Version: 3.19 (stable)
** Saved characters from version 3.17-> are compatible with this version. **
- command and interface changes
Take a note of these, but remember that pressing ? in the game and looking at menus
will still reveal you the old and new game controls.
- [+] works as an alternate key to bring up [M]ake menu
- [l] works as an alternate key to look at distant location ([F3])
- primary key command to filter inventory is now [Tab].
[.] remains as an alternate key to filter inventory.
- mouse wheel can be used to scroll inventory
- in [w]ield menu pressing [-] means "wield nothing" and takes off all wielded weapons
- a quick way to unwield weapons in [T]ake off menu
Pressing [1] or [2] in take off menu will unwield primary or secondary weapon.
This is a quick way to free a desired hand.
Remember that [w]ield and [-] takes off all wielded weapons at once.
- [s]kills screen remembers the last selection
If you use skills via [s]kills screen the cursor is positioned at the last
selection. This way [s] and [enter] can be used to repeat the last skill.
- Pressing ESC is equivalent to No in "Yes/No" confirmation screens.
* new menu: movement and rest actions
Running, hiding, sleeping, waiting and getting up on your feet can be now activated
from a single menu. You can bring up the movement and rest actions menu with [/] or
[Del] keys.
There are still hotkeys for all these movement and rest actions, even though some
key changes have been made. Read on.
* extended commands menu has been removed
Extended commands menu which was previously accessed via [#] or [e] is history.
New hotkeys have been assigned for the following activities, and the game will help
you to memorize them. If you try to use extended commands you'll be notified about
the new hotkeys.
"Rise on your feet"
New hotkey to get up on your feet is [u] and you'll also find this option in movement
and rest actions menu.
"Sleep"
New hotkey to sleep is [Z] and you'll also find this option in movement and rest
actions menu. There's configuration option in urw_ini.txt to define if you want a
confirmation to sleep when pressing the hotkey.
"Cut a carcass"
New hotkey to butcher a carcass is [b]
"Wounds"
New hotkey to view (and also treat) wounds and injuries is [F7]
* container handling changes
As extended menu is history, containers are now handled via [a]pply command.
All the container actions (emptying, filling with water or milk, and pouring something
into) are now done via [a]pply command. After [a]pplying a container you get to select
a desired container handling option from a menu.
Notice that there's a change in work order of pouring something into a container:
Now you first select a container you want to stuff, and then select what you want to
pour in there.
Default item filtering of [a]pply command now also lists containers and filled
containers. And this more convenient item filtering continues when pouring something
into a container.
- added: two new start-up scenarios
* You encounter a band of ruffians in the wilderness.
* You set out into the unforgiving wilderness with a four-legged companion.
Storylines written by Kerri Barnard.
- added: repeat previous attack maneuver [3] also works with deathblows
- added: weapon breakage & degrade system
Weapons used in the battle can get damaged and break.
Weapons can get damaged when they hit together as a result of a block, or fumbled
counterstrikes. Resulting damage checks are based on variety of newly added weapon
properties and both attacker's and defender's weapon may get damaged. In general the
heaviest, best quality and fastest swinging weapon stays undamaged, but when weapons
of equal attributes clang together it may be harmful for both combatants. Weapon
material also matters in damage calculations - steel cuts wood and not vice versa.
When weapons get damaged their [wear] bar in inventory shows up and keeps decreasing
according to level of damage. The weapon quality also degrades after substantial amount
of damage. Eventually damaged weapons will break completely. Sometimes a sudden weapon
breakage can also take place if the delivered force of impact is massive compared to
material strength and properties of a blocking weapon.
The force of impact and resulting weapon damage is calculated based on strike velocity,
weapon weight, impact area and materials that hit together. Chosen attack aspect
(blunt, edge or point) also affects to strike velocity and impact area giving a whole
new perspective to weapon usage in order to damage your opponent's weapons or shields.
Weapons have the following new properties:
* Impact area
This refers to size of weapon head/tip/blade that actually touches the target
upon impact.
* Strike velocity
Certain strikes with certain weapons get a velocity boost increasing the force of
impact they can cause. Swords, clubs with lengthy shafts (e.g. warhammers and maces)
and axes can be all considered high velocity weapons.
* Wear/break/fracture levels
Amount of force needed to wear/break/fracture a weapon.
