This is a list of new features in the current and previous versions. ---------------------------------------------------------------------- version: 3.10-1 released: 3-May-2008 Saved character from the major version 3.10 are compatible with this version. - fixed: character getting sleepy too fast - fixed: dead shopkeepers still trying to trade. Very persistent businessmen! - fixed: stacks of traps in inventory reducing down to a quantity of one if a trap was set (applied) from the stack - fixed: an occasional bug that caused prepared food on the ground to corrupt when cancelling the progress of a certain item based tasks - fixed: walking on the zoomed in map not increasing hunger, thirst nor fatigue - usage of pots and water containers improved * "Fill a container" command now also works as an "empty a container" command. If you try to fill a container that has something in, the container will be emptied first. In case of liquid-only containers the re-fill questions automatically follows. In case of pots, the pot will be only emptied. This way you can throw away your spoiled morning porridge. * Pots filled with water will be automatically emptied if they are selected as a required item when cooking etc. - fixed the time required for curing and tanning * Fixed: curing being instant. Now it takes some time depending on the skin size. * Time required to tan skins now better corresponds to the skin size. Previously it took always more than an hour to tan even a small skin, now less than half an hour of work is needed for squirrel skins for example. Bigger skins, like those of elks and bears, may require working for few hours. - fixed: exploit to make a brand new bandages from a strip of bandage + similar exploits due to too broad-minded margin in amount of required raw material. - allowed possibility to build a fire to a location that can't be seen for the sake of surviving at the pitch-dark winter nights - increased the amount of time before the prepared food is overcooked and spoiled for the sake of more relaxed gameplay - when using the same inventory command in a row the inventory will be shown starting from the same entry where you were last time. - protection value of the clothes you make is now dependent from the type of the leather/hide used In brief: a bear fur shirt protects you better than a hare fur shirt - in general. But notice that the clothes (and the animal skins) have more than one protection factor, so a thick leather may be as protective against blunt attacks as most hides are, but surely it is not so warm. The hide type is now also included in the name of the finished cloth, so you'll have a bear fur caps and a cow leather shirts now. If you mix hide or leather of different animals the finished cloth will be descriped simply as a "fur cloak", for example, and the protection value will be the average of the materials used. However if a significant amount of the material is of a certain type, the finished cloth will be labeled and valued according to that. So it's possible to make a wolf fur cloak even if you needed a few strips of squirrel in the end. - success in skinning the carcass has effect now The more you fail the less skin you'll get. Otherwise the success (depending on the hideworking mastery) affects the time required to skin the carcass. Protective value of the skin stays the same whether you succeed perfectly or manage to get only a strip of the skin, so this mainly has effect on trading - the smaller the skin the lesser the value. - success in tanning has more effect now Very poor or very good success in tanning is notified in the produced hide/leather description -> "Poor bear hide", "Fine cow leather" etc. In the clothmaking this has no effect, for a badly tanned hide may not be very flexible but has the same protective value. In trading there is a significant difference in the price between a poor and a fine hide. - fixed a bug where the consumption of items in inventory affected to similar items on the ground So you could have a wooden tub of water emptying in your cottage by drinking from one in your inventory. Same thing with the food also. Wow. A far out bug. Very magical. But it had to go. - fixed items not stacking when eating or drinking from a stack - fixed annoying inventory re-ordering method upon using items (eating, drinking, wearing, wielding) For example: now your stack of bread won't keep jumping up and down the inventory every time you touch it. - fixed black grouse skin and fat having negative weight and thus causing various oddities in inventory - fixed item descriptions being in plural with single items also - barking barks removed (nevermind, if you haven't ran into this "feature") - when playing game-courses the next task information will be displayed automatically upon character load and after completing the current task - weight of the logs, tree trunks and blocks of wood corrected The changes however won't apply to the characters created in the previous version until a campaign change. Trunks and logs are now as heavy as they should be. - fixed: burnt out torches not disappearing from the inventory - added possibility to use item hotkeys in inventory to select items also from a non visible next/previous page - fixed: creatures not walking over the carcasses - foreign traders' inventories arranged a bit to offer more trading possibilities - fixed exploit: possibility to repeat-fish on the wilderness map - fixed: deconstruction of sleeping bunk, table, bench and fireplace clearing out as a ground instead of a floor - removed character waking up when learning a new ritual or feeling the presence of the supernatural world The ritual screen also won't pop up upon this encounter when there's already a new ritual still to be learned or if all the rituals have been already learned. - fixed: skills with a high mastery level decreasing after a ritual that temporarily improves the skill - fixed: crash possibility upon talking to a wise man to learn a new ritual ---------------------------------------------------------------------- version: 3.10 released: 22-Apr-2008 *** NOTICE! Saved characters from the previous versions *** are NOT compatible with this version. - added a new command: [m]ove items By this command you can move select items at your location to a chosen nearby location. The command is useful for filling a fireplace or adding more firewood to a burning fire, or moving a pile of heavy logs to another location etc. - fixed the time passing too quickly when walking on the zoomed in map - wilderness encounter randomization re-written * The cultural region (east, west, north) has effect on how common a certain