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Cannibals' game is coming! ITZ coming! ITZ here

laclongquan

Arcane
Joined
Jan 10, 2007
Messages
1,870,161
Location
Searching for my kidnapped sister
The new version 3.13 of Unreal World is out NOW.

Sami Maaranen said:
If I can keep up the pace fixing the (luckily) minor bugs discovered by testplayers we'll have the new version 3.13 out next week.

A complete newlist for the version 3.13 is looks like this:
-----------------------------------------------------------------
- added: modding possibilities

This is the first version to feature moddable game data. The system
is still far from complete and will grow more deep and more diverse
step-by-step, but this is a start which brings in some great
possibilities already.
Currently it's mossible to mod plants, do-it-yourself items,
build-it-yourself constructions and cookery recipes. A modding guide
will follow, but while waiting for that a spontaneous exploration of
modding possibilities can be started from these files:

diy_*.* - do-it-yourself items
biy_*.* - build-it-yourself constructions
flora_*.* - plants
cookery_*.* - cookery recipes

- flora of the UnReal World improved in many ways

All of the plants have been checked and corrected for their
nutrional values, habitat, growing season etc. etc. etc. In general
the vegetable kingdom now appears in more rich and more realistic
detail on every field there is. There is a whole new secret life of
plants which is far too versatile to be described here, but luckily
can be learned by living in the unreal world.

* In addition to harvesting plants only for berries, pods or root
vegetables (like previously) it's now possible to harvest plants
for their leaves and seeds as well.

* Added numerous medicinal effects for plants

There are numerous effects. For example:

astringent, anti-inflammatory, vulnerary, tonic, diaphoretic,
alterative, pectoral etc. etc. etc.

For some plants (like good old mushrooms) the effects take place
when the plant is eaten, but usually it's necessary to prepare a
herbal beverage from the leaves of a plant.

* Added new cultivated plants:

- Rye, Barley and Hemp

* Added new wild plants:

- Yarrow, Nettle, Sorrel, Meadsweet, Golden rod

- added: destroying cultural settlements and/or population will also remove
the settlement icon and cultural indication

* Wiping out the whole population of a cultural settlement (village,
camp etc.) will remove the cultural indicator of the neighbouring
area turning it into no-man's land - except if the area consists
of clustered villages, it will belong to the original culture as
long as there are inhabitants in any of the closely neighbouring
settlements.

* Destroying any settlement completely (usually by burning) will
also remove the according settlement icon from the map view. This
applies to all types of settlements including Njerpez war-camps.

* When Njerpez do set up their war-camps, the neighbouring area will
also turn into Njerpez territory.

- added new character generation option: "Quick and easy"

This option serves mostly the beginners, but also anyone who wants
to get playing fast. Only thing you need to select here is the name of
your character - all the rest of the character generation options
are randomized to a good average.

Creating a character in the good old step-by-step fashion is now
known as "Custom"-character generation.

- changes in terrain type names

All the bog and swamp terrain types are now called 'mires' which is
a more proper word for them as northern wetland areas.

'Backwoods' terrain type is now called 'Spruce mire' as this terrain
type isn't a mere forest but a wetland area as well.

- improved: remote target selection (F3)

When selecting a remote target (to examine, throw, shoot etc.) the
cursor will appear initially at the location of your latest selection.
The initial location is reset upon moving your character.

- added water content for edible items

Eating something that contains water reduces not only hunger but
thirst also. Of the raw ingredients the water content is naturally
highest in berries, but this new factor also applies to cookery
recipes. If there's additional water in the recipe (soups for
example) the water content will be effective in the resulting meal
as well.

- added two new extended commands (#): Empty and Pour

Both of these are related to containers; mugs, cup, bowls, pots,
bags etc.

* "Empty"-command

Empties the container discarding the contents permanently.

* "Pour"-command

This is used to pour something from your inventory into a
container. The command can be used to pour from one container into
a another or to fill a container with selected (food) items.
Currently only foodstuff and liquid can be poured into a container
making it's possible to carry and manage bags of roasted salmon
and bowls of berries and so on.

NOTICE: As result of improved container handling the containers
filled in the previous version may appear to be flagged as
empty - even though having titles like 'Pot of water' etc.
To reset and to return usability of such containers try
emptying them or re-filling them with water.

- removed option: fill container with rainwater

This will be introduced again in the future in a more realistic
fashion.