These all come into play when weapon damage checks are done. The factors are so far
hidden but you'll soon learn what breaks what and how easily. Most of the weapon
breakage stuff should be quite obvious as the system tries to come close to sort of a
realistic weapon damage behaviour.
Few examples:
Thrust (point) with a sword concentrates the force on much smaller area than a
swing (edge). But on the other hand, sword strike has the highest velocity when it's
used in a slashing movement.
There is not much difference in impact area if you thrust with a large knife or a spear.
But spear is heavier and can be thrusted with more velocity and this results in much
more force being delivered with a spear thrust.
Maces and warhammers are excellent choices for breaking shields. They have lots of mass
and a proper swing with them makes the head strike with high velocity. Especially the
warhammer concentrates lots of force and mass on small impact area.
All in all, there's now lots of new tactics, factors and weapon usage to consider when
going to battle. Effective dodging saves weapons, but if your enemy effectively keeps
blocking your fierce sword strikes it may leave you with damaged weapon. Weapon breakage
system is also a big balancing addition, and kind of justifies reasonable hoarding of
metal weapons. Now you can't expect to keep on using your favourite sword again and
again without possibly wearing it out someday.
- added: configuration option to turn weapon damage off (urw_ini.txt)
Weapon damage & degrade system hasn't been fully tested, and some may find it too harsh
as there is not (yet) possibility to repair weapons. For these reasons there's
configuration option to turn weapon damage off. Set [WEAPON_DAMAGE:YES] in urw_ini.txt
to [WEAPON_DAMAGE:NO] to turn off weapon damage system.
- added: worn out armours and clothes provide less protection
Protection values of damaged clothes/armours are decreased by percentage of damage.
- tweaked: all big rocks in fortified villages are now too steep to be climbed
Previously you could just climb over them so they didn't really provide much of
fortification.
- tweaked: each of the two game-courses (F5) can be played and completed only once per character
- added: food will become stale a day or two before turning spoiled. It's still usable, but the
quality is lost.
- added: an option to choose start location within your home culture
Random world generation features a new option to randomize your start location within
your home culture.
- added: robbers
There are now robber NPCs wandering around the wilderness. Robbers can be of any
culture and usually move in bands of 3-6 people. If encountered, they may try to steal
your equipment. Robbers rarely attack right away but often ask if you want to hand over
your stuff willingly. If you don't co-operate they'll attack and rob your equipment
after you've been beaten unconscious (or dead).
- updated terrain type images: spruce mire (summer), pine heath (summer)
- chat-screen slightly stylized
- added: aggressive/escaping animals and NPCs can wade through shallow water
- fixed & balanced: milking
* Animals will stay put while being milked
* Name of the animal (if it has one) now appears in the following milking messages:
"Thank you for the milk, <animal_name>."
"It seems <animal_name> can't yield any more milk today."
* Sheeps and cows don't produce any milk during wintertime. This dry period lasts
about 5 months of the year.
* A daily milk yield of a cow varies between 2-5 lbs. You don't always get a full tub
of it anymore.
- fixed & balanced: time passing
Many time consuming actions are minute based in unrealistic fashion: for each
spent minute NPCs get only one turn. Time passing is now more precise here and there
and can handle seconds too. Some actions may appear less time consuming than they used
to be, but NPCs have more turns during those more precisely measured actions.
For example: previously undressing a heavy shirt could take 3 minutes, and NPCs had
three turns during that time. Now undressing a heavy shirt can take only 30 seconds,
but nevertheless NPCs get to make those 3 turns during that time.
Precise time passing currently applies to:
most skills, standing by [-], climbing, loading crossbows, dressing and undressing,
eating, wound treatment, building fires, cooking, setting & re-triggering traps,
fishing, milking animals
- added: message log - view previous game messages, and enter your own notes
Messages (that are displayed at the bottom right of the game screen) are now archived.
You can view message log by [v] key command.
(For manual browsing it's msglog.txt file in your character folder, human-readable format.)
In message log screen you can also write your own notes to the log. These custom notes
can be used as memory aid, or to add personal touch to your message chronicle.
Date and location information are already encoded into message log and in the future
this information will be used to allow more detailed viewing/sorting.
Message log is useful for the player alone, but also provides a way to share your
character's life in better detail. Sharing a screenshot about an epic situation will be
even better with an epic message log.
- added: automatic stand up when trying to run when prone
No need to first get up and then start running. If your condition prevents you from
getting up you'll be notified about it.
