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UnReal World News

Still forging the Blacksmith NPC code

As announced earlier, we're working on a fundamental new addition of featuring blacksmith NPCs and possibility of ordering various iron goods from them.
Our hopes to have it all completed this month has proven slightly too optimistic, so the release will take place in April.

The good news is there's far more done, than still to be done. That is, if we manage to avoid time consuming sidetracking and spin-offing, as this is indeed an addition that can easily grow and expand with to-dos and ideas popping up here and there.

Let's continue with some dones and to-dos after a screenshot of a new NPC in town:

By now there's a solid groundwork done for the blacksmith NPCs;
  • new NPCs tiles have been drawn
  • blacksmith NPC generation is in effect
  • blacksmith availability and their level of expertise among different cultures have been considered and in effect in the village generation
  • chat options for talking about and ordering goods are set and working
  • blacksmith item production works and ordered items get created
  • chat options for asking about the ordered item and obtaining it when ready are working
  • trading for the ordered item works


In a nutshell the process of ordering goods from a blacksmith goes like;

You talk with the blacksmith about the possible goods to order, and then confirm your choice.
Blacksmiths will give you an approximation of how long the item production will take, and you can ask about the remaining production time later on too.
When the item is ready you go to talk the blacksmith again and the trading for the item starts.

So you pay for the ordered goods when they are ready, not beforehand. This way you don't have to carry your wealth around all the time, but can go fetch it when the time to trade for the ordered goods is at hand. It's the usual trading system in use so you can try to offer offer whatever goods you want.
You can also ask beforehand what the blacksmith would like as a payment from your current inventory.

Time for another screenshot where some of these factors are seen in action;

Then, what still remains to be done is to;
  • go through the item lists and consider what items blacksmith will produce, considering their culture and expertise.
  • set production times, and few other variables, for the items they produce.
  • check everything
  • check everything again
  • test everything
  • repeat the previous
  • fix, adjust and possibly rewrite something
  • final adjustments
  • release


Phew.... forging the forging code is a serious business, but we're getting there and it will be a blast.

Stay tuned. ːurw_sageː

Blacksmith NPCs and animal droppings

Dear adventurers,

it's time for a sneak peek into the few upcoming features.
We are hopeful and excited to have a new version released this very month, and these are the two major additions to expect.

Blacksmith NPCs and ordering their products


We'll be featuring blacksmith NPCs to be found in the villages, and possibility of ordering various iron goods directly from them. You order, they'll forge, and you will then pay and obtain the item when it's ready. This will be a fundamental new addition, and will also bring in numerous related spin-off features.



Not all the villages will have a blacksmith, but it will still be easier to find one to make you that knife, axe, sword or tool you need than to run through several storehouses in several villages in a search for a missing equipment. The available blacksmith products will vary a bit depending on the cultural areas, but all the blacksmiths can make at least the most basic and essential iron goods, tools and weapons.



Animal droppings - an indicator and a fertilizer


Smells like a new feature? Yes, indeed.

Certain animals will leave visible droppings, i.e. feces, that can be found in the terrain on zoomed-in map level. The droppings aren't featured for all the animals, but for those whose droppings are commonly noticeable and relevant. For example: hare, fox, badger, lynx, wolf, reindeer, elk and bear. The domestic animals such as sheep, cows and pigs also leave droppings.
The droppings of different species look a bit different, and upon looking at the droppings with game commands you will be told which animal's droppings it is. For example: "You see here an elk droppings."
If the droppings are somewhat recent, less than a day old or so, you will be also be told that it's fresh droppings in question. Even if you wouldn't be able to specify their age the droppings work as an indicator of the animal presence at the area.

What will be featured as well, is that the droppings can be used as a fertilizer on your fields.
It will be possible - if you feel like it - but not necessary, as the slash-and-burn cultivation already includes fertilization with the ash from the burned wood. However, the extra fertilization helps your crops to sprout and grow more successfully, so somewhat higher yields can be expected from the fields fertilized with droppings.

In these screenshots our adventurer has found bear and elks droppings - indicating the presence of the animals at the area.





Now we'll go forge some more code, and you can expect the release news in this month.

Cheers! ːurw_sageː







The Enhanced Soundtrack released and available!

Composed and performed by the devs themselves,
wished for by the adventurers,
the primeval musical journey into the far north is now available!


Enhanced UnReal World Soundtrack brings you the game musics plus three selected spin-off hit songs along the way in both .mp3 and lossless audio formats.

It's quite well known that Sami (creator) has been developing the game for ages, but he's been also been creating and performing variety of music for ages. And ever since the early days of UnReal World together with Erkka (co-designer) they've enjoyed and pursued creating primitive and traditional music together. And along that long way we've been constantly wished for more musical works,
or even a compilation album. So, here you go:

https://store.steampowered.com/app/2295510/UnReal_World_Enhanced_Soundtrack/

Well, that's enough reading for now - let's get into listening instead.

Enjoy!

Version 3.72.2 bugfix patch released

The second bugfix patch for stable version 3.72 has been released to address the following issues:

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Version: 3.72.2

- fixed: tool selection automation when crafting a bone fishhook

Knife (for initial shaping) and rock (for sharpening the hook) weren't selected automatically from character's inventory. Moreover, if more than one rock was available you needed to erroneously specify how many of them to use in the process.

- fixed: character portait disappearing after scrolling the message log

- fixed: NPC archers sometimes shooting rocks or tree trunks

This happened when they ran out of arrows. This bug was most often revealed when fighting the Njerpez.

- fixed: random items sometimes appearing in character's inventory after rod fishing

This was caused by unintended inventory re-ordering when the bait was all used up. Even though this bug was noticed in relation to rod fishing the faulty mechanics may have caused some other rare item appearance oddities as well. We are quite hopeful that the fix will address these issues too.

- fixed: building a cellar at the location of an already existing cellar

This was erroneously possible.

- fixed: digging a pit at the location of an existing cellar

This was erroneously possible, and also made the existing cellar disappear.

- fixed [windows]: entering a message log custom entry accepted only a very short message

This was SDL related, and to our knowledge appeared only on Windows.
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With release of this patch the current version is hopefully freed from the most troublesome oddities, and our focus can turn from the bug hunting towards the future features.
Stay tuned!

Oh, and stay tuned for the shortly upcoming soundtrack as well:
https://store.steampowered.com/app/2295510/UnReal_World_Enhanced_Soundtrack/

That's all folks! Cheers!
ːurw_sageː

Coming Up: UnReal World Enhanced Soundtrack

Onto a musical journey into the Far north we shall take you ...

...as UnReal World Enhanced Soundtrack will be released in February 2023.

The soundtrack will contain the game musics plus three selected spin-off hit songs in regular (.mp3) album format and downloadable lossless audio. One of the extra tracks is a musical piece currently in progress to be premiered on this very soundtrack.

UnReal World game musics are performed and created by the devs themselves, and most of the musics we hear in the game are selected sections of longer tracks. Some of these songs have been released along the way independently, and are now re-mastered and collected together on this enhanced soundtrack.

For a foretaste, Enormous Elk YouTube channel features these two upcoming tracks:

https://youtu.be/jdSW9Z46DhE
https://youtu.be/7KAFk657dvw

If you weren't aware, the channel also contains a good bunch of UnReal World related spin-off stuff, and the recreational endeavours of two-man team called Enormous Elk.

[EDIT: Feb-13th-2023]
The Soundtrack store page is now open, for wishlisting and first impressions:
https://store.steampowered.com/app/2295510/UnReal_World_Enhanced_Soundtrack/

We'll see and hear more in February!