News Liste UnReal World

Version 3.86 beta released - opt-into at will
UnReal World
30.03.25 18:00 Community Announcements
Version 3.86 has reached the beta stage and is now available as a beta-branch you can opt-into at will.
Instructions on how to do it will be explained below in a separate chapter, so read on.

Assuming no serious showstoppers are found we're anticipating to come up with stable version within few weeks time. You can find full changelog at the end of this post, and here's brief summary about the most notable additions in this version - let's go!


New trees and tree species for slender trunks



There's quite a lot being done regarding trees and lumber. There are now aspen added as a completely new tree species, and young birch now also appear in addition to grown birch trees. The tree species now gets derived into felled slender tree trunks and this affects to crafting as preferred slender trunk species may vary depending on what you're making.

Lots of deciduous trees, including the newly added aspens, can be spotted here. Our character has also felled a good sortiment of different species of slender and big trunks for crafting purposes.


Portion based cooking and birch-bark pots



It's now possible to cook multiple portions of certain recipes. This is convenient as you can cook a full pot if need be, or use fewer amount of ingredients to cook only a single portion if that suits the situation better.
There is also a completely new cooking vessel, birch-bark pot, which is a craftable alternative to an iron pot and practical solution for cooking in the wild. Birch-bark pot has its limits but can be used for cooking all the boiling based recipes ie. soups, herbal beverages or blanching mushrooms.

Our character is going to prepare two portions of porridge in his decent birch-bark pot.


Preserved meat in cookery



There are four new cookery recipes to utilize smoked and dried meat or fish in the cooking. Moreover, salted meat or fish can be now also used in cooking as an alternative to raw meat/fish.

For example the fish soup can be now made of any type of fish - be it raw or preserved.


More pausable crafting and separate menu for modded handcrafts



Craftable items in "Transport" category are now all pausable tasks, with some adjustments to crafting times and required materials. There's also separate menu added for player modded items, to keep them separated (at will) from the original [M]ake menu.




How to opt-into 3.86 beta



  • First, quit the game if you were playing it.
  • Right-click UnReal World in your Steam Library, and select Properties from the drop-down menu.
  • Click BETAS and you'll see a dialog where to enter beta access code.
  • The access code for this release is urwversion386b
  • Type in the access code and press Check Code button.
  • Selection to Opt into 3.86 (beta) appears. Click it, the update starts, and you've got it!

Should you encounter showstopping problems with this beta version just go back to BETAS selection and choose None from Select the beta you would like to opt-into drop-down menu.
This returns your game back to the previous stable version 3.85.


Changelog



Version 3.86 (beta) changelog

** Saved characters from version 3.80-> 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.

- added: aspen trees - a new tree species

Aspen is a large deciduous tree growing up to 15-30 meters in height. It grows in groves, fresh coniferous forests, rich spruce mires and also on clearings and hills. Grown aspens provide big trunks when felled. Its bark can be also peeled for tanning purposes.

MIGRATION NOTICE: For characters migrated from earlier versions aspen trees will start to appear at zoomed-in terrain maps only at areas that haven't been explored yet.

- changed: aspen tree required in Old Man's Punt quest

Old Man's Punt quest now requires aspen tree to be used. The quest dialog is updated accordingly.

- added: young birch trees

There are now young birch trees which produce slender trunks when felled.

MIGRATION NOTICE: For characters migrated from earlier versions young birch trees will start to appear at zoomed-in terrain maps only at areas that haven't been explored yet.

- redrawn: rowan tree tile graphics

- added: tree species property for slender tree trunks

The tree species now gets derived into felled slender tree trunks. As a result slender tree trunks are now called for example as slender rowan trunk or slender spruce trunk - depending on what species of a tree was felled.
There's now also different tile graphics for the different type of slender trunks. These have been added as separate columns within truetile/sltrunk.png tile graphics file.

MIGRATION NOTICE: If possible, generic slender trunks felled in the previous versions will be converted into slender spruce trunks in this version. This applies only to trunks that have been handled eg. picked up, by the player character. The others will remain as generic slender tree trunks without tree species information.
In version 3.85 slender pine trunks already inherited the tree species but were named incorrectly as "pine slender tree trunk". These will be converted into proper slender pine trunks in this version.

- added: some crafts now require slender trunks of specific species

This is indicated within the material and tool selection dialog the same way as all the other preferences.
For example, you may be given requirements such as "You need a board, preferably of rowan or alder." or "You need a slender spruce trunk."
In cases where certain tree species is preferred it's still possible to use material of any tree species, but if it differs from the preferred type the produced item will be of lesser quality. In that case the generic "...can't make good out of bad." message will be shown upon obtaining the finished craft.
A specific slender trunk wood species is now preferred when crafting the following items. In the previous version some of these items were always crafted in average quality, but now the used wood type affects to finished item quality.

