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Version 3.87 (stable) released.

[p]Version 3.87 (stable) is now released and live.
[/p][p]This update mostly deals with improvements to making clothes as we proceed to make the whole process more detailed, realistic and eventually also pausable. The most notable additions on that front in this version are obtaining and crafting sewing needles, and harvesting tendons for sinew yarn making. And more is to come, but that will have to await until next year. We'll hereby highlight a few of these new features with screenshots, and you can find the full changelog after them. [/p][p][/p][h2]Finding a needle from UnReal World[/h2][p] Sewing needles are now needed in making of almost all the clothes. Player characters can craft ones from bone by themselves, or order iron sewing needles from the village blacksmiths. That's what our test character Liisi is about to do here. [/p][p][/p][h2]Tendons and sinew yarn[/h2][p] You can now harvest tendons from butchered animals. The tendons can then be processed into sinew yarn. Tendons are usually harvested from the legs of large mammals such as elk and reindeer, but tendons from smaller animals — starting from hare-sized ones — can also be used, though they yield less useful sinew.
Henrik has managed to hunt down an elk, and has butchered it. Among other parts there are now also elk tendons to be picked up. And within TEXTILECRAFT menu there's new options for tendon processing. First of all, the fresh tendons need to be dried in order to process them further.[/p][h2][/h2][p]Several steps then follow until the sinew fibres can be twisted together to form sinew yarn. This is done entirely by hand, as a spindle cannot be used. As a result, making sinew yarn is much slower than spinning plant fiber yarn, but the simplicity of the other steps compensates for the extra time required. The downside of sinew yarn is that it is vulnerable to moisture, as getting it wet will cause it to soften, stretch, and come undone. For this reason sinew yarn cannot be used in fishing tackle. Henrik goes for crafting a fishing rod, but will now have to choose hemp yarn for the line material.[/p][h2]
Craft browsing and nested clothemaking menus[/h2][p] Upon browsing sub-categories of \[M]ake menu, m\[O]dded handcrafts menu or cookery options, pressing \[ESC] now gets you back to the parent menu rather than exits completely. This makes looking for a specific entry far more convenient, especially for newcomers. [/p][p] Moreover, there are now nested menus for making clothes; fur clothes, leather clothes and miscellanous clothes. Options to make clothes from different materials are arranged into these nested categories. [/p][p] Material and equipment requirements for making clothes are also newly adjusted for all the craftable clothes. Most notably, you'll be often needing yarn in varying amounts and that sewing needle. [/p][h2][/h2][h2]Changelog[/h2][p]
Version: 3.87 (stable)

