed: spoiled food items occasionally not stacking
This was related to markers of their original quality. The conflicting markers are now
cleared upon spoilage. Notice that the old non-stacking spoiled food items your
character may have will remain non-stacking.
- fixed: stale tag persisting upon cooking
You might get "Roasted stale perch" etc. Now stale tag disappears properly upon
cooking, and the results of cooking stale food items aren't delicious.
- 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
Now both the wandering NPCs and villagers react properly to presence of robbers.
They rarely attack the robbers right away but keep them on eye. If the robbers cross
the line by coming too close, then the people don't hesitate to attack them.
- 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
Now your animals are unleashed. You may, or may not find them again.
- 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
- added: true crop cycle for villages - harvesting, stocking and sowing
All the villages now properly harvest their fields, stock the products and sow the
fields again in the spring. Villages start harvesting the crops as soon as majority of
plants have ripened, and continue until everything has been harvested.
Start of the harvest season is first noticed by bundles of turnips appearing in the villages,
followed by peas, and then beans and grains.
Pod type plants are stored in bags, root vegetables are just stocked somewhere on their
own and seeds are stored in boxes and baskets. Notice that not all the containers are necessarily
completely full. Availability of farm products and seeds in villages is naturally most abundant
in autumn, reserves will be consumed during the winter, and there's usually only little left in
the spring. And yes, you can now also get seeds from the villages.
Crop cycle is maintained year after year if there's sufficient population in the village.
- changed: your character won't butcher human corpses unless somewhat starved
This ends an era of lightly practised cannibalism and trade of human flesh.
In general you can now expect more varied and greater number of wildlife to exist in the worldGreat, that should help hunting for food less luck dependant, as it wasn't rare that my character could go hunt for a couple of days without seeing even the smallest of the animals.
Uhoh, I'm reaching the "meh" part of the game.Crusade to purge the njerpez? Purge everyone but the njerpez? Burn down every tree in the game?
What do you do when you have a good house, more food then you will ever eat, and can survive winter without a problem? I need some (figurative) meat in the late game.
It seems that stags all have a psychic connection, in which after they get isolated, they choose a spot and all converge on it and make tracks go in every direction, then either disappear, merge into one stag who walks away, or congo line out of the place. Because after chasing a stag, they make their way to a clusterfuck of fresh stag tracks and I can find 4-5 tracks leading into it, but MAYBE one leading out.I'm fairly sure they actually run in circles to confuse the tracks; the one track leading out is the one you need to follow. That said, I tend to have problems with cursorial hunting, too. I tend to fail more often than not because I lose the tracks.
And after cornering 2 reindeer on a mountain and having them vanish into thin air right in front of me, I have to lean towards them disappearing.
And after cornering 2 reindeer on a mountain and having them vanish into thin air right in front of me, I have to lean towards them disappearing.
It seems that stags all have a psychic connection, in which after they get isolated, they choose a spot and all converge on it and make tracks go in every direction, then either disappear, merge into one stag who walks away, or congo line out of the place. Because after chasing a stag, they make their way to a clusterfuck of fresh stag tracks and I can find 4-5 tracks leading into it, but MAYBE one leading out.I'm fairly sure they actually run in circles to confuse the tracks; the one track leading out is the one you need to follow. That said, I tend to have problems with cursorial hunting, too. I tend to fail more often than not because I lose the tracks.
And after cornering 2 reindeer on a mountain and having them vanish into thin air right in front of me, I have to lean towards them disappearing.
That's what I thought, but turning around saw nothing, and I was on a mountain so I had a massive sight range. I zoomed out all the way and no reindeer to be seen....And after cornering 2 reindeer on a mountain and having them vanish into thin air right in front of me, I have to lean towards them disappearing.
They are faster than you (especially when panicked, they can get 5-6 tiles per turn), so most propably they ran behind you and thus out of your sight range.
