Senin, 29 April 2013

UnReal World RPG 3.16


Developer:

Genre / Price:

Filesize:

Last Updated:

Category:
Sami Maaranen and Erkka Lehmus< /strong> | More from this developer
RPG / FREE
24.80 MB
April 30th, 2013, 04:58 GMT [view history]
C: \ Shareware Games

UnReal World, or UrW, is a unique graphical roguelike RPG taking place in the Far North long, long ago.

It brings you a realistic game world rich with historical atmosphere in which northern folklore, knowledge and way of life play an important part.
The atmosphere and game features are highly original and compelling.

As a member of one of the nine different cultures you'll enter a very realistic and enchanting game world. Choose your destiny and start playing!

Here are some key features of "UnReal World RPG":

· packed with intuitive graphics and pictures, original music and sounds
· play freely or complete various game tasks in a huge randomly generated world
· skill-based system including dozens of skills from COOKERY to HIDEWORKING
· find excitement in surv iving everyday life and the quest for success in the harsh ancient wilderness
· keep in touch with the indigenous spirit world and the supernatural guardians of nature

What's New in This Release: [ read full changelog ]

· improved: wielding a new weapon when both hands are in use
· If you wield a weapon when both hands in use your secondary weapon is automatically taken off and the new weapon is wielded as a secondary weapon.
· fixed: possibility to climb while hauling items
· This was not intentional, and doesn't work anymore. [p]ush items to bring a heavy load on the other side of a fence etc.
· fixed: dogs being attracted by baited traps
· They did not enter traps, but failed to notice safer food options nearby.
· fixed: dogs eating from cellars
· fixed: fat not accepted as raw meat
· It's accepted now..for those who want their fat cooked.
· added: simple configuration file to customize some game options
View and edit urw_ini.txt in your installation folder to customize the following options:
· Keep examine distant location (F3) dialog active for repeated selections until cancelled?
· Ask to climb fences, or climb them automatically?
· Ask a confirmation to exit zoomed in map if dogs or companions are left behind?
· fixed: dogs can hurt animals in a tree
· fixed: occasional meat description changes if different types of meat was prepared at the same location
· balanced: dogs - the price and behaviour
· Changes apply mostly to their hunting behaviour, which resembled more that of a well-trained war dog rather than a common hunting dog.

Hunting large animals:
· Dogs now primarily aim to block animal's escape route by heading in front of it in order to make it stop or to change its course. Most importantly hunting dogs now bark in alarm when they've got the animal cornered or momentarily stopped.

Hunting small animals:
· Same tactics as with large animals, but dogs also tend to make occasional attacks and usually manage to injure their prey quite effectively.

Hunting aggressive animals:
· No relevant changes. Dogs fight as bravely as they always do, with some individual variations in the mix. If cornered animal turns aggressive, the dog will fight it. If the prey animal escapes again, the dog tries to block its escape route and lets you know about it by barking.

· Dogs are now more valuable. Their price is tripled.

· added: NPC/animal fatigue information displayed
· Upon looking at creatures (F3) their fatigue level is displayed: "It looks [slightly fatigued/fatigued/very fatigued/breathless]."
· added: "Yes/No" dialog to ask if you want to climb the fence when you move on it.
· added: hide quality depends on how damaged the carcass is
· If the carcass to be skinned is partially eaten or otherwise damaged the quality of resulting hide is accordingly lower, and skinning is more difficult.
· It's worthwhile for fur hunters to bring the animal down quickly and effectively to prevent ruining the hide with excess strikes.
· The smaller the animal the less strikes are need to damage its hide.
· In general edge and point attacks pierce the hide most effectively so blunt weapons are something to consider for knocking the small game dead.
· Location of the wounds also affects to possible hide damage. You can get a perfect hide even if the carcass has been beheaded or misses a hoof or two, but dozen of spear strikes in its abdomen doesn't look good in finished hide.
· There's a damage tag displayed upon looking at the carcass: harmed/torn/hacked/mangled/grisly
· If there's no tag displayed the carcass is intact in terms of utilizing the hide.
· fixed: cancelling aiming zone/weapon aspect in counterstrike
· fixed: False skinnig message: "The [NULL] is the right tool here, but suffers from..."
· fixed: "hides & skins" not listed by default when making cords
· fixed: purchasing multiple animals within one talk session only gives you one
· Talk session now ends after each completed animal trade. You need to talk again to trade for another animal.
· fixed: sacrificing unknown plants reveals their true name
· fixed: leashed animals not always following you upon zooming out
· If they were stuck behind trees, walls, other creatures, they would stay on zoomed in maps.
· added: zo om in/out confirmation dialog if your companions/dogs are getting left behind
· If companions or dogs can't follow you upon zooming in/out you'll be notified and asked if you really want to leave the area.
· added: name of your leashed pet is displayed in character's inventory with the leash in use
· added: press [ESC] to skip "more" prompt in message display
· Rest of the messages for given turn will be displayed without pausing on every screenful of messages.
· changed: key command to show character profile screen is now [P]
· removed: access to other profiles (rituals, skills etc.) from character profile screen has been removed
· It wasn't that useful.
· fixed: non-stacking items
· Traded items, or items gotten from NPCs, did not always stack with same kind of self made items.
· fixed: animals occasionally "freezing" beside traps without entering nor passing them< br /> · fixed: occasional plant alteration during threshing
· You threshed some rye, but got blueberries. (It was about berry eating animals nearby messing up the data)
· fixed: when tanning skins rinsing and soaking can degrade the skin quality
· This wasn't intentional. Those tanning stages now do not affect the skin quality - they are not so challenging considering the whole tanning process.
· fixed: numpad issues after switching tasks
· fixed: sleeping disorders
· Short, interrupted sleeps were often more refreshing than long uninterrupted sleeps.
· added: sleeping on furs for extra warmth and comfort
· The fur needs to be of decent size to act as proper ground cover or blanket. Several smaller furs can be used instead of one big pelt.


Download button

0 komentar:

Posting Komentar