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UnReal World News

OS X screen rendering hotfix

Some OS X systems had troubles with map screen rendering, caused by SDL2 and Metal combination.
Now this quickfix for OSX hints SDL to always use OpenGL instead which should clear the issue:

- [OS X] fixed: lower part of the map not drawn correctly

ːurw_sageː

3.72-patch #1 for Linux and OS X released

Hotfix patch for Linux and OS X has been released. You can find the changelog below.

On OS X there were some weird random oddities namely with map rendering and menus. We certainly hope this hotfix clears 'em all. Because nature of OS X issues seemed to be system related don't hesitate contact if you're still bothered with some weirdness.


Version 3.72 (patch #1) for Linux and OS X
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- [os x] fixed: walking through walls

- [os x] fixed: fistful of random oddities with map view and menus

- fixed: character portrait being shown in message log screen

- fixed: character portrait not showing up after using encyclopedia in skills menu

- fixed: arrows picked from villages not tagged as unpaid

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Should you encounter any more showstoppers let us know and we'll continue the bug hunting.
In the meantime there's previous stable version available which you can opt-into.

To play the previous version 3.71 check the betas using code urwversion371 and opt-into the 3.71 "beta branch" that appears.

And hey, we also wouldn't mind hearing the good news if this patch now cleared the issues on your end, dear OS X adventurers!

Cheers!

3.72-patch #1 for Windows released

Hotfix patch for Windows has been released to address the following issues:

Version 3.72 (patch #1)
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- fixed: audio issues

On some systems audio got played wrong, and the audio loading failures also made the game crash prone. The issues were linked to SDL_mixer version in use we've now reverted back to using SDL_mixer 2.0.4.

- fixed: character portrait being shown in message log screen
- fixed: character portrait not showing up after using encyclopedia in skills menu
- fixed: arrows picked from villages not tagged as unpaid

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If you had trouble running with 3.72 due to audio problems we dearly hope this patch fixes them for you and for all - and for good.

Should the problems persist for you we'll continue the bug hunting, and in the meantime there's previous stable version available which you can opt-into.
To play the previous version 3.71 check the betas using code urwversion371
and opt-into the 3.71 "beta branch" that appears.

And hey, if this patch brings you from the unfortunate muffled and crash prone audio league back into proper stable UnReal World again let us know!

Cheers!

The Winter Sale and Release

Greetings!
Let us mention a few important things in the midst of the midwinter....

[h3]The Winter Sale[/h3]

Yes, it's on. And we warmly welcome the new adventurers into the Far North with discounted price.


[h3]Recent release[/h3]

A new UnReal World version 3.72 just released just a few days ago:
https://store.steampowered.com/news/app/351700/view/6361928485951374872
There's been few reports about sound and world gen problems with the new version, but there's also previous stable version available if things seems to fail with your system. So fear not to enter.
To play the previous version 3.71 check the betas using code urwversion371 and opt-into the 3.71 "beta branch" that appears.


[h3]Season's Greetings[/h3]

Season's greetings to everyone, and happy holidays - if you are fortunate to have one!
Let's see you in 2023, or maybe even slightly before if our midwinter bughunting proves especially succesful.


Version 3.72 released

[h3]Version 3.72 is now released and live.[/h3]

As always, unless mentioned otherwise, your old characters are compatible with this version.
Aaaand here's the changelog:

Version 3.72 (stable):

- improved: NPC archery checks to avoid hitting unintended friendly targets

Before shooting an arrow NPCs can now consider the risk and possibilities of hitting an unintended friendly target, ie. members of their own party. Depending on their risk assesment the shooting NPCs may then choose to take or not to take a shot. The higher the risk, the less often you'll see the NPCs using their bows.
These improvements will change NPCs archery behaviour to quite an extent, especially if there are several NPCs being engaged in a fight or hunt, and moving within the risky zone. In general you will see NPCs being more careful with archery than before.
Now you can also feel more relieved about your own archer companion's behaviour. They won't be taking seriously foolhardy shots which might put you, your dogs or anyone else in your party at risk of being wounded by an unintended arrow hit. This will also sometimes make hunting with companions to proceed differently than before. See, if there's is a pack of dogs, or melee armed companions, running in front of capable archers it might be that they have difficulties to find a spot to make a safe shots to the target. Many new scenarios may arise, and occasionally you may need to build new tactics based on the new NPC behaviour.
Lastly, in the heat of the archery combat accidents can still happen. That possibility hasn't been excluded, but now these things should happen way, way more rarely than before.