- added three new AGRICULTURE options: Harvest, Tresh and Grind

* Harvest-option is used to cut down or gather plants as a whole for
threshing. It is still possible to gather edible or mainly used part
of any plant by using the pick up-command (, or but grains must
be harvested via the actual harvest option. In addition, this is
the only way to collect the seeds from a plant.
The harvested crops must then be threshed.

* Threshing is an act of separating the usable parts from the rest
of the harvested plant. It is most often done with grains to
separate the grain itself from the straw, but can be done with any
plant. When threshing is complete the separated grain, seeds,
roots, leaves etc. may be collected.

* Grinding is used to produce flour from grains.

- AGRICULTURE game-info updated

- COOKERY overhaul

Several additions have been made:

* COOKERY-menu has been re-arranged. Available menu options now
include the basic cooking and preservation methods (Roast, Boil,
Salt, Dry, Smoke) which can be applied to practically any raw
ingredients you like, and sub-categories for various recipes.

* Lots of new recipes.

* Preparing meals has become more open-ended as there's more variety
and more freedom when it comes to choosing the ingredients. There
are also optional ingredients in many recipes, so the possible
variations to prepare even the most basic soup are numerous.

* Nutritional values of prepared meals aren't predefined anymore,
but based on the chosen ingredients and the cooking method used.
This makes cooking far more interesting and worth of experimenting.
A portion of meat stew doesn't always keep you satisfied for the
exact same amount of time; it depends on what do you put in there.

* ...and to accomplish all this: nutritional values of all the fish,
animals and plants in the game have been checked and corrected.
The system is now based on carbohydrate, protein and fat content
in each and every foodstuff.

NOTICE: As a result nutritional value overhaul the food prepared
in the previous version may appear less satisfying than
expected.

- COOKERY game-info updated

- added new skill: TRAPPING

The name here is pretty self-explanatory. Trapping covers crafting
and constructing various traps and setting them in place properly.
For characters from previous version TRAPPING is opened upon first
load with mastery level of one's TRACKING skill.
TRAPPING-options can be accessed by using the skill directly,
or from the [M]ake-menu just like before.

- added new skill: CARPENTRY

Introducing CARPENTRY also replaces the semi-useless WOODCARVING
skill and for characters from the previous versions not only the
names of these skills but also their mastery levels are swapped.
Having the carpentry present now doesn't bring in anything too
revolutionary, but separates craftable wooden handicrafts into their
own section and under their own mastery level.
Using the CARPENTRY-skill brings up a menu from where you can
choose all the carpentry based crafts to make. All the carpentry
based crafts can be also accessed from [M]ake-menu.

- added new craftable items

* Wooden shovel

Can be used like any shovel, but the actual digging takes a bit
longer than with its' metal counterpart.

* Grainflail

Grainflail is an important threshing implement.

* Primitive bow

A shortbow in the current version is a lot more demanding to craft
than previously, so a primitive bow now takes its' place as a
simple bow made from a slender tree trunk.

- added new skill: BUILDING

Building is the ability to construct forms of shelters and housing.
This ranges from durable wooden structures and kotas to simple
shelters and fences. For characters from the previous version
BUILDING-skill will be initialized to the mastery level of one's
TIMBERCRAFT-skill.
Using the BUILDING-skill brings up a menu from where you can
choose the available constructions. The same building options can
be accessed also from [M]ake-menu just like before.

- added new construction to build: a kota

Kota is built by using your BUILDING-skill. You can choose the size
of your kota freely within a certain range. Several slender tree
trunks and large animal pelts are required in the process.

- changed building option: "Shutter" -> "Wall with a shutter"

In the previous version a shutter could be cut into any built
section of a wall. Now the wall and the shutter are built together.
The result is the same, but now you need first to decide at which
wall you wish to have a shutter and only then start to build it.

- Crafting items re-arranged

Regardless of the new features below, remember that the good old
[M]ake items-menu still works and can be used as an overall menu
for all the crafting and building there is.

* As we now have a bunch of new skills all the craftable items have
been re-grouped under the according skills. As a result of this
using a certain skill (CARPENTRY, BUILDING, TRAPPING) allows you
to directly start crafting and building things belonging under
said skill. The same crafts can be naturally accessed through the
[M]ake-menu where they are just grouped a bit differently -
by their usage.
It's a matter of taste whether you wish to use the according skill
directly to craft a certain item, or use the [M]ake-menu.

* Item groups of [M]ake-menu have been slightly re-arranged and
there are new groups as well. With the self-explanatory group
names and using craft skills directly it shouldn't take too long
to learn what craft can be found from where in this version.