* Blunt arrow - birch or rowan are preferred
* Lippo - spruce is preferred for the pole, and the finished item quality now varies depending on the materials used.
* Axe and shovel hafts - birch or rowan are preferred
* Spear haft - spruce is preferred
* Ski stick - spruce is preferred, and finished item quality now varies depending on the materials used.
* Stone-axe - birch or rowan are preferred

- adjusted: for crafting paddles, aspen is added as a preferred wood type along with spruce

- adjusted: for crafting wood slats, birch is added as a preferred wood type along with pine

As the wood slats are used for arrow shaft blanks now the best quality arrows are made of either pine or birch.

- added: wood species shown within the description of certain timber type items

The wood type information is shown within the timber item description. For example: wooden stakes made out of slender birch trunk will appear as "birch stake", and wood slats made out of pine will appear as "pine slat".

- modding add: [masterwoodtype] tag to derive wood type from the used wood material into the crafted timber type items

You can now derive the original wood type from the used wood material into the crafted item, but this is functional only for crafts that come out of as timber type
items.
[masterwoodtype] tag is added for the required material where the original wood type is derived from. For example, when crafting something from slender trunks we would add [masterwoodtype] tag for the applicable required material line as follows:

{Slender trunk} (5) [remove] [masterwoodtype]

This example specifies that 5 slender trunks are required and the finished item will derive the wood type from these slender trunks. If these slender trunks were of pine, the finished item wood type will be also pine.
The wood type will be shown in the finished item name but its original name remains unchanged. For example, if we crafted "Wooden stake" which derived pine as its wood type it will be described as "Pine stake", but its original item name is still "Wooden stake". So we can use that item name {Wooden stake} as a material requirement in other crafting recipes, and can still derive the original wood type from there if need be.
The game generates finished item description either by adding wood type prefix or replacing "wood" or "wooden" words in the item name. For example; "wooden stake" may become "pine stake", and "wood slat" may become "birch slat". If there's no "wood" or "wooden" word found in the orignal item name the prefix is used.

- changed: "ski stick" is now known as "ski pole"

- added: pausable transport equipment

Crafting of the items in [M]ake -> "Transport" category are now pausable tasks allowing you to have breaks and continue at will later on.
To continue paused crafting use the same crafting option again standing beside the said partially finished item.
There are changes to the crafting recipes as follows;

* Paddle

It now takes 3 hours on average to make, and also requires a knife in addition to using an axe.

* Sesta

It now takes one hour on average to make, and requires an axe or carving knife for the woodworking.

* Skis

It now takes 30 hours on average to make skis, and the preferred wood type for the boards used is birch or pine.
It is precise and time consuming process to come up with functional skis, although the execution still remains simplified in the game.
In addition, slightly more fur (6 lbs) is needed to cover the underside of the kicking ski, and thin cordage is needed for tying the fur. The required cordage length is also increased to 15 feet.
As a new requirement, 6 feet of strong cordage is needed for the boot bindings.

* Ski pole

Ski stick is now made of staff, instead of slender tree trunk. It takes 90 minutes on average to make, and requires an axe or carving knife for the woodworking.
As a new requirement a withe is needed for making the lower end rim that prevents the ski stick from sinking too deep into snow. Leather is not needed anymore, but it is replaced with tying equipment requirement. The tying equipment is used to attach the rim firmly to the ski stick. Traditionally, leather straps were used but other type of cordage now also works.

- updated: SKIS and SKI POLE game encyclopedia (F1) entries

The nature and construction of ancient northern skis and ski pole are now described in greater detail there.

- added: separate make menu for modded items - key command [O]

There's now separate crafting menu reserved only for modded items, and a new key command [O] (shift + o) to open it. Alternatively, you can also access this modded items menu from the original [M]ake menu by pressing [+] which is shown as a new option there if mod files are available.
The existing method of adding modded items to the original [M]ake menu with diy_*.txt and menudef_*.txt files still works the same as always, so there are no changes required for your mods unless you want to separate them from the original [M]ake menu.

To add items to m[O]dded items make menu only the file naming needs to be changed as follows. Modding and sub-menu definition syntax remains the same.

* sub-menu categories - mod_menudef_*.txt

To use m[O]dded items make menu there needs to be sub-menu categories defined for assigning your modded items into them. These categories can be freely defined but it's not possible to add items without the categories.
To create sub-menu categories you will be using text files named mod_menudef_*.txt where the asterisk is replaced by string of your choice in the filename. There's an example file called "mod_menudef_example.txt" to be found in your installtion folder which explains the syntax in more detail if you are not familiar with it.