Well, had another odd hunting event. I am chasing this elk with 2 spears stuck in it and a limp, and it's still faster then me running but whatever, and I am follow it's tracks only to find that they just stop in the middle of a field. I start searching for tracks and find one more saying it went southeast. I go southeast but see nothing. Ok, it must have switched directions. I walk all over the place around the ends of the tracks, nothing. I have to resort to walking in a spiral pattern outwards starting from the last set of tracks using my tracking ability all the time. Nothing.... There are no other tracks anywhere near the end of the trail. The elk disappeared along with my 2 spears.
So it seems that the part of the game I am most interested in, hunting, is unrealistic and possibly bugged, and all my motivation for playing is gone :(
Well, had another odd hunting event. I am chasing this elk with 2 spears stuck in it and a limp, and it's still faster then me running but whatever, and I am follow it's tracks only to find that they just stop in the middle of a field. I start searching for tracks and find one more saying it went southeast. I go southeast but see nothing. Ok, it must have switched directions. I walk all over the place around the ends of the tracks, nothing. I have to resort to walking in a spiral pattern outwards starting from the last set of tracks using my tracking ability all the time. Nothing.... There are no other tracks anywhere near the end of the trail. The elk disappeared along with my 2 spears.
So it seems that the part of the game I am most interested in, hunting, is unrealistic and possibly bugged, and all my motivation for playing is gone :(
Hmm, I thought that at first, but the more I did it, the more it seemed that the only cheating the animals do is magically stopping their bleeding. But it does seem that they don't just disappear, however they will backtrack over their own tracks sometimes, and certain types of ground are much less likely to show tracks than others.
Me and a friend just released a graphical overhaul mod, it replaces every real-life picture with drawings(including portraits), and lots of new sprites.
(http://i.imgur.com/Wn7A0IC.png) (http://z3.invisionfree.com/UrW_forum/index.php?showtopic=6017)
Check it out if you want: http://z3.invisionfree.com/UrW_forum/index.php?showtopic=6017---Spoiler: Preview screens (click to show/hide)
That looks absolutely amazing! The only thing that looks off is the stag sprite, looks a bit too wolf-like. But the rest... holy cow, that is madly impressive. Kudos to you both for doing such an amazing job!Thank you!
Found a misaligned sprite. :)
That's a definite improvement with the longer neck, but I think it was the hind legs that stood out to me. There's something off about the angle of the left (foreground) one. It's difficult to explain, but take a look at this: http://animalia-life.com/data_images/ungulate/ungulate3.jpgGot it, thanks for elaborating, will try to remake the legs. :d
When the hind leg is brought forward, the metatarsus angles forward due to the backward-facing joint. On the sprite it's not very apparent, though the other hind leg looks to be bending correctly.
Just a suggestion though, it's certainly not vital that it be changed. Just something I noticed. :) Again, very good work on the tileset, it's fantastic to play with!
Well, had another odd hunting event. I am chasing this elk with 2 spears stuck in it and a limp, and it's still faster then me running but whatever, and I am follow it's tracks only to find that they just stop in the middle of a field. I start searching for tracks and find one more saying it went southeast. I go southeast but see nothing. Ok, it must have switched directions. I walk all over the place around the ends of the tracks, nothing. I have to resort to walking in a spiral pattern outwards starting from the last set of tracks using my tracking ability all the time. Nothing.... There are no other tracks anywhere near the end of the trail. The elk disappeared along with my 2 spears.
So it seems that the part of the game I am most interested in, hunting, is unrealistic and possibly bugged, and all my motivation for playing is gone :(
Hmm, I thought that at first, but the more I did it, the more it seemed that the only cheating the animals do is magically stopping their bleeding. But it does seem that they don't just disappear, however they will backtrack over their own tracks sometimes, and certain types of ground are much less likely to show tracks than others.
Nope. You are underestimating how much I searched for tracks. The surrounding area was plains and I must have searched every tile in a 20-30 tile radius. Gone. It didn't double back either, no mixed tracks. I was close behind it so I don't it would have even been able to get past me without me seeing it.
