The Unreal World

Users who are viewing this thread

Well, it was summer so I had fairly light gear on. I made a point to drop what armor I had on and most of my weapons except my hunting knife. I am just under the assumption that swimming in roguelike games is not a good idea, no matter what the circumstance.
 
I wanted the shiny new battle axe that was laying so carelessly on the floor in a shop. I figured since I had such a high sneak skill, that I could get away unnoticed, but it was not meant to be. I had also stolen from said village before so...
 
**New update!**


http://www.unrealworld.fi/urw_downloads.html
Here we go:
Version 3.19 (stable) for all supported platforms (Win/OS X/Linux) is released.
You can get it from the downloads page on UrW website.

The complete 3.19 changelog can be found at the bottom of this post, but let's highlight some new features:

* Picking, burning, rotting carcasses

You can move, push or pick up carcasses just like any items and the common item handling commands work for carcasses while they are in your inventory. There's a new rotting mechanism for carcasses. Scavengers will keep utilizing rotting carcasses, but humans may obtain usable meat and hide only from relatively fresh carcasses. And now carcasses can be burnt - which allows kind of a burial for your dead pets and companions.


* Weapon breakage & degrade system

Weapons can get damaged when they hit together as a result of a block, or fumbled counterstrikes. Resulting damage checks are based on variety of newly added weapon properties and both attacker's and defender's weapon may get damaged.
The force of impact and resulting weapon damage is calculated based on strike velocity, weapon weight, impact area and materials that hit together.


* Shield usage to protect from missile attacks

Shields can be used to protect from missile attacks. When a shield is held in protective position missile attacks to covered body parts are automatically blocked as they hit the shield instead of you. NPCs can also use shields in similar fashion. Shields can be held in many ways to cover different body parts and to protect from varying lines of attack


* Wider scope of NPC reactions to each others presence

NPCs now actively react to presence of other human beings, specifically those of another culture. For now this is mostly notable when Njerpez meet other cultures, but later on the system will be expanded to create cultural conflicts. In a sense variety of NPC reactions gets closer to behaviour repertoire we already have in use with wild animals. In addition to being blunt aggressive or peaceful people may now try to avoid you, stay hidden, try to chase you away or prefer to escape upon being spotted.


* Robbers

There are now robber NPCs wandering around the wilderness. Robbers can be of any culture and usually move in bands of 3-6 people. If encountered, they may try to steal your equipment. Robbers rarely attack right away but often ask if you want to hand over your stuff willingly. If you don't co-operate they'll attack and rob your equipment after you've been beaten unconscious (or dead).


* UI convenience boost

There's UI convenience boost for non-keyboard jockeys as the burden of memorizing key combinations is eased with automated actions, menus and new configuration options. Movement and rest actions are grouped within one menu and containers are handled via single [a]pply command. Swimming, climbing and opening doors is automatic and configurable. There's also traditional roguelike movement mode added for those who prefer it, and you're able to strafe at will.

And dozens fixed issues, minor additions and balancing:

- two new start-up scenarios,
- balanced net fishing, crossbows, time passing and movement
- pausable cutting and skinning, improved carcass selection
- blunt and broadhead arrows.
- a new log to view previous game messages, and enter your own notes

etc.

Full changelog:
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 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

        "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.



I am PISSED that they've nerfed nets.

...still donated. <3

However...Blinding, bandits, burnable/rotting corpses, breakable weapons, active/passive shield settings, two new scenarios. Mmmmmm~

Edit: Moar stuffs!
 
That's by design. Ancient Finns eschewed such womanly things as shields, as they were a standing proof that you were afraid of your enemies.
 
Chivalry101 said:
I wonder if they have improved the availability of shields as well. Every game that I have played, I can only recall seeing 4 shields throughout them all.
I think that is in the change log, I think before only the Driik had access to shields?
 
Kobrag said:
I am PISSED that they've nerfed nets.

Nets were probably the most OP thing you could start with in the game though (as in, taking the start and then starting the tutorial to get I believe three nets). Might have to try playing the game, my last game I started I got incredibly lucky and ended up killing an elk or something day one so I was good for food for a long time.

New scenarios look good :

- 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.

Looks like my old trapping system won't work on bears now though :

- added: bears can now break down fences (if they want to)
 
Kobrag said:
Change log is infuriatingly unpostable on forum as the {Key] commands trigger forum 'codes' like strikethrough. -.-
The dev that posted that in the URW forums already solved that problem for you. The [code] tag is there for exactly these situations.

Alternatively, copypaste the whole thing into notepad and use the Find and Replace, Replace All function to replace every instance of [s] with [[i][/i]s] at once (similarly for bold and underline) to break the forum's primitive parser, resulting in this:

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.

Edit: Turns out there were some more broken characters left, but I couldn't be bothered to read through it and fix them one by one, so I simply took the original changelog as posted on the URW forums and replaced all "[" with "[[i][/i]". That should fix kludge everything at once.
 
Looks good, will give it a try soon. Hoping that the attacked by bandits start isn't as bad as the "njerpez slave" one.
 
Kevlar said:
Kobrag said:
I am PISSED that they've nerfed nets.

Nets were probably the most OP thing you could start with in the game though (as in, taking the start and then starting the tutorial to get I believe three nets). Might have to try playing the game, my last game I started I got incredibly lucky and ended up killing an elk or something day one so I was good for food for a long time.

New scenarios look good :

- 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.

Looks like my old trapping system won't work on bears now though :

- added: bears can now break down fences (if they want to)

Islander as a fisherman get Two nets.


@RingWraith- This forum needs a 'effort' emote like SA. -.-
 
Foreign traders are so much harder to kill now, I've not managed to do it and get away.

Also, the robber bands can be real ****ty if you meet one before you've got a cache of some sort. 3 opponents can be a real challenge, especially given at least 1 will have a bow, and a lot of them seem to have swords.
 
Back
Top Bottom