* modded items - mod_diy_*.txt

For adding the actual items you will be using text files named mod_diy_*.txt where the asterisk is replaced by string of your choice in the filename.

Bringing your earlier mods with menudef_*.txt and diy_*.txt filenames into new m[O]dded make menu can be done to great extent with simple file renaming. For example:

If your earlier sub-menu category file is called "menudef_mymenus.txt" to bring those sub-menus in the new m[O]dded crafts menu, just rename "menudef_mymenus.txt" to "mod_menudef_mymenus.txt" and you have a good start there. Now if some of your modded items are assigned into hardcoded categories that exist in the original [M]ake menu, eg. Weapons, Arrows, etc. you also have to add those categories in your sub-menu category file ("mod_menudef_mymenus.txt" in this example). That's because m[O]dded crafts menu doesn't have any hardcoded or pre-defined categories.
Now you have only the categories appearing in the new m[O]dded crafts menu, and you need to bring the actual items in there as well. So, if your earlier modded crafts file is called "diy_mystuff.txt" you would just rename "diy_mystuff.txt" to "mod_diy_mystuff.txt" and that's it.

Notice that the m[O]dded crafts menu itself doesn't contain anything unless there are designated mod files available in the game installation folder. Opening the menu without any content brings up a notification message, and the menu itself opens only if there's properly defined sub-menu categories and items in use.

- improved: [r]epeat information regarding crafting and cooking

Repeat last action field on the bottom right of the main-game screen now always displays the craftable item name when crafting is to be repeated. Eg. "Club" or "Fishing rod"
If the item was crafted from the modded items make menu there will be (mod) prefix tag to indicate that. Eg. "(mod) Club" or "(mod) Fishing rod"
Similarly, if cooking is to be repeated the name of the cookery recipe will be displayed. Eg. "Porridge" or "Fish soup".

- added: applicable item name shown as the title of crafting requirement and time spending dialogs

Previously these dialogs had generic "Craft an item" and "Doing handcraft" titles. Now the name of the item being crafted, eg. "Club" or "Fishing rod", is shown as the title of both dialogs.

- adjusted: occurrence of deciduous trees in fresh conifereous forests

Occurrence of dediduous trees in spruce-dominated fresh coniferous forests has been increased.

- added: new cookery recipes to prepare soups of preserved meat and fish

There are four new cookery recipes to utilize smoked and dried meat or fish in the cooking. The new recipes are: dried meat soup, dried fish soup, smoked meat soup and smoked fish soup.

- added: salted meat or fish can be used in cooking as an alternative to raw meat/fish

Fish soup, meat soup, meat stew and pea soup now accept also salted meat or fish to be used instead of raw meat or fish.

- modding add: new cookery requirement tags for utilizing preserved meat and fish in recipes

The following self-explanatory cookery tags have been added to specify need of dried, smoked and salted meat or fish:
{Dried fish} {Dried meat} {Smoked fish} {Smoked meat} {Salted fish} and {Salted meat}

There are also two more new tags to specify need of either raw or salted meat or fish:
{Raw or salted meat} {Raw or salted fish}

- adjusted: cooked porridge amounts

All the porridge recipes produce bigger portion amounts than previously as the water content is now properly taken into account in their cooking. There are also small adjustments in the amounts of required ingredients.

- added: portion based cooking

It's now possible to cook multiple portions of certain recipes. This is convenient as you can cook a full pot if need be, or use fewer amount of ingredients to cook only a single portion if that suits the situation better.
The number of portions to prepare is asked when you start cooking and the amount of required ingredients are adjusted accordingly. The initial preparation time is also adjusted when cooking multiple portions.
The following recipes can be cooked in varying amount of portions and the maximum number of portions equals to cooking a full pot.

* Porridges - 5 portions.
* Green soup, mushroom soup and vegetable soup - 3 portions.
* Meat stew and meat soup - 2 portions.
* Fish soup and pea soup - 2 portions.
* Vegetable stew - 2 portions.
* Dried and smoked meat soup - 3 portions.
* Dried and smoked fish soup - 3 portions.

- adjusted: ingredient ratios and preperation times of portion based recipes

There are minor changes to ingredient ratios and cooking times of several cookery recipes.