** Saved characters from version 3.80-> are compatible with this version. **[/p][p][/p][p] - added: tendons and sinew[/p][p] You can now harvest tendons from butchered animals. The tendons can then be processed into sinew yarn. While yarn spun from plant fibers requires a lot of work and season-dependent processing, sinew yarn can be made year-round with varying amounts of effort.[/p][p] Tendons are usually harvested from the legs of large mammals such as elk and reindeer, but tendons from smaller animals — starting from hare-sized ones — can also be used, though they yield less useful sinew. [/p][p] The bigger the tendons, the more convenient it is to utilize them, as the process of extracting sinew fibers for sinew yarn involves several steps.[/p][p] Tendons can be picked up from the ground after butchering a decent sized animal. They are categorized as food type items in character's inventory, even though fresh tendons are too tough for humans to chew. The actual processing of tendons is then done with these new TEXTILECRAFT commands within \[M]ake menu: [/p][p] * Tendon drying[/p][p] First of all, fresh tendons need to be dried. They will also spoil in few days if not dried, so it's best to do it soon enough after butchering. [/p][p] * Separate sinew fibre [/p][p] Next, the dried tendon is pounded with a club or similar tool on a hard surface until the sinew fibres begin to separate. The obtained bundles of sinew fibre are categorized as tool type item in character's inventory.[/p][p] * Sinew yarn [/p][p] Finally, the sinew fibers can be twisted together to form sinew yarn. This is done entirely by hand, as a spindle cannot be used. As a result, making sinew yarn is much slower than spinning plant fiber yarn. It is even slower than making plant fiber yarn by hand, but the simplicity of the other steps compensates for the extra time required. The downside of sinew yarn is that it is vulnerable to moisture, as getting it wet will cause it to soften, stretch, and come undone. For this reason sinew yarn cannot be used in fishing tackle.[/p][p] - added: TENDON, SINEW FIBRE and SINEW YARN game-encyclopedia \[F1] entries[/p][p] - updated: TEXTILECRAFT game-encyclopedia \[F1] entry[/p][p] - added: water-use yarn is now required for fishing tackle [/p][p] As the sinew yarn isn't suitable for wet conditions there's now new yarn type requirement; water-use yarn. This covers all other types of yarn except sinew yarn, and water-use yarn is now required for fishing tackle.[/p][p] - added: easier browsing of crafting and cooking options with \[ESC] returning to parent menu[/p][p] Upon browsing sub-categories of \[M]ake menu, m\[O]dded handcrafts menu or cookery options, pressing \[ESC] now gets you back to the parent menu rather than exits completely. This makes looking for a specific entry far more convenient, especially for newcomers.[/p][p] - changed: craftable containers moved to their own category in \[M]ake menu[/p][p] All the craftable containers now appear within their own "Containers" category in the \[M]ake menu.[/p][p] - added: nested menu for making clothes[/p][p] Upon selecting \[C]lothes option from \[M]ake you will now enter a sub-menu with three categories; fur clothes, leather clothes and miscellanous clothes. Options to make clothes from different materials are arranged into these nested categories. Miscellanous category contains the few birch-bark accessories. [/p][p] This new menu arrangement preceeds the upcoming clothmaking improvements and more nested categories will be added in the future. [/p][p] - modding add: new diy_* submenu tags for adding clothes into the new categories[/p][p] There are now "fur clothes", "leather clothes" and "miscellanous clothes" submenu tags to use when adding items into these new clothmaking categories.[/p][p] For example, to add new items to miscellanous clothes menu place your diy_*.txt item definitions between the following lines:[/p][p] \[SUBMENU_START:miscellanous clothes] [/p][p] ...your items go here...[/p][p] \[SUBMENU_END:miscellanous clothes][/p][p] - added: sewing needle - for making clothes[/p][p] There are two types of sewing needles; iron sewing needle and bone sewing needle. [/p][p] Iron needles can be obtained from the village blacksmiths and bone needles can be crafted by the player character from \[M]ake menu under \tility articles.[/p][p] A needle is now often needed in making of clothes. There's no distinction between leather or cloth sewing needle although in reality different materials would require a different kind of needle.[/p][p] Iron sewing needles are more expensive and also more handy to use. [/p][p] - adjusted: material and equipment requirements for making clothes[/p][p] A needle and yarn are now needed in making of almost all the leather and fur clothes. There are only few exceptions where using other kind of tying equipment and/or only a knife is sufficient.[/p][p] The following pieces of clothing don't need sewing in their making. For these pieces cordage requirements have been checked and adjusted.[/p][p] * leather belt - no changes in requirements[/p][p] * leather cuirass - no changes in requirements[/p][p] * leather forearm guards - 9 ft of thin cordage is now required[/p][p] * leather shin guards - 9 ft of thin cordage is now required[/p][p] * fur cloak - 3 ft of thin cordage is now required[/p][p] * fur hood - 3 ft of thin cordage, and 1.5 lbs of fur is now required[/p][p][/p][p] To make these fur clothes yarn is now required as follows: [/p][p] * fur cap - 15 ft of yarn[/p][p] * fur shirt - 60 ft of yarn[/p][p] * fur mittens - 9 ft of yarn[/p][p] * fur leggings - 18 ft of yarn and 4 ft of cord[/p][p] * fur footwear - 30 ft of yarn[/p][p] * fur overcoat - 75 ft of yarn[/p][p][/p][p] To make these leather clothes yarn is now required as follows:[/p][p] * leather cap - 9 ft of yarn[/p][p] * leather shirt - 60 ft of yarn[/p][p] * leather leggings - 18 ft of yarn and 4 ft of cord[/p][p] * leather shoes - 12 ft of yarn[/p][p][/p][p] For the birch-bark clothes the amount of birch-bark has been checked and now required as follows:[/p][p] * birch-bark shoes - 60 ft of birch-bark strip is now required[/p][p] * birch-bark cap - 75 ft of birch-bark strip is now required[/p][p] - added: pausable repairing of clothes[/p][p] Repairing clothes is now pausable tasks allowing you to have breaks and continue at will later on. To continue paused repairing, use the repair option again standing beside the said partially repaired item. Depending on the cloth you may now also need newly added requirements eg. needle and thread also in the repairing process.[/p][p] - added: repairing of birch-bark clothes[/p][p] It is now possible to repair birch-bark clothes, ie. birch-bark cap and birch-bark shoes.[/p][p] - fixed: feathers on the ground not being consumed when making arrows[/p][p] - fixed: irrational damage for the armours reclaimed from robbers, or other NPCs[/p][p] Player character's armours that ended up in the hands of robbers, or other NPCs, often experienced irrational damage upon being retrieved. This has been fixed now, but as a result migrated characters may encountering NPCs whose gear is in top-notch condition if their armours were assigned in the previous version. Newly generated NPCs will utilize the fixed armour damage system and condition of the gear in their possession, or reclaimed from them, will be rational.[/p][p] - fixed: broken "menudef_*.txt" submenu functionality[/p][p] New modded "menudef_*.txt" submenus displayed normally in the \[M]ake menu, but they couldn't be opened. [/p][p] - fixed: using spruce withes in the making of shingle basket handle was not possible[/p][p] This was due to missing no minimum length \[nominlen] tag in the tying equipment requirement. [/p][p] - fixed: double link for "pot" in Tools chapter in the game encyclopedia[/p][p] - fixed: making boards from logs produced branches too[/p][p][/p][p]Cheers! ːurw_sageː[/p]