- added: more precise weight display for less than 1 lb items
Instead of <1 lbs you'll now see the weight with one decimal precision, eg. 0.3 lbs.
- added: looking at nearby location will show track info too
Using [:] (examine current location) and [x] (look to a given direction) commands
will display track information too. There's no actual need to use your tracking skill
separately on zoomed-in map anymore as this is equivalent to skill usage and
can reveal new tracks on the site too.
- added: look to a given direction command [x] also accepts pressing 5 on numpad or mouse
clicking the character to examine current location
- added: skill dependant shooting rate for regular bows
How fast your character reloads and shoots an arrow is now dependant on your
BOW-skill. The effects of this are clearly shown if your BOW mastery level is
lower than 25% or higher than 70%. Otherwise all the characters shoot pretty much
with the same speed. The first shot is still fastest to perform if you have an
an arrow already wielded ie. you are carrying the bow and arrow readied for a quick
shot.
- added: shield usage to protect from missile attacks
Shields can be used to protect from missile attacks. When a shield is held in
protective position missile attacks to covered body parts are automatically blocked
as they hit the shield instead of you. NPCs can also use shields in similar fashion.
There are no changes to shield usage against melee attacks.
* shields can be held in many ways to cover different body parts and to protect from
varying lines of attack
Upon wielding a shield you get to select how to hold it. It's possible to change
the chosen shield mode anytime by pressing attack commands keys [1] and [2]
depending on whether you're holding the shield as a primary (1) or secondary (2)
weapon. It depends on the shield size how large area it can protect.
Shield modes to automatically protect from missile attacks are:
CENTER - Neutral position where the shield is held in front of you close to your
center. In this position roundshields protect from neck to knees.
HIGH - The shield is held up in front of you. In this position roundshields
protect the head and upper body. It's a good way to cover the vital upper
body, but your vision is restricted as you have to peek from behind the
shield.
SIDE - The shield is held raised by your side. In this position roundshields
protect your side from shoulder to knees. If the shield is your primary
weapon it's held on your right side, otherwise on the left side.
All of these shield modes make you walk and run slower as the chosen protective
grip and stance is carefully maintained during movements. For this reason it's
advisable to use protective shield mode only when necessary.
NONE - Shield is carried in relaxed fashion and not held in protective way.
As the shield moves freely along with your movements there's no
automatic cover provided except for the hand and arm holding the
shield.
* Relative direction of missile attack and character's facing direction affect to
whether the shield protects you or not. For example: if you hold the shield on
your right side and are shot from the left it doesn't protect you.
* Roundshields are now more commonly found even among local tribes.
* Shield prices have been reasoned down to 1/3 from what they used to be.
- updated: SHIELD game encyclopedia entry (F1)
It's the same information as above.
- added: eye injuries may cause you to lose sight
Significant eye injuries will cut away according sector from your field of vision.
Sight of injured eyes will return when the wound has healed to a level where
it's possible to keep the eye open again.
- added: blunt and broadhead arrows
Many local cultures use both of these new arrow types. Blunt arrows can be also
crafted by yourself.
* Blunt arrows
Used to hunt small game without damaging the hide. Blunt arrow impact can be enough
to kill fragile animals immediately, but their ability to knock animals unconscious
is just as effective in order to obtain undamaged hides. Also, they never stuck.
* Broadhead arrows
Arrows with the widest cutting head of all arrow types. Broadheads are designed to
cause large cuts and inflict as much bleeding as possible. These arrows are
effectively used to hunt large game.
* there are game encyclopedia entries (F1) about BLUNT ARROWs and BROADHEAD ARROWs
- added: woodsmen and adventurers may occasionally carry furs
These furs are naturally culturally dependent and are often those of smaller game.
- added: bears can now break down fences (if they want to)
- added: NPC "prey-predator" relationships
* NPCs now actively react to presence of other human beings, specifically those
of another culture
For now this is most notable when Njerpez meet other cultures, but later on the
system will be expanded to create cultural conflicts. These NPC reactions are
effective regardless of your character's presence so you may occasionally find
traces of violent confrontations in the wild. Or you may now get to witness a lone
woodsman espacing an aggressive Njerpez warrior, villagers attacking the Njerpez
first, or your companion being attacked before you have even spotted the red shirts.