- added: birch-bark pot - a cooking vessel made from birch-bark

Birch-bark pot is a craftable alternative to an iron pot and practical solution for cooking in the wild. It is made from a single sheet of birch-bark with the seams sealed tightly with split twigs. You can craft birch-bark pot from [M]ake menu “Utility articles"-category, and they can be used for cooking all the boiling based recipes ie. soups, herbal beverages or blanching mushrooms.
Cooking in a birch-bark pot requires constant care so the recipes that could be left preparing on their own in an iron pot need to be maintained constantly when prepared in the birch-bark pot. For this reason cooking in the birch-bark pot takes more of player character’s time.
Birch-bark pots also wear out a little with every heating and can be used only a limited number of times. After having been used for some time you will notice the pot quality decreasing, and when it reaches the lowest level the pot will soon become unusable. Higher quality birch-bark pots last the longest so your character's crafting skills also come into play there. The smaller size of birch-bark pots also limits the number of portions you can cook at one go.
There’s also BIRCH-BARK POT game encyclopedia [F1] entry available for more information.

- added: {Boiling pot} cooking vessel requirement for boiling based recipes

When a cookery recipe requires boiling the ingredients the required cooking vessel is now called “boiling pot”, as distinguished from the generic “cooking pot” which can be for all kinds of cooking. Suitable boiling pots to use in cooking are either the common iron "pot" and newly added "birch-bark pot".

- added: harvesting sheets of birch-bark

It is now possible to harvest birch-bark also in sheets, in addition to already existing method of harvesting birch-bark in long strips. This is done with the common ‘Peel bark’ TIMBERCRAFT option. Upon peeling bark from a birch tree you are asked whether to harvest it as long strips or sheets. Birch-bark sheets are currently used only in making of birch-bark pots, but more uses are likely to be added in the future.

- changed: some TIMBERCRAFT menu options have been shortened as follows

"Chop a trunk into blocks" -> "Chop blocks of wood"
"Split firewood from a block" -> "Split firewood"
"Carve trunk into a log" -> "Log"
"Split a trunk into boards" -> "Boards"
"Cut branches/twigs from a tree -> "Twigs and branches"
There are also new informative messages displayed when some of these commands are used to make their mechanics more clear to new players.

- modding add: [portion:num] header tag to specify cooking of multiple portions

[portion:num] is used in cookery_*.txt recipe header line to specify maximum number of portions that can be prepared for the said recipe.
For example, in a header line like this:
.Porridge. *COOKERY* /30/ [portion:5]

[portion:5] tag specifies that 5 portions of this recipe can be prepared at one go. It should be understood that [portion:] never prepares multiple items, but multiplies the size of single food item prepared.
To specify which ingredients in the recipe are prone to [portion:num] multiplying you should use the already existing [patchwise] tag.
For example:
{Flour} #0.2# [remove] [boil] [patchwise]

Here it's specified that 0.2 lbs of flour is needed for one portion of the recipe. Now the [patchwise] tag here tells that multiple amounts of this ingredient is required if multiple portions are prepared.

- added: applicable cookery recipe name shown as the title of the cooking requirement dialog

Previously there was a generic "IGNREDIENTS" title. Now the recipe being cooked eg. "Flatbread" or "Fish soup", is shown along with the number of portions to prepare, if applicable.

- added: RENDER_DRIVER setup option (to remedy OSX slow rendering issues)

This option isn't normally needed at all, but it may prove useful for slow rendering cases which have been rarely encountered with some OSX systems.
The said rendering sluggishness is related to default render driver chosen by SDL, which may not always be the optimal. Now you can specify the preferred render driver with this setup option. To specify the render driver to use edit urw_ini.txt in your game installation folder and find or add [RENDER_DRIVER:] tag in there. P
Possible values to use are:

default
direct3d
direct3d11
direct3d12
opengl
opengles2
opengles
metal

To overcome OSX rendering sluggnishness you may try to use metal as follows:

[RENDER_DRIVER:metal]

- fixed: superior fur and leather impossible to obtain by hideworking

Hideworking quality assesments were broken at the last stages of tanning which resulted in unintended quality degrade.

- fixed: animal in the forest cover quest occasionally not generating the tracks essential for completing the quest

- fixed: club type weapons in the villages getting stocked outside on the ground

- fixed: sestas working as shingles and being set on fire upon shingle replacement

- fixed: generic big tree trunks occasionally found at zoomed-in maps

- fixed: ski equipment in Kaumo villages were always of perfect quality

Now there's some variation, but their ski equipment still remains of very good quality.

- fixed: southern flora not being generated correctly

There was a faulty code which prevented southern flora from appearing in the southern parts of the world as intended. Due to this issue exclusively southern plants were practically non-existent in the world.



Cheers! ːurw_sageː
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Release:26.02.2016 Genre: Strategie Entwickler: Enormous Elk Vertrieb: Enormous Elk Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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