I've had another instance where 5 tracks (one which I was following) lead into one big mess of tracks, and after examining them for a while, I found 5 tracks going in, and one set of tracks going out. So that would mean that 5 stags ran into that area, then either all disappeared, or ended up congo-lining their way out of the area. The hunting is without a doubt broken. If you need more convincing, then whenever you lose your prey, take some time to study the tracks. Search all over the place and figure out where everything went. You will encounter things that don't make sense.
Me and a friend just released a graphical overhaul mod, it replaces every real-life picture with drawings(including portraits), and lots of new sprites.
(http://i.imgur.com/Wn7A0IC.png) (http://z3.invisionfree.com/UrW_forum/index.php?showtopic=6017)
Check it out if you want: http://z3.invisionfree.com/UrW_forum/index.php?showtopic=6017---Spoiler: Preview screens (click to show/hide)
"Without a doubt broken". That's a bit harsh. The only animals where I know that they give the impression of dissapearing, are the small ones. And that's mainly because they dont leave as much of a trail as an elk or a stag. I'd wager it's either your tracking skill, or you missed something. The system in places neither teleports nor removes the animals. They move around the same way you do. I once hit an elk with a spear and he ran off, because my tracking was pretty bad. I found him almost a day later, after getting back to camp and resting for another trip. He still had the same spear stuck inside him. I'm reasonably sure the system works as intended.
The only thing I dislike about the current system, is that bleeding on animals stops too quickly. Even if you hit your prey with 1-2 arrows or spears, you have a very strict time limit before the animal get's fast enough to outrun you again. It's one of the reasons I aim for the neck or the chest when hunting elk's and stags. You have about the same chance of hitting as you would have going for a leg, and if you actually hit your target, you have a higher chance of causing a lethal wound. I think the best way of hunting is a high sneaking skill and actually getting into meele range. 4 out of 5 times you can kill or lethally wound sleeping animals. And for early game, you can still sneak close enough for a very easy ranged attack.
"Without a doubt broken". That's a bit harsh. The only animals where I know that they give the impression of dissapearing, are the small ones. And that's mainly because they dont leave as much of a trail as an elk or a stag. I'd wager it's either your tracking skill, or you missed something. The system in places neither teleports nor removes the animals. They move around the same way you do. I once hit an elk with a spear and he ran off, because my tracking was pretty bad. I found him almost a day later, after getting back to camp and resting for another trip. He still had the same spear stuck inside him. I'm reasonably sure the system works as intended.
The only thing I dislike about the current system, is that bleeding on animals stops too quickly. Even if you hit your prey with 1-2 arrows or spears, you have a very strict time limit before the animal get's fast enough to outrun you again. It's one of the reasons I aim for the neck or the chest when hunting elk's and stags. You have about the same chance of hitting as you would have going for a leg, and if you actually hit your target, you have a higher chance of causing a lethal wound. I think the best way of hunting is a high sneaking skill and actually getting into meele range. 4 out of 5 times you can kill or lethally wound sleeping animals. And for early game, you can still sneak close enough for a very easy ranged attack.
Then you have to explain why the 2 events I described failed. "You missed something" does not apply as I deliberately gave up the hunt to scan the area for tracks to figure out why animals get away from me. Unless there is some sort of system in place that makes a large animal suddenly stop leaving tracks, then there is something weird happening to the animals. Surely you must realize that it's not simply a case of "missing something" when 5 stag tracks go into a cluster but only one comes out.
Honestly, I hope that some mechanic gets added that makes active hunting a more attractive option. As it stands, you just have to wander around until you basically walk right into an elk. Some tracking based ability that could point you in the direction you can find some game on the overworld map.
"Without a doubt broken". That's a bit harsh. The only animals where I know that they give the impression of dissapearing, are the small ones. And that's mainly because they dont leave as much of a trail as an elk or a stag. I'd wager it's either your tracking skill, or you missed something. The system in places neither teleports nor removes the animals. They move around the same way you do. I once hit an elk with a spear and he ran off, because my tracking was pretty bad. I found him almost a day later, after getting back to camp and resting for another trip. He still had the same spear stuck inside him. I'm reasonably sure the system works as intended.