* NPCs can have wider scope of attitudes towards other people
In a sense variety of NPC reactions gets closer to behaviour repertoire we already
have in use with wild animals. In addition to being blunt aggressive or peaceful
people may now try to avoid you, stay hidden, try to chase you away or prefer to
escape upon being spotted. And it is the Njerpez who have this new behaviour and
attitude system currently in use.
* Njerpez aren't always hostile, but not friendly either
Njerpez behaviour of attacking with 100% certainty is history. Especially the lone
warriors may very well choose to escape or stay hidden instead of attacking. Njerpez
still don't want to interact with other cultures, but encountering them doesn't
always lead to spilling of blood anymore. It's now possible that Njerpez circles
around your camp while you are a sleep, and instead of waking up with an arrow
in the eye you now just noticed his footprints. For Njerpez who are encountered in
their war camps or villages attacking the intruders still remains a top priority.
- new configuration options (urw_ini.txt)
* swim automatically
AUTO_SWIM option in urw_ini.txt defines if swimming is automatically started when
necessary. Possible values are YES, NO or ASK. It's set to ASK by default.
* automatically climb steep terrain
AUTO_CLIMB_ELEVATION option in urw_ini.txt defines if climbing is automatically
started when moving at steep terrain which requires climbing skills.
Possible values are YES, NO or ASK. It's set to ASK by default.
* AUTO_CLIMB option has been renamed to AUTO_CLIMB_FENCE. It's set to ASK by default.
* customise inventory item type order
You can change item listing order by editing INVENTORY_ORDER value in urw_ini.txt.
Default inventory order goes as follows:
[INVENTORY_ORDER:WEAPON,ARMOUR,CONTAINER,SKIN,TOOL,FOOD,FIREWOOD,VEHICLE,VALUABLE,PLANT,CARCASS]
* open doors automatically
AUTO_OPEN_DOOR value in urw_ini.txt defines whether the doors will be opened automatically
or not when you walk at them. It's set to YES by default.
* "traditional" movement mode
Instead UrW's default facing direction based movement mode you can choose to use
traditional roguelike movement by changing TRADITIONAL_MOVEMENT value in urw_ini.txt
to YES
In traditional movement mode character moves to a direction given by numpad or
cursor keys as follows:
up/8 - north, 9 - north-east, right/6 - east, 3 - south-east,
down/2 - south, 1 - southwest, 4/left - west, 7 - north-west
* pause after zooming in is optional
PAUSE_AFTER_ZOOM value in urw_ini.txt defines if you want a pause and having to press
space after zooming into a terrain.
Possible value are YES and NO. It's set to NO by default.
* confirmation to sleep
SLEEP_CONFIRMATION value in urw_ini.txt defines if you want to be asked yes/no
confirmation when you press a hotkey to sleep. It's set to NO by default, and
this confirmation is never asked if you sleep via movement and rest actions menu.
- added: only the first 5 items are displayed automatically when stepping on a stack of items
And after those first 5 items you'll be notified how many items were left unlisted.
This removes excess [SPACE] rumble. Full item list is always displayed only when
specifically looking at the location.
- added: strafing movement - CTRL + numpad keys
You can now move to any direction without changing character's facing direction by
holding down CTRL and pressing movement keys.
CTRL + numpad 8/up = "strafe" to north
CTRL + numpad 9/PgUp = "strafe" to north-east
CTRL + numpad 6/right = "strafe" to east
etc.
- added: carcasses can be moved and picked up
Now you can move, push or pick up carcasses just like any items. Common item handling
commands (eg. throwing) also work for carcasses while they are in your inventory.
Notice that when picking up items carcasses are excluded from "select all items"
option [+] if there are no selections done yet. This is because we rarely want to
pick up carcasses of NPCs even though we often want to quickly select and pick up
all their items.
- added: rotting mechanism for carcasses
Carcasses now rot, decay and eventually disappear. This is relatively slow process
and scavengers will utilize rotting carcasses too, but humans may obtain usable
meat and hide only from fresh (< 2 days old) carcasses. In the wintertime carcasses
preserve for a longer time.
- added: carcasses can be burnt
You can now burn carcasses, and thus have a kind of "burial" for your dead pets and
companions.
- added: pausable cutting and skinning & improved carcass selection
* Cutting and skinning carcasses are now pausable tasks
It's still encouraged to skin and cut animals in swift manner, but now it's
possible take a break at will without losing the progress.