Autumn Sale is on!

[p]The days are getting shorter and shorter, and the nights bring freezing temperatures.[/p][p]The mist gathers on the fields and the sounds of departing migratory birds echo in the twilight.[/p][p]That's how it goes in the Far North.[/p][p]That's autumn.[/p][p]And that's alright as the Steam Autumn Sale is on again for the new adventurers to enter UnReal Word for a properly discounted price![/p][p][/p][h3]We welcome you to take advantage of the Autumn Sale and experience autumn, or any other of the four different seasons, in the most intricate, detailed and enchanting iron-age game world.[/h3][p][/p][h3][/h3][p][/p][p]Autumn mist on a field not too far away from the development chambers.[/p][p][/p][p][/p]

The Summer, Sale and Future Essentials

[h2]Summer[/h2][p][/p][p]We're happy for both the summertime and having managed to release a bugfix patch for the significant 3.86 update just in time. See, with this post I'll be leaving for summer holidays and will get back to proper development probably sometime in august. Well, it won't be complete radio silence until then and some rainy days are surely still spent for coding, but all the activity within the development chambers will be holiday paced.[/p][p][/p][h2]Sale [/h2][p][/p][p]With summer comes the Steam Summer Sale, so we welcome all you new adventurers to grab the game while the discount is hot. [/p][p] Moreover, after the Summer Sale 2025 there's going to be price increase to the game base price. Depending on the currency this will be probably around 25-35% range. [/p][p] Well, that's for the heads up and recommendations, now let's move on to ...[/p][p][/p][h2]Future Essentials[/h2][p][/p][p]Despite of the holidays at hand I'll leave you with brief news about what's coming up in the future UnReal World versions. There are basically two major things that will take the development priority from now on until they are finished. This will happen with a course of several version releases, gradually adding up elements to these. [/p]
  1. [p]Pausable and improved clothmaking [/p][p]Making of clothes will become a pausable task, and the finished cloth quality will get assessed depending on your skills. There will be a new tailory/clothmaking skill which also features making of cloth from yarn. This brings in cloth as a new material and making of eg. linen or nettle clothes becomes possible. Shearing sheep and making of woollen yarn, and woollen clothes thereof is planned also.[/p]
  2. [p] Marriage / Permanent companions[/p][p]The possibility to acquire permanent companions becoming a part of character's life through variety of situations. This kind of mechanics have been previously thought of mostly through a marriage system, but as we now start working on it we'll expand it to cover more possibilities - eg. permanent adventuring companions. This will be featured through quests which will be bring up many ways to pick up a permanent companion; be it a wife, husband or somebody else who is willing to accompany you as long as desired.[/p]
[p][/p][p]That's all for now.
I wish you all the best of summertime.
See you in a while.
[/p][p]Midnight greetings from the Far North. [/p]