species is at the region - or if it's present at all. Few examples: - Arctic fox is most common in the north, and completely in the west. - Elks become rare the norther you go, and the wild reindeers become more common naturally ...and so on. * Domestic animals don't appear in the wilderness anymore * Squirrels, hares and foxes are the most common animals in general. All the other animals still roam the UnReal World also but can't be expected to see as often as previously. * Humans are more rare in the wilderness. The foreign people, including both Njerpez and foreign traders, visit the northern areas very rarely. Foreign traders are most common in the west, and Njerpez warriors - if you want to meet them - do raid the eastern UnReal World most often. * Beavers exist only nearby the water * In general the wilderness encounters have been balanced and made more realistic. - added possibility to choose whether you want to zoom into a local map to chase encountered animals if they are relatively small Sometimes you may want to travel on the wilderness map without automatically getting zoomed in when a small animal is encountered. Encounters with humans and larger animals are always automatical and have to be dealt on the zoom map. - wild reindeer is now known as forest reindeer - weight of the meat and skin gotten from slain animals have been checked and tuned to better reflect the actual real-life weights So forget what you have been used to in the previous versions. - added variying size for the animals When looking at animals you may find a description like "Big elk" or "Small lynx". Now there are bigger and smaller individuals of each animal, and also the average ones. This way you can go for the bigger animals when choosing your prey from a flock of reindeers for example. Amount of skin and meat gotten from the slain animal is also relative to its' size. - added possibility to offer multiple items when trading - "How many?" box re-written When there's need to select a number of items (for example when picking up from a stack) the "How many?" question box will pop up. Good old [ENTER] selects all, and keys from 1-9 selects the appropriate amount, without need to press enter afterwards. For picking up a freely chosen item count you need to press [SPACE] and enter the number. "How many?" question box is also mouse sensitive. - game-courses and task info screen improved and updated There are now three game-courses, instead of previous four, but the tasks in each now differ more than previously and there's less repetition and also a bunch of whole new tasks. Task info screen also now shows you related key commands to complete the task thus making the game-courses more convenient for UnReal World rookies. - fixed a bug that made it possible to pick up an item that is still being prepared if there were other items at the same location - a larger number of items on the ground will also be shown graphically as a bunch of items - fixed the possibility of catching a large number of a species of fish which actually wander alone or in small groups So don't expect to catch several pikes etc. at once anymore. - a new inventory menu The inventory menu, from where you select items to eat, wear, drop, use and so on, has been rewritten. The new menu works in the same way as the previous one but has a new look and is completely mouse sensitive. Usage of drinks and foods, condition of armours and clothes etc. is also shown graphically instead verbal description. - added mouse sensitive item selection list for picking up items Now you can select items to pick up freely from a list. - added a bunch of new items * A stone. These can be found on the zoomed in terrain maps. Stones are needed for some building jobs. * A board. Boards can be made from big tree trunks with the timbercraft skill and are used in some construction tasks. * 4 new axes: broad axe, woodsman's axe, carving axe and splitting axe. The new axes have unique graphical symbols of their own and characteristics that make them more handy in some tasks than in others. Check out the descriptions for the new axes in the game-info browser to learn more. - separate survival skill options for collecting branches and spruces twigs have been merged into a one single option When using the "collect branches" survival option the type of branches gathered depends on the tree you're collecting from. From conifers you get spruce twigs, all others will produce branches. - many game-screens have been graphically renewed and made completely mouse sensitive: * Character profile screen. * Random world creation screen. There's now also an option to view the cultural territories of the created world. * Map of know areas. You can view cultural territories from here also. * Ritual screen, armour coverage and wounds screens are now completely mouse sensitive, including the possibility to launch the game-info browser by pointing and clicking. * Skill-screen has been graphically renewed and is now completely mouse senstive. Yes, you can point and click a skill to use it. And yes, you can improve your start-up skills during character creation also by pointing and clicking. * Game-course selection screen. * Game-info browser. It's completely mouse sensitive now. Just point and click to follow the links. * Character log. Options to turn pages to a certain day or month are temporarily disabled, but will be restored later on. * List of game-commands (?-key) screen. - "You have gotten lost" random encounter has been removed. - changes in cookery and recipes * There's now only a single long list of recipes, instead of sub-categories. * A few recipes, for example fish soup and veggie dish, have been removed to be added later on with more detail. * Boiled mushrooms are now blanched mushrooms. * When food is made in a pot, you'll find the prepared food listed under FOODS in your inventory. Naturally this kind of food needs to be eaten, instead of drank like previously. When you have eaten all of your pot of porridge for example, the pot will appear empty in your inventory under DRINKS & CONTAINERS. * Added a new recipe: Smoked fish. * Preparing salted meat or salted fish now takes up to a few days, instead of a few hours like previously. * When salt is required in cookery, the amount of salt needed is relative to the amount of food being prepared. * It's now possible to bake flat bread in the embers of a burned-out campfire in addition to baking it in a fireplace - which previously was the only option. - smoother changes in the color of the ground according to the season There are now some 20 shades of ground, so you'll see the ground turning green in the