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UnReal World News

Halloween Sale equals to Kekri Celebration -- with a themed game title screen.

Once again we are taking part in the ongoing Halloween Kekri Sale with the pleasing numbers and haunting imagery. So let the new adventurers be respected with the discount, and the ancestral spirits with our special Kekri costumes and customs...

It's Kekri, not halloween, in the Far North.
Kekri is an ancient Finnish harvest festival celebrated in the fall when the annual agricultural activities were all accomplished and the harvest collected. Kekri meant the end of the crop year, which was a big turning point. It was the time when the souls and spirits of the dead wandered around and visited the living. The ancestors were respected and welcomed. Sauna was heated up for them, and meal prepared too. The living celebrated accordingly, and so do we.

Kekri Goat

Kekri time included tradition of Kekripukki (Kekri goat) figure. People would dress up as horned creatures, wearing furs or coats upside down, and went around in their disguises and were offered food and drink.
So, what does a decent developer of tradition rich game do to follow the tradition?
Yes. He dresses up as Kekripukki.

Well, hello there, any foods or drinks to offer? Some purchases will do as well.

Kekri-themed title screen

Again this year the we have launched a special Kekri-themed game title screen for duration of this sale & festivity period. The theme screen becomes live shortly after this annoucement, so allow the game to update and enter UnReal World for more haunting imagery.


Celebrate & Participate

We wish you happy Kekri time - or happy Halloween if that suits you better.
All in all, now just celebrate and participate in the festivities at this special time of the year.

:urw_sage::urw_fire::urw_tree:

Version 3.70 (stable) released

UnReal World version 3.70 has reached the stable stage and is now released and live.
Your game will auto-update and characters from the previous version are compatible with the new version.

If you were playing 3.70 beta versions, you should know that there's also new content added since the last beta. And if you weren't playing beta versions at all, then prepare to discover a lot.
You'll find changelogs later in this post, but first a little look at the key features with a few screenshots.

Key features of version 3.70


The key features of version 3.70 version deal with the moon and the moonlight, fibre processing with new textilecraft skill, snow penalty for all the creatures and snow crust, lots of new character portraits, tying equipment adjustments and additions, crafting fishing rods and hooks and usage of baits, option for metric units, and so on. The list of additions and fixes is long and you can find the full changelog at the bottom of this post.

Trudging through the deep snow the escaping elk tires itself easily while the hunter gliding with skis on snow crust travels easily.

There are lots of new character portraits added, and also an option to ask whereabouts of village water supply.

The autumn nights are already dark, but during full moon there's enough light for example to go fishing - with self-made fishing rod and hooks, that is.

Textilecraft in action. We have a new batch of harvested nettles retting in the water, and prepare to spin some yarn from earlier extracted nettle fibres.

Version 3.70 changelogs


First, here's changelog since the latest 3.70 beta version.
New content to be aware for those who have already been playing the beta versions.

3.70 (stable) changelog - new content since 3.70-beta 3

- added: whole lotta new portraits, and specific portait categories for old men and sages

A good bunch of new portraits have been added for kids, female and male characters. There are also two new portrait categories specifically for old men and sages. Portraits in these categories are exclusive for those type of NPCs and can't be associated with other NPCs nor chosen as a player character portrait.
MIGRATION NOTICE: NPCs generated in the previous versions continue to appear with their previously generated portraits.

- added: bowstrings as a separate functional part of a bow

Bowstrings are now featured as a craftable item of their own. Bowstrings wear out in use and thus need to be replaced every now and then. Crafting any bow now requires also a bowstring item, so you need to have a bowstring ready in order to make a functional bow.

* crafting a bowstring

Bowstrings can be crafted from [M]ake-menu under [W]eapons category. Bowstrings are made out of multiple strands of yarn twisted together, but also thin cordage can be used for a makeshift bowstring. Upon crafting a bowstring you can select the material, yarn or cord, to be used.
It's faster to make a bowstring from a cord and the required length is also far lesser, but bowstrings made out of cords are also always of lesser quality. Your textilecraft skill determines the success of making a bowstring. Due to item usage complexity bowstring crafting is hard-coded and not to be found in editable diy_*.txt file.

* bowstring breakage and replacement

Good quality bowstring can last up to thousand of shots or so. The lower the quality the faster the bowstring is prone to break. When the bowstring breaks a message is displayed and the bow gets described as "bow with no string". Naturally you can't shoot with such a bow anymore until a new bowstring is added.
You can check out condition of a bowstring in strung bows with

Towards the stable with functional bowstrings and fascinating quick-bows

First a little reminder, then a little peek into the future features -- and into nearby woods as well where the creator can be spotted crafting UnReal World gear for real.