The only thing I dislike about the current system, is that bleeding on animals stops too quickly. Even if you hit your prey with 1-2 arrows or spears, you have a very strict time limit before the animal get's fast enough to outrun you again. It's one of the reasons I aim for the neck or the chest when hunting elk's and stags. You have about the same chance of hitting as you would have going for a leg, and if you actually hit your target, you have a higher chance of causing a lethal wound. I think the best way of hunting is a high sneaking skill and actually getting into meele range. 4 out of 5 times you can kill or lethally wound sleeping animals. And for early game, you can still sneak close enough for a very easy ranged attack.
Then you have to explain why the 2 events I described failed. "You missed something" does not apply as I deliberately gave up the hunt to scan the area for tracks to figure out why animals get away from me. Unless there is some sort of system in place that makes a large animal suddenly stop leaving tracks, then there is something weird happening to the animals. Surely you must realize that it's not simply a case of "missing something" when 5 stag tracks go into a cluster but only one comes out.
Me and a friend just released a graphical overhaul mod, it replaces every real-life picture with drawings(including portraits), and lots of new sprites.
(http://i.imgur.com/Wn7A0IC.png) (http://z3.invisionfree.com/UrW_forum/index.php?showtopic=6017)
Check it out if you want: http://z3.invisionfree.com/UrW_forum/index.php?showtopic=6017---Spoiler: Preview screens (click to show/hide)
It's not really "You missed something", it's more, "Your character missed something." The higher your tracking skill, the more tracks appear on the zoomed-in map, and the more likely you are to find tracks on the zoomed out map. If you don't have the skill, you won't find the tracks, whether the animal was there or not.
added: villagers are unwilling to join you if the companions you hire go missing:D
I'm not entirely sure how the "spirit karma" system works in this game. According to the wiki it doesn't really matter now? Rituals work whether the spirits like you or not and they can't do anything about it, which is slightly lame.
In any case I noticed the sacrifice cap for specific rituals fluctuates. Hunter's sacrifice, for example, has a very low cap if you've just killed a bird or small game. If you kill multiple small animals before performing the sacrifice the cap seems to only take the last kill or two into account, maybe turn based? If you kill something large like a forest reindeer or elk the cap is huge. I've never actually tried to reach it, I ended up sacrificing 30 cuts from each large kill for good measure. The most I sacrificed was somewhere in the 50s. I always get the "You feel unity with the world" message the night following a large sacrifice. I'm thinking there's a hidden karma bar that "levels up" and resets to a fixed point, granting you a chance at a new ritual? Favor rituals drain that bar instead of add to it? If so it'd probably be good to bless all of your significant traps after a large kill. Not that it matters.. at the moment.
I got really bored with my character's daily grind. I packed up my stuff and settled down near Njerpez territory. Butchered a lone adventurer who was probably in league with the bastards and then ran into a settlement. There were a ton of aggressive people rushing me. I unleashed my dog, started throwing arrows, killed one before my dog died, got surrounded by Njerpez and passed out from a stab in my side. Guess I should bring help next time, that was really pointless.
Donation FAQ explains what the lifetime membership is about:
http://www.unrealworld.fi/urw_donation-based.html
The upcoming version 3.3 will be also eventually released for free, just like the recent ones. For as long as there's sufficient amount of donations there will be free-to-play versions. The free version will be available on the game homepage, on Steam we will be having only paid version. Pricing of Steam version is not yet settled, but lifetime members get access to Steam version at no cost.
Those who have donated a little something in the past should be aware that you can get lifetime membership also with recurring donations. Donations over longer period of time grant you the lifetime membership when their total reaches $35 USD. Upgrading to lifetime membership this way is handled manually and you should e-mail me when the total is reached. If you're uncertain about your donation history I'll browse the archives and let you know, but it's handled faster if you do the preliminary calculations by yourself.
Hell, might as well complain about DF allowing graphics sets in edition to tilesets too.
Hell, might as well complain about DF allowing graphics sets in edition to tilesets too.
Which people do.
