What changed
0 fixes1 addition1 change0 removals
addedIt is happening again......yet another release, I mean. ːurw_fireː After quite a long period of balancing and wrestling with glitches in the preceeding beta versions we are now ready to tag version 3.50 stable - and also managed to squeeze in this finalizing bugfix release also one long-awaited feature; healing the bleeding wounds of your pets. The version 3.50 itself as whole is quite package of new content so if you haven't been playing the beta version you better take a good look at the changelog below. As this is stable release it becomes the default branch and auto-updates for you. The previous version characters will migrate and work just fine with the new version. The most important changes in 3.50 concern the numerous spirit world and spells related additions and overhauls. But oh there is so much more...gender and age specific animal generation, skulls and teeth, antlers and bones...and so on. Below you can find the full changelog for version 3.50. After the short list of the latest stable release notes find the long list of all core additions since first 3.50 beta version. Let the adventures in the Far North continue. Cheers! ***
changedVersion: 3.50 (stable) changelog* Saved characters from version 3.40-> are compatible with this version. ** ** If you are new to version 3.50 scroll down and read changelogs since the first beta version. ** - added: treat bleeding wounds of your pets and companions It is now possible to try to stop bleeding of the wounds of your pets and companions. The attempt is started by using physician skill, or opening [F7] wounds screen, when facing a bleeding pet or companion. If bleeding wounds are found you'll be asked whether you wish to try to treat them. The actual wound to treat is then auto selected based on its severity. The actual game mechanics of applying physician skills to your pets and companions are the same as treating your own wounds. Herbs can be used in the process, the success or failure messages are the familiar ones, and so on. - added: crash security to overcome creature and item losses when travelling with companions and watercrafts There's now extra data save added upon each map load to provide crash security and to minimize certain creature and item loss potential. Previously it was quite often the case that the pets and companions you were travelling with would disappear upon a crash. The same sort of crash related disappearence might also happen to the items you were transporting with a watercraft - including the watercraft. This sort of losses should be history now. Crashes may naturally lose some progress in the game world, but all the creatures and items should stay intact and be available upon returning to post-crash UnReal World. Finally, let us remind that force quitting seems to be the most usual type of unexpected UnReal World termination and this addition should not in the least to be taken as an encouragement for safer force quitting. - balanced & fixed: weight of some clothes Some were found too heavy, and a few were found too light. The corrections go as follows (with old weight in parenthesis): * Woollen tunic - now weighs 4.6 lbs (was 5) * Nettle cloak - now weighs 2.6 lbs (was 6) * Woollen cloak - now weighs 5.3 lbs (was 6.5) * Fur cloak - now weighs
UnReal World changes
added...yet another release, I mean. ːurw_fireː After quite a long period of balancing and wrestling with glitches in the preceeding beta versions we are now ready to tag version 3.50 stable - and also managed to squeeze in this finalizing bugfix release also one long-awaited feature; healing the bleeding wounds of your pets. The version 3.50 itself as whole is quite package of new content so if you haven't been playing the beta version you better take a good look at the changelog below. As this is stable release it becomes the default branch and auto-updates for you. The previous version characters will migrate and work just fine with the new version. The most important changes in 3.50 concern the numerous spirit world and spells related additions and overhauls. But oh there is so much more...gender and age specific animal generation, skulls and teeth, antlers and bones...and so on. Below you can find the full changelog for version 3.50. After the short list of the latest stable release notes find the long list of all core additions since first 3.50 beta version. Let the adventures in the Far North continue. Cheers! ***
changed* Saved characters from version 3.40-> are compatible with this version. ** ** If you are new to version 3.50 scroll down and read changelogs since the first beta version. ** - added: treat bleeding wounds of your pets and companions It is now possible to try to stop bleeding of the wounds of your pets and companions. The attempt is started by using physician skill, or opening [F7] wounds screen, when facing a bleeding pet or companion. If bleeding wounds are found you'll be asked whether you wish to try to treat them. The actual wound to treat is then auto selected based on its severity. The actual game mechanics of applying physician skills to your pets and companions are the same as treating your own wounds. Herbs can be used in the process, the success or failure messages are the familiar ones, and so on. - added: crash security to overcome creature and item losses when travelling with companions and watercrafts There's now extra data save added upon each map load to provide crash security and to minimize certain creature and item loss potential. Previously it was quite often the case that the pets and companions you were travelling with would disappear upon a crash. The same sort of crash related disappearence might also happen to the items you were transporting with a watercraft - including the watercraft. This sort of losses should be history now. Crashes may naturally lose some progress in the game world, but all the creatures and items should stay intact and be available upon returning to post-crash UnReal World. Finally, let us remind that force quitting seems to be the most usual type of unexpected UnReal World termination and this addition should not in the least to be taken as an encouragement for safer force quitting. - balanced & fixed: weight of some clothes Some were found too heavy, and a few were found too light. The corrections go as follows (with old weight in parenthesis): * Woollen tunic - now weighs 4.6 lbs (was 5) * Nettle cloak - now weighs 2.6 lbs (was 6) * Woollen cloak - now weighs 5.3 lbs (was 6.5) * Fur cloak - now weighs
It is happening again...
...yet another release, I mean. ːurw_fireː After quite a long period of balancing and wrestling with glitches in the preceeding beta versions we are now ready to tag version 3.50 stable - and also managed to squeeze in this finalizing bugfix release also one long-awaited feature; healing the bleeding wounds of your pets. The version 3.50 itself as whole is quite package of new content so if you haven't been playing the beta version you better take a good look at the changelog below. As this is stable release it becomes the default branch and auto-updates for you. The previous version characters will migrate and work just fine with the new version. The most important changes in 3.50 concern the numerous spirit world and spells related additions and overhauls. But oh there is so much more...gender and age specific animal generation, skulls and teeth, antlers and bones...and so on. Below you can find the full changelog for version 3.50. After the short list of the latest stable release notes find the long list of all core additions since first 3.50 beta version. Let the adventures in the Far North continue. Cheers! ***
Version: 3.50 (stable) changelog
** Saved characters from version 3.40-> are compatible with this version. ** ** If you are new to version 3.50 scroll down and read changelogs since the first beta version. ** - added: treat bleeding wounds of your pets and companions It is now possible to try to stop bleeding of the wounds of your pets and companions. The attempt is started by using physician skill, or opening [F7] wounds screen, when facing a bleeding pet or companion. If bleeding wounds are found you'll be asked whether you wish to try to treat them. The actual wound to treat is then auto selected based on its severity. The actual game mechanics of applying physician skills to your pets and companions are the same as treating your own wounds. Herbs can be used in the process, the success or failure messages are the familiar ones, and so on. - added: crash security to overcome creature and item losses when travelling with companions and watercrafts There's now extra data save added upon each map load to provide crash security and to minimize certain creature and item loss potential. Previously it was quite often the case that the pets and companions you were travelling with would disappear upon a crash. The same sort of crash related disappearence might also happen to the items you were transporting with a watercraft - including the watercraft. This sort of losses should be history now. Crashes may naturally lose some progress in the game world, but all the creatures and items should stay intact and be available upon returning to post-crash UnReal World. Finally, let us remind that force quitting seems to be the most usual type of unexpected UnReal World termination and this addition should not in the least to be taken as an encouragement for safer force quitting. - balanced & fixed: weight of some clothes Some were found too heavy, and a few were found too light. The corrections go as follows (with old weight in parenthesis): * Woollen tunic - now weighs 4.6 lbs (was 5) * Nettle cloak - now weighs 2.6 lbs (was 6) * Woollen cloak - now weighs 5.3 lbs (was 6.5) * Fur cloak - now weighs