If cutting is paused you'll still obtain meat cuts according to spent time. This way
you can cut only small portion of big carcass if it's time critical to get some meat.
Only when carcass is cut completely you'll also obtain the fat from it.
* Carcass selection automation is a bit wiser and also allows player to choose
preferred carcass
If there's only one carcass nearby, you are standing on a carcass, or there's a
carcass in front of you it will be automatically selected - in this order respectively.
Otherwise you'll be asked for a direction of carcass you prefer to cut/skin.
- added: people remove their dead from the village
They do not arrange proper burials yet, but dead community members will be
removed from the village area.
- balanced: agriculture
* weight of pod type plant yield decreased
Weight of single fistful of peas and beans has been decreased down to one tenth of
what it used to be. Especially broad beans were excessively productive and now
their yield weight is a lot better balanced.
* animals can feed on sprouts
Animals can eat plants before they are ready to be harvested and can therefore
cause real damage to growing crops. Animals such as hares, badgers, elks and
forest reindeers may eat variety of sprouts even if the ripe yield wouldn't fit
their preferred diet.
* harvesting grain crops is fatiguing and used tool matters
Harvesting grain crops is now slightly fatiguing and sickle is preferred tool
for the job. It's still possible to use any cutting weapon to harvest grain crops,
but you lose some yield. Harvesting grain crops without a sickle is also
slower and bit more fatiguing.
- balanced: net fishing
* Terminology change: "pulling the net up" -> "retrieving the net"
It's the same action, but "retrieve" term is now used in menus and messages.
* You can't set nor retrieve nets while swimming.
* Setting and retrieving a net is time consuming (10-35 minutes). The actual time
depends on your fishing skill, and when retrieving a net the amount of catch
also matters.
* Nets will wear out in use.
Every time a net is set and retrieved it wears out a bit, and the bigger the catch
the more it can damage the net. How fast a net wears out depends greatly on your
fishing skills. A talented fisherman can handle the net so that it doesn't get
tangled upon setting or retrieving, nor unnecessarily damaged upon releasing the
fish. A novice fisherman is prone to handle the net in more clumsy fashion which
results in wearing it out faster.
- added: skill analysis messages displayed when using fishing maneuvers which are prone
to physical penalties (club fishing, and setting nets)
- balanced: shooting with crossbows
In general crossbows are now a bit easier to shoot with. Their greatest advantage
still is that they can be carried loaded, but these new tweaks bring in a few more:
* Only half of your physical penalties degrade the performance when shooting a
crossbow. This is because it's far less of a physical exercise to pull the
trigger than to draw a regular bow.
* 10% skill bonus is added to each attempt to shoot with a crossbow. They just are
easier to shoot even for the unskilled.
* Completely blown shots are excluded with crossbows. With regular bows a shot is
most often failed during releasing the string. With crossbows releasing the string
by pulling the trigger is always quite steady.
* Possible cone of spread is always smaller with crossbows. With failed shots your
aiming can never get as much off as with regular bows.
* It's very fast to release an arrow from a loaded crossbow
It's rarely possible to shoot with a regular bow within melee range because your
opponent usually gets to make a move in time you draw the bowstring. But loaded
crossbows can be shot fast enough to be used even within melee range.
* Crossbow loading times reasoned
It takes half a minute to load a regular crossbow and about a minute to load
a heavy crossbow. During this time NPCs and other creatures can make up to 3-6
moves.
- balanced: rowing is now moderately fatiguing
- balanced: running backwards speed
Running backwards is now only about half as fast as forwards.
- balanced: foreign traders
* Weapon skills increased. You can expect pretty much every foreign trader to be
talented with pretty much every weapon he carries.
* They move more tightly as a group and appear in groups of 5-8 members
- balanced: getting automatically on your feet after sleep
Unless it's combat/encounter situation you always automatically get on your feet
after sleep if you are feeling at least lively.
- fixed: spend loops sometimes not cancelled when you were attacked
This resulted in having to repeatedly choose a defense maneuver.
Now it gets cancelled properly and there are two messages depending on the situation:
1) You're engaged with a hostile creature...
This is shown when there's an aggressive NPC/animal beside you.
2) You have been attacked...
This is shown when you are actually getting hit.
- fixed: unable to dry meat on walls/corners/shelter diagonal to character
- fixed: being able to shoot an arrow from inventory with an injured hand
- fixed: confusing free (worn) load <> encumbrance display
Free load (of worn armous) was decreased from load, so total load
wasn't displayed correctly.