Version 3.86.1 bugfix patch for OS X and Linux

[p]Hereby version 3.86.1 has been released also for OS X and Linux. This is a bugfix patch fixing the following issues: [/p][p][/p][p]- changed: fish soup and meat soup portion amounts are now from 1 to 3

This allows one portion of these soups to be cooked also in a birch-bark pot.

- fixed: hides being softened disappeared if the process was cancelled before reaching the pausable threshold

- fixed: spoiling of flour ground from applicable boiled roots, eg. water lily

- fixed: excessive skill gains from crafting huge batches or resuming paused tasks

Crafting shingles or other items in huge batches resulted in excessive skill gain. Also, resuming paused crafts sometimes gave new skill gain rolls over and over again. Now the possible skill gain is assigned only after the pausable craft is finished.

- fixed: unexpected harvests too early in spring

Sometimes the plants that had been sprouting and growing during the previous year might sprout too early in the spring when the area was visited after a long time.

- fixed: using natural water source eg. lake or spring in cooking didn't add water content into the prepared food item

- fixed: some items with \[masterwoodtype] associated not recognized properly within crafting requirement selections

This concerned mostly non-vanilla items that were checked with string comparison.

- fixed: unicode apostrophe in "...you've got quite the appetite" eating message

- fixed: deconstructed walls in "lonely settler" scenario were plain logs without wood type

Other pre-generated building may also haven been prone to the same issue.

- fixed: material burn check faults with filled containers placed in the fire

The material of filled containers wasn't properly recognized and even iron pots might burn up when placed in the fire.

- fixed: "it smells ready" message of food being ready not generated for cookery recipes using salted, smoked or dried meat

- fixed: warmth bonus for sleeping on both spruce twigs and furs at the same time was calculated wrong neglecting the combined effect

Cheers! ːurw_sageː[/p]

Version 3.86.1 bugfix patch for Windows released

Version 3.86.1 for Windows has been released. This is a bugfix patch, and the same patch for Linux and OS X releases will follow as soon as possible.

The patch fixes the following issues (for Windows):

- changed: fish soup and meat soup portion amounts are now from 1 to 3

This allows one portion of these soups to be cooked also in a birch-bark pot.

- fixed: hides being softened disappeared if the process was cancelled before reaching the pausable threshold

- fixed: spoiling of flour ground from applicable boiled roots, eg. water lily

- fixed: excessive skill gains from crafting huge batches or resuming paused tasks

Crafting shingles or other items in huge batches resulted in excessive skill gain. Also, resuming paused crafts sometimes gave new skill gain rolls over and over again. Now the possible skill gain is assigned only after the pausable craft is finished.

- fixed: unexpected harvests too early in spring

Sometimes the plants that had been sprouting and growing during the previous year might sprout too early in the spring when the area was visited after a long time.

- fixed: using natural water source eg. lake or spring in cooking didn't add water content into the prepared food item

- fixed: some items with [masterwoodtype] associated not recognized properly within crafting requirement selections

This concerned mostly non-vanilla items that were checked with string comparison.

- fixed: unicode apostrophe in "...you've got quite the appetite" eating message

- fixed: deconstructed walls in "lonely settler" scenario were plain logs without wood type

Other pre-generated building may also haven been prone to the same issue.

- fixed: material burn check faults with filled containers placed in the fire

The material of filled containers wasn't properly recognized and even iron pots might burn up when placed in the fire.

- fixed: "it smells ready" message of food being ready not generated for cookery recipes using salted, smoked or dried meat

- fixed: warmth bonus for sleeping on both spruce twigs and furs at the same time was calculated wrong neglecting the combined effect

Cheers! ːurw_sageː