Opt-into 3.70 beta


There hasn't been serious showstoppers with 3.70 beta, so there's also no reason why you shouldn't opt-into that very beta-branch. If you aren't exploring the far north with version 3.70beta already, just take a look at here: https://store.steampowered.com/news/app/351700/view/2980802142084765582


Craftable, breakable bowstrings as a separate functional part of a bow


With the beta-version rolling so smoothly we've been relieved enough to also continue working on the few features that didn't quite make their way into first beta releases. So when the stable version comes, it's won't only stabilize the newly added goodies but also adds some new stuff to explore. For example craftable, breakable bowstrings as a separate functional part of a bow.
Yes, that's where the textilecraft additions will bring us now.

Bowstrings will be featured as a craftable item of their own, and they wear out in use and thus need to be replaced every now and then. Bowstrings are made out of multiple strands of yarn twisted together, but also thin cordage can be used for a makeshift bowstring. It's faster to make a bowstring from a cord and the required length is also far lesser, but bowstrings made out of cords are also always of lesser quality.
Good quality bowstring can last up to thousand of shots or so. The lower the quality the faster the bowstring is prone to break. When the bowstring breaks a message is displayed and the bow gets described as "bow with no string". Naturally you can't shoot with such a bow anymore until a new bowstring is added.


Spruce quick-bow


Another bow related addition is a spruce quick-bow - a new type of craftable bow. Spruce quick-bow is the most simple and quick to make type of a bow. It's made out of a single branch that is cut from a standing spruce tree. It goes without saying that this type of bow is not a high performance weapon, but it is efficient enough for hunting squirrels and other small game. This type of bow is strongly based in history, specifically that of the Saami hunters, and it is a fascinating method to make a bow quickly out in the wilderness. You can see Sami (UnReal World creator) crafting a spruce quick-bow in the woods in this video (on his traditional archery related YouTube channel):
https://www.youtube.com/watch?v=oYR91okTjlM
Heh. It's surely different to craft these things with lines of codes in the digital realm than with an axe in the northern wilderness, but it's nice to master the both ways :)

And there's even more features still pending to be added for the stable release. Stay tuned.

UnReal World 3.70 beta-3 bugfix patch released for all supported platforms

3.70 beta-3 for Windows, Linux and OS X has been released to fix a few bugs.
Those who have opted-into 3.70 beta release will have their game automatically updated - if enabled.
On Windows version the listed bugs have been remedied already, but now all the supported platforms are in sync. With this patch there should be no critical beta bugs anymore, and polishing the lesser annoyances continues.


Version: 3.70 (beta 3)

** Saved characters from version 3.50-> are compatible with this version. **

BETA NOTICE:

This is a beta release. There are likely bugs, things are still somewhat under construction, and some of the listed improvements will be tweaked and polished further in patches to follow.


- fixed: weather for migrated characters getting corrupted

Migrated characters now experience reset of the weather upon loading them in 3.70 beta3. So the weather of migrated characters isn't exactly same as when they were saved, but as the reset is based on time of the year the change is most often quite unnoticeable.

- fixed: laggy movement on some map areas

This was related to how seeing through saplings was handled, and on some occasions data checks endedup in slow loop.

- fixed: domestic animals triggering your traps

- fixed: small weight units (g, oz) shown in carried load statistics together with false basic unit (kg, lb)

Now carried load is shown in basic units - either kg or lbs.

- fixed: character creation modes "easy" and "too easy" unexpectedly quit due to option points miscalculations

- typo: "kgs" abbreviation used in metric system units.

It's now always singular "kg", as it should be.

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Take a look at original 3.70 beta release post for more information about what this beta-version is about, and how to opt-into:
https://store.steampowered.com/news/app/351700/view/2980802142084765582

Hotfix for 3.70 Windows beta released

3.70 beta-2 hotfix for Windows has been released to fix a few bugs.
Those who have opted-into 3.70 beta release will have their game automatically updated - if enabled.
Patches for other platforms will follow later on.

Changelog for 3.70 beta-2 for Windows:
---------------------------------------------------------------------------------------------------------------
- fixed: domestic animals triggering your traps

- fixed: small weight units (g, oz) shown in carried load statistics together with false basic unit (kg, lb)

Now carried load is shown in basic units - either kg or lbs.

- fixed: character creation modes "easy" and "too easy" unexpectedly quit due to option points miscalculations

- typo: "kgs" abbreviation used in metric system units.

It's now always singular "kg", as it should be.
---------------------------------------------------------------------------------------------------------------

Take a look at original 3.70 beta release post for more information about what this beta-version is about, and how to opt-into:
https://store.steampowered.com/news/app/351700/view/2980802142084765582