- fixed: broken burden calculations when packing animals
- fixed: it wasn't possible to go back to main chat screen when buying animals
- fixed: if house was built real close to the southern edge of zoomed in map the icon
placement/display on the world map might fail
- fixed: some raw material selection glitches
When selecting raw materials from inventory sometimes a portion of unselected (and
unapplicable) items were used. It's suspected, but not yet confirmed, that this
also resulted in mistakenly named modded items and random items appearing in
inventory.
- fixed: being able to throw leashes in use
- fixed: fishing improvement was possible if setting a net got cancelled by the player, or due
to physical condition requirements
- fixed: swimming fatigue increased slower in winter
- fixed: NPCs getting blocked by small traps
People can now walk over small traps. Previously you could block their route even
with loop snares.
- fixed: items disappearing from character's inventory if new stuff is obtained when
inventory is full
This could happen when you crafted an item but were out of inventory slots (max. 90).
Now excess obtained items are put on the ground and a warning message is displayed.
- fixed: surrounding cultural area not cleared upon wiping out villages
Now uninhabitated cultural areas within 3x3 culture block are properly cleared if
village is wiped out.
- fixed: "in use" status mistakenly persisting for some triggered traps
Sometimes you could't reset triggered traps without re-releasing them first by kicking.
This is fixed now.
- fixed: "falling upwards" when climbing down
If you fell when climbing down you returned back up where you started. This is fixed
and now you fall all the way down getting where you wanted - not always without
injuries though.
- fixed: deconstructing NPC buildings returns wrong or none items
- fixed: deconstructing certain tiles built with mods (eg. well, road etc.) returns wrong or none items
- fixed: wrong cause of death displayed upon dying to mushroom poisoning
- fixed: building (a house) game course task getting completed upon building anything at all
- fixed: endless loop if last empty line in mods was missing
Reading of diy/biy/cookery files didn't properly stop to end of file, and if there
was no empty line after the last item specifications it resulted in endless loop.
- fixed: effort levels for variety of timbercraft options weren't active
Carving logs, chopping trunk into blocks etc. were all "easy" efforts.
- fixed: climbing over map borders prevented loading of new maps
This happened for example when climbing a long distance on fences and resulted in
encountering empty map blocks.
- fixed: necklace item sometimes appeared as fistful of blueberries
- fixed: sickle could be used to fell down big trees
- fixed: trading quirks when trying to re-purchase items that you had once returned
If you returned items to villagers because of not being able to pay for them these
items might occasionally became un-purchaseable; you were asked to pay, but nothing
was shown in the debt list thus making trading of these items impossible.
MIGRATION NOTICE:
The bug is fixed now, but items that got corrupted this way in earlier version still
remain un-purchaseable in villages you had visited.
- fixed: culture reset bug
Cultural areas might reset upon crash/power loss resulting in whole map appearing
as kaumolais area. Now cultural area data is occasionally backuped and restored if
something goes wrong. The game will also notify you if culture reset bug happens
so that you can give more detailed bug report about what just happened.
- fixed: arrow stacking issues
- fixed: sleepwalking issues & zoomed in map glitches when sleeping near map boundaries
- fixed: incorrect animal packing times
- fixed: crash potential with lengthy material usage messages
It might happen if you used lots of different raw material stacks/items on
the ground.
- fixed: fires didn't burn out properly if you left the area
Even after several days spent away from the area you might still find your campfire
burning. That's fixed now.
- fixed: rowing/wading/swimming movement noise was too silent
As a result it was too easy to approach for example aquatic birds.
- fixed: beavers fatiguing themselves by swimming
Now aquatic animals can swim extremely long distances without getting fatigued,
and it's practically impossible to catch them by rowing.
- fixed: sleeping aquatic birds in the water had no sprite displayed
- fixed: craftsmen didn't ever sleep
- fixed: world location descriptions not always correctly based on nearest culture
- fixed: harvested flowering plants not yielding flowers when treshed
This bug happened if you picked up harvested plants before threshing them.
- fixed: being able to leash pets with multiple ropes -> pet duplication
You could do this by mistake and it resulted in pet duplication.
For example: you had a pet tied to a tree and then applied a rope from your
inventory to leash it (again). The game allowed this, and the pet got
double-leashed and then duplicated.