- hideworking improved

* Tanning hides is now a lot more laborous task including several
steps from cleaning and soaking the skin, to applying tanning
material, rinsing and finally mechanically softening the skin.
It can now easily take couple of days to tan a big hide.
Requirements for tanning process have also grown more complex
including for example need of a working bench (table, bench or
even a tree trunk will do) and a beater - which can be any
club-like object used to pound the skin soft.

* There are two new hideworking options:

- Clean

Cleaning the fresh skin is now always the first thing to do
before it can be processed any further, tanned or cured.

- De-hair

Dehairing is used (at will) to remove hair from the skin of a
fur-bearing animal. This way the tanning always results in
obtaining leather, which one may sometimes prefer.

* Hideworking game-info has been updated to cover all the new
aspects of hideworking process. There's also help button (?)
added into hideworking menu to easily bring up the information
when the hideworking time is at hand.

- added: option to repair worn-out clothes

Clothes and armours made from fur or leather can be now repaired by
player. The option to do this can be found from clothes-section of
[M]ake menu.
If the piece of clothing to be repaired hasn't been damaged more
than 40% of its' original size a corresponding amount of
fur or leather is required and used to patch it up.

- fixed: 'A house' advanced game-course task not completing if the house
under construction had its' door left open.

- fixed: Human NPCs practically never trying to dodge nor block if
attacked

This bug was propably easily unnoticed by many as it worked for the
players favour, so expect the combat to be slightly more difficult
now.

- fixed: aggressive companions/dogs sometimes attacking random target
upon zooming out from the battlefield

- fixed (once more): ghost sounds of tree felling down

- fixed: task triggering problems with "Prey in a trap" and
"Checking the trap" tasks

- fixed: sleeping NPCs (mostly animals) occasionally not waking up when
attacked - and sometimes not even when seriously injured

- fixed: squirrels staying 'up in a tree' even if the tree was felled down

- added restriction to work the soil (using a shovel) on certain terrain
types

The soil of bog and swamp areas is just plain too wet to be
worked for agricultural purposes or for digging pits.

- added more birds: swan, tufted duck, mallard and capercaillie

The first three are migratory aquatic birds being present from
spring to late autumn. All of the birds (including the good old
black grouse) now exist only at their typical habitat and do have
a bit more improved behaviour. Swans and mallards prefer bigger
lakes, tufted ducks are most happy at small marshland ponds and
capercaillies live in the vast conifer forests.

- added: aquatic life for beavers

Beavers now spend most of their time in the water, only occasionally
coming to shore.

- animal habitats checked

Don't be surprised not to find too much wildlife at open mires
anymore as most of the animals now tend to live and exist only
at terrain types which are their natural habitat.

- added: outnumbering penalty

If the player is engaged by two or more enemies in a combat
situation each enemy above one will bring extra -10% penalty for
player's attack or defend maneuvers. It's not likely anymore for
even the most skilled swordsman to bring down eight Njerpez warriors
surrounding him, as the mastery levels for attacking and defending
in that case would suffer from -70% penalty.


It's high time to polish your stone axe and wooden staff, yo! Winter is coming and she's coming hard.
 

laclongquan

Arcane
Joined
Jan 10, 2007
Messages
1,870,161
Location
Searching for my kidnapped sister
And all my characters careful built over the years, poof, gone. This is still one annoying feature of URW but in this version it's justified because the skills are sorted differently this time. So old characters will get big trouble. Oh well.
 

someone else

Arcane
Patron
Joined
Feb 2, 2008
Messages
6,888
Location
In the window
Steve gets a Kidney but I don't even get a tag.
You guys should really learn to mention the name of the game in the title, I almost ignored this thread because of the nonsense title.
 

Fowyr

Arcane
Vatnik
Joined
Mar 29, 2009
Messages
7,671
For years I played 2.80, because new graphics and lack of DOS support put me off. Maybe I should try new version, it sounds good.
 

someone else

Arcane
Patron
Joined
Feb 2, 2008
Messages
6,888
Location
In the window
Steve gets a Kidney but I don't even get a tag.
Hotfix is out, URW new release is always bugged. Now we can grow grains and make flour to bake our bread, but baking bread still loses to Ultima 7. Why? Find out it my "Baking Bread In The Unread World Sucks" thread.
 

asper

Arcane
Joined
Nov 14, 2007
Messages
2,208
Project: Eternity
Wow, the update sounds pretty awesome. Unreal World was always good.
 

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