(no more survival skill there anyways)
From what I gathered it only involved making a hole in the ice, building a shelter and making a fire.(no more survival skill there anyways)
What.
Then again, besides firemaking, I don't remember what survival covered. But... it's a survival game. Does that mean that survival was always a meta skill?
- Making fire is just pressing f
I don't think there are "weaker" cultures in a similar way to weaker species in usual roguelikes, they have their own specialisation at the start in term of skill point and attributes :But you can just 'randomize starting position' till you end up in whichever tribe's area.
http://unrealworld.wikia.com/wiki/Cultures
http://unrealworld.wikia.com/wiki/Skill_points
The big difference in my opinion is more related to where you're going to start in the world, starting in a Driik region will allow you to access lots of possible goodies from trading in their big villages, and is so much less of a challenge than starting in a region dominated by a culture in which they will probably only trade death to you (Njerpez areas)
Now for the Survival skill, the actions linked to it have been redistributed elsewhere
- Shelter is now an action of the Building skill
- Cut branches is now an action of the Timbercraft skill
- Making fire is just pressing f
- Dig hole in ice is just pressing q (same key as drink)
I don't think there are "weaker" cultures in a similar way to weaker species in usual roguelikes, they have their own specialisation at the start in term of skill point and attributes :But you can just 'randomize starting position' till you end up in whichever tribe's area.
http://unrealworld.wikia.com/wiki/Cultures
http://unrealworld.wikia.com/wiki/Skill_points
The big difference in my opinion is more related to where you're going to start in the world, starting in a Driik region will allow you to access lots of possible goodies from trading in their big villages, and is so much less of a challenge than starting in a region dominated by a culture in which they will probably only trade death to you (Njerpez areas)
Now for the Survival skill, the actions linked to it have been redistributed elsewhere
- Shelter is now an action of the Building skill
- Cut branches is now an action of the Timbercraft skill
- Making fire is just pressing f
- Dig hole in ice is just pressing q (same key as drink)
I'm a little unclear on what someone gets from purchasing the game on Steam versus downloading the free version from the homepage.
But you can just 'randomize starting position' till you end up in whichever tribe's area.Yes, and that's how you define the difficulty of the game for yourself, by spawning into an easier or challenging area.
I know some of the basics (start near Driik, reroll) but what are the key stats and skills and how do I not die of hunger? I recall hunger being the main problem :D
Stat: Agility and Skill: Dodge (which you usually can't change except by picking a good Agility character) will keep you alive longer. You can always dodge people that you can see.*
*And don't turn your back to someone that you're fighting. They'll backstab you to death.
Note that rapids are not frozen in spring, so you can still use nets there.Thanks for mentionning that, i didn't noticed, i guess the area i settled in isn't having rapids.
i was suprised to see that instead of charging angrily my guy and his badly crafted club that he had very few skill in fighting with, the bear just ran away in panic.Bears shouldn't attack you unless you injure you I thought? Also, aim for the legs. Easily handled a bear because he was crawling at me.
Question, just started playing again.. Is there a way to add firewood to fires? Or do I just let it burn out and make a new one?You can carry and drop any kind of timber to already burning fires to add to the burn time, or kick/pull a log into it if it's too heavy :P
Question, just started playing again.. Is there a way to add firewood to fires? Or do I just let it burn out and make a new one?You can carry and drop any kind of timber to already burning fires to add to the burn time, or kick/pull a log into it if it's too heavy :P
Or at least that's what my memory tells me from a ton of patches back.
Bears are considered spirit animals, kin or near-kin to humans. If you know the Sacrifice for a Newly Killed Animal ritual, you should definitely perform it and thank the bear.
So you are in line for a resurrection then?Bears are considered spirit animals, kin or near-kin to humans. If you know the Sacrifice for a Newly Killed Animal ritual, you should definitely perform it and thank the bear.
Sadly, I've killed enough bears at this point to know I'm going to Finnish hell.
Thanks fellahs! I usually do go for the cellar quite quick, at the moment it's getting enough to need a cellar! I'll try adjusting my strategies!
Do you cook the fishies before you put them in the cellar, or do you go straight from the water to the cellar?