spring and white in the winter in a much smoother manner. - estoc, rapier, falchion, morningstar and warflail have been completely removed because they actually belong to an entirely different historic era - added a new command to repeat the last action Key-command for this is - and you just can't forget it since the last repeatable action and this little but powerful key-command are continuosly shown on the main game-screen. Now you can repeat virtually EVERY action you ever perform in the game. For the sake of usefulness, minor actions (like eating or dropping items) don't overwrite the last repeatable action. - "required item selection" overhaul This is a major change which greatly affects gameplay, making it smoother and more realistic when it comes to the role of specific tools for specific tasks. "Required item selection"-screen is the one that pops up when you need to select ingredients for cooking or materials for building and so on. The improvements here are: * If you are wielding any tools that are required for the task you are performing, the wielded tools will be automatically selected if they are suitable for the task. If you are wielding more than one tool, the more suitable one for the task will be selected. * Some tools are better suited for certain tasks than others and the tool chosen will affect the success of the task as well as the time required to perform it. When a specific tool is preferred for a certain task, you'll be notified about this during item selection: "You need an axe - preferably a woodsman's axe" etc. You'll also be notified if the item you are using is poorly suited for the current task. It is possible to perform a task that prefers (for example) a specific axe with nearly any axe, but the work is easier and the result is better when you use the proper tool for the job. Sometimes two different types of axe may be required for the task to complete it most efficiently. This is the case for example when building log walls. * When multiple items are required you can select them from separate item stacks. For example if you need 2lb. of water, and have a pot of water and a skin of water with 1 lb. left in each, you can select one of them and the "item selection"-screen simply prompts you to select additional units until the required amount is achieved. You can now also select multiple small pieces of fur to complete a piece of clothing that requires more fur than you have in one single piece. Also, if the task requires five pieces of tying equipment you can use three cords and two ropes if that's what you have. * If the task to be done gets cancelled after the required items are selected, the chosen items won't vanish but return in your inventory. * Sometimes you may be asked for optional but not necessary items, for example in some cookery recipes. Just exit the item selection if you don't want to use or don't have the optional items. - building construction is now a tile-by-tile procedure. You can now freely choose whether you want to build a corner here or a wall there. The shape and size of the building isn't restricted at all anymore. You can also build shutters, doors, tables, benches, sleeping bunks and fireplaces! There's also a new option to deconstruct things you have built, so you can remove a wall, a door, a shelter etc. if necessary. - changes in make items/constructions menu * Separate fur and leather clothing sub-categories have been merged into one single list of clothes to make. * Fence and cellar building options now appear in the buildings sub-category. * Some constructions now require boards in place of logs. One example is when building a cellar - which also no longer requires you to dig a pit before building, although you do still need a shovel to build one. - militant style, armed elder tribesmen have been removed. In their stead you'll now meet some old villagers. - culture information added to NPC descriptions From now on you'll find NPCs like "Kaumolais hunter", "Owl-tribe maiden", "Sartolais sage" etc. - added unique graphical symbols for the peoples of the three major cultural regions. Thus eastern, western and northern people look a bit different. - all the human NPCs are generated in a more detailed and versatile fashion Each human NPC is generated individually, instead of the previously used less-varying pre-randomization method. - culturally linked items All of the items that people use, carry, possess and craft now differ from culture to culture. This goes for hunting weapons, bows, armour types, tools, even their knives. There are some clear and strong differences and characteristics. For example: A koivulais hunter will carry different kinds of equipment than a kiesse hunter. A bowyer from Reemi won't make the same types of bows that can be found in Driik. If an islander prepares himself for warfare, he'll be carrying different weapons than what a kaumolais warrior would have etc. The items you can obtain from the craftsmen at the villages are also culturally linked, so if you are after Driik-style weapons you really need to go to Driik for them. And if you'd like to get yourself a northern bow, then to the north you must go. So now there is a real chance of cultural exchange, and the only way to find out what a certain cultural region could offer to you is to go there and see for yourself. You may want to read more information about the cultures from the game-info browser, as culture now has a much greater impact on the game-world than ever before. - culturally linked start-up equipment The start-up equipment your character gets are also culturally linked so you'll get only items that are characteristic to the culture you have chosen. - a change in tanned skin description If the tanned skin is fur the description after tanning will be an animal hide ("Bear hide" for example). Tanned skin of non fur-bearing animals is decriped a leather (for example "Cow leather"). - amount of firewood you get from one block of wood has been corrected. You'll get more firewood per block than previously, the actual amount that corresponds to the original weight of the block. Annotation: a splitting axe is the best tool to use for splitting firewood. - direction and target selection stylized a bit The look of the direction and target selection info-box is new, and you can also use the mouse to select the desired location when choosing the direction of an action. - some changes in sub-menu hotkeys, descriptions of actions and in times and materials required to complete certain tasks. Just minor changes and tuning here and there, nothing too confusing. ------------------------------------------------------------------