- improved: aggressive NPCs waypointing to their enemy

Agressive NPCs may now choose to use slightly winding routes to their enemy, instead going for the shorthest and straightest route. These new tactics aim to give NPC archers some free space for shooting, and to increase chances for group of NPCs to nicely encircle their enemy.

- added: vastas can be found in village saunas during the appropriate season

Villager made vastas will now appear in the village saunas during the season when it is possible to make them. This is mostly an atmospheric addition, but also works as an indication for the player character that the birch trees are now in good leaf for making a vasta.

- added: random character name option

Upon creating characters and choosing their name you can now randomize a culturally relevant names for them. Pressing tab or asterisk (*) will bring up random names which you can then confirm with enter, or modify at will.

- added: water temperature affecting to spoilage rate of the fish caught in nets

The colder the water the longer the fish will now keep good in the nets. The effect isn't all too drastic, but still functional. In the coldest waters during the wintertime you can expect a few days longer preservation times compared to the average.

- changed: name/sex/culture character creation selections order -> culture/sex/name

As the random character name option needs to know the culture and sex to pick up a relevant names these selections now come before choosing the name.

- changed: "quick and easy" character creation mode now randomly chooses also the culture and sex

Previously there was no randomization in that regard, but Kaumolais male was always chosen. Otherwise this character creation mode mode remains the same assigning rest of the options automatically and starting nearby a village.

- added: "Harvest and pick" agriculture option

The good old harvest option only cut down the crops, but this newly added option also automatically picks up the harvested plants to character's inventory. For clarification the existing "Harvest" option is now renamed as "Harvest down" in the Agriculture menu.

- added: domestic animals in the villages will withdraw from player character's way

Moving towards a domestic animal will now make it to withdraw from your way. This is to prevent the character from getting jammed eg. in small buildings with village dogs.

- modding: increased maximum number of character portraits in each category up to 250.

- added: watercraft marker icons on zoomed-out wilderness map

When leaving punt or raft on the zoomed-in map the corresponding marker icon is now shown on the zoomed-out wilderness map.

- enhanced: message about the markers at wilderness location

Instead of given information about each marker with their own message now a summary of all the markers is given in one sentence. For example: "There is a shelter, set traps and a punt at this location."

- added: confirmation to start a fire on some occasions

You will be asked a confirmation to start a fire in the following conditions:
1. There are valuable items to be burned down where you are about to build a fire.
2. You are building a fire indoors at other than fireplace location.
These confirmations will prevent the unfornate cases of accidentally setting your house or valuable belongings on fire.

- adjusted: party members fire making safety checks

From now on your companions won't ever start a fire at a location with items on the ground. Previously they might accidentally set a pile of items on fire.

- enhanced: rendering of the portraits

Character portraits are now rendered directly to the screen using the available resolution. This makes the portraits appear more crisp and clear. This enhancement affects to various game screen where portraits are being used; quest info display, list of ancestors, character profile, chat screen, etc.

- added: two new character portraits, one western and one sage

- SDL update: updated to newest SDL 2.24.0

Updated SDL release includes a good deal of bugfixes which may have hampered some systems.

- reworded: "The sauna" game course task description

The task description of taking a sauna bath was outdated. Now it's reworded to feature the current mechanics.

- fixed: minimum number of fibre plants required to extract one bundle of fibre

Previously 15 plants were always required, which was a result of failing math. Now the amount depends on the plant and its' fibre yield, and the minimums are 5 flaxes, 8 hemps or 15 nettles.

- fixed: flowering plants providing also seeds when treshed

The seed production code apparently has gotten broken somewhere in the earlier versions, and you got them upon treshing even if the plant was still flowering. Now it's fixed back as it was and you get seeds only after the flowering period.

- fixed: sacrificing food in a container mistakenly removed the container too

- fixed: auto-cut yarn weights calculated wrong

This bug manifested itself eg. in smoking and drying cookery recipes. After retrieving the auto-cut yarn you found it heavier than expected.

- fixed: extracting fibre from retted but not dried nettles was possible

- fixed: extracting fibre from bundles of nettle fibre was possible

- fixed: carried weight statistics not updating immediately after cancelled crafting

- fixed: character's height in metric units displayed wrong

This was a conversion issue within character profile screen.

- fixed/adjusted: squirrels won't climb to safety in saplings

Previously they were mistakenly considered being high up in a tree even if it was a mere sapling.

- fixed: heavy missile weapons getting stuck to small animals

This is a legacy issue which is hopefully fixed for good now. The bug manifested itself eg. in a situation where you threw a javelin at a bird, the weapon got stuck and the bird flies away carrying it.

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That's all folks. Cheers and enjoy the release! ːurw_sageː