Do you cook the fishies before you put them in the cellar, or do you go straight from the water to the cellar?
So, how many tiles on the zoomed out travel map should a trap fence be? I've got one built across 3 narrow land bridges to the island I'm making my home, but they're not frequented by game really. In fact, all I've seen is a hare and some grouse on my island. I saw an elk get close once.
In short, I'm considered building another trap fence on a chunk of land not sequester with rivers... How long should it be?
I don't know if the game currently use your character Height/Weight to setup how fast your hunger grow, it should for more realism, but i remember a few years ago someone asked the question on the official board and it wasn't yet implemented, and no idea if since then it has been added to the game.
Coming back to an old character in this game after months of absence is impossible.
What was I doing? Why do I have fifty branches and a fish in my inventory? Why is it summer and I haven't started building a cabin yet?!
Sometimes I forget when I eat lunch and come back later in the day! I love this game though! The only thing I dislike is that you HAVE to complete the game courses in order. Im on the building one...but like... my cabins done bruh. Ugh.
Can you? After getting fussed at for trying to start a fire I haven't done anything in villages, except trade.
And occasionally hire someone to go "missing," though I haven't done that in my latest run.
WHAT HAPPENED WITH THE SURVIVAL SKILLS TAB???? Is missing in the new version for me, how it works now?F for fire and you built a shelter in the buildings tab. More can be found in thuh changelog.
WHAT HAPPENED WITH THE SURVIVAL SKILLS TAB???? Is missing in the new version for me, how it works now?F for fire and you built a shelter in the buildings tab. More can be found in thuh changelog.
Bears are weird.
I didn't know they could open doors, first of all.
Secondly, I was making a set of cords and I have the game set to not alert me when I'm working if it's a non-hostile animal ... so this bear just comes strolling across my fences, knocks them all down, opens my doors and gets through to my cellar, then runs away without eating any of my berries or attacking me or my sheep.
Had to chase down my stupid sheep though.
Set a deadfall trap with some berries and now I have a fine bear fur, though. :P
I guess that means the badger that wandered into my settlement soon after was actually Boo Boo then. Whoops. He made a good pic-a-nic basket. :P
Bears are one of the most dangerous animals in UrW and can easily kill inexperienced players. They are solitary animals, and can sometimes be found hibernating in caves. Bears are quite aggressive, although it depends on the individual.
Anyone ran into an -aggressive- bear in current version ?They'll run away at first. If you run to them they'll aggro.
All the bears i got are always fleeing when they spot/hear me .
The wiki mentionQuoteBears are one of the most dangerous animals in UrW and can easily kill inexperienced players. They are solitary animals, and can sometimes be found hibernating in caves. Bears are quite aggressive, although it depends on the individual.
So was i lucky/unlucky that all my generated bears didn't had aggressive as a trait, or is it actually how all bears are in current version ?
Q: Is there going to be any difference between Steam version and the version downloadable from the game homepage?
A: Not really. The game itself is the same, but Steam version will be bundled with bonus material such as video greetings.
The meat of version 3.40 are the quests and new kind of spells, but variety of tasty lesser cuts are to be found as well.http://www.unrealworld.fi/urw_downloads.html
It usually gives the message "you could have done better. but you can't make good out of bad". Maybe I need better weapons to get the killing strike, what I have are all pretty primitive?The knife you're using matters a lot, too. :P That message usually pops up when your TOOLS are not suited for the job, rather than your skills (although it also makes sense for skills to be that way too)
rituals, now called spells
I agree. Maybe there isn't really a difference between 'spell' and 'ritual' in Finnish?
- fixed: milk from rams and bulls
Im trying to play this on a new linux install, and its saying libsdl-net is not satisfiable. Except I should have libsdl2.
Some nice update, in the 31 of december, version 3.61 has been released for everyone (up to then all version above 3.52 were steam/donators only).
http://www.unrealworld.fi/urw_downloads.html
A rather huge changelog since 3.52 :
http://www.unrealworld.fi/361-changelog.txt