This is a list of release notes.
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Version: 3.16-beta
Released: Feb-21-2013
** Saved characters from version 3.15 are compatible with this version. **
BETA NOTICE:
This is a beta release. Listed improvements are to be extended further
in releases to follow. Many of the intended features for the UI and
AI have not yet made it into this beta release.
LICENSING NOTICE:
UrW is now donation based freeware game.
Free to play - donate to keep it that way.
See the link below:
http://www.jmp.fi/~smaarane/urw_donation-based.html
- improved: [m]oving items
Upon using [m]ove command you'll now select items to haul along from
the new item selection dialog which allows smooth and easy selection
of multiple items.
Now, wherever the character moves, selected items will be hauled along.
Depending on weight and number of hauled items there will be fatigue
fatigue accumulation and/or extra time spent upon each turn. Hauling
is stopped and items left on the ground upon using [m]ove command
again.
- added: [p]ush/pack command
Push/pack is used to move items at your feet to an adjacent tile, or
to pack an animal. As [m]ove command now hauls items along with your
character this separate command was required to cover moving items
to adjacent tile/animal.
- added: new item selection dialog
This is a core element improvement which makes item selection more
convenient. There are new keybindings to cover item filtering and
multiple item selection so pay attention to dialog information.
* all item selections are processed through the new item selection
dialog. This includes selecting items on the ground or from NPC's
inventory. Old-school pick up and move dialogs are gone.
* items are always listed in groups
* possibility to filter the list of viewed items
You can filter the list of items so that only certain item types are
are displayed. This makes it easier to find the item you are looking
for; weapons, armours, food, timber etc.
* only the applicable item types are displayed by default
When you want to eat something, your foods are displayed
When you want to wear something, your armours are displayed.
And so on...
* multiple item selection
In many cases it's possible to select multiple items. For example,
you can now drop, wear, take off or pick up items in much more
convenient way. Selecting all items at once is also quick and easy.
- little but significant user-interface and human-computer interface
improvements:
* filling containers
If there's a water source in front of you the selected container will
be automatically filled with water. If not, you'll be asked for a
direction which can be either an animal to milk or a water source.
* eating
After eating something the item selection dialog will prompt you for
another item to eat only if you are still hungry.
* drinking
When drinking water you'll drink enough to quench your thirst with a
single [q]uaff command.
Options to drink raindrops or eat snow to reduce your thirst have
been removed. (In the future there will be options to melt snow and
fill a container with rainwater by leaving it outside when it's
raining.)
* unpacking animals
If certain items are too heavy to be picked up directly you'll be
asked if you want to unpack troubled items onto ground.
* picking up items from location of harvestable plant
Most often you want to pick either harvest or items, but rarely the
both at once. So you'll be asked if you want to pick the harvest.
Yes - harvesting starts and no items will be picked up.
No - items are picked up.
* [F3] dialog (examine distant location) keeps up until cancelled
So you can examine several locations in a row without having to bring
the dialog up in between.
- improved: pet dog AI
* You need to feed your pet dogs. They'll bark in hunger to let you
know when they are hungry and then eat what's in their reach on the
ground. Dogs eat variety of food: meat, fish, cooked food.
* Dogs now alert their owner by barking in alarm if they spot predators.
A good watch dog can be very valuable in protecting your domestic
animals - and yourself. Loudly barking dog can wake you up from your
sleep before a pack of wolves enters your pen, or it can alert you
about a threat ahead during your hunting trips.
- improved: herd behaviour of animals
Every pack/flock/herd of gregarious animals now has a leader - a
dominant animal. Herd members can act individually but they travel
together and aim to stay together. In some cases individual herd
members may trigger tasks for the whole herd to participate.
If the leader is killed (or lost) the remaining herd picks a new
dominant animal for themselves.
- added: prey-predator relationships
Basically all the animals now react to presence of other species.
This makes prey animals to avoid and escape the predators.
Sometimes you may get to witness a hare escaping a lynx across your
yard etc. There's countless variety of incidents this improvement can
trigger.
- added: species specific diets and feeding behaviour of animals
This inlcudes major animal AI improvements and additions making their
behaviour a lot more meaningful. Animal AI is effective regardless
of your character's presence so you may occasionally find carcasses
and picked (eaten) plants in the wild.
* Animals now have values for energy reserves, energy compumption and
hunger. When hungry, they follow their species specific feeding
behaviour trying to find food that suits their diet.
* There are herbivores, carnivores and omnivores. In some cases diets
can be highly varied consisting of several different prey animals,
plants, mushrooms, berries etc.
* Carnivores actively search, hunt, kill and eat their prey. They
also tend to return to feast on the carcass later on.
* Wolves hunt in packs. This is very effective and there's usually
very little the prey can do to survive from the attack.
* Your livestock is now in danger of being attacked by predators.
Desperately hungry or courageous predators are able to jump over
fences if needed.
* Herbivores (and omnivores) search and eat variety of plants
specific to their diet. Sometimes animals may also get interested
in what your garden has to offer.
There's countless variety of incidents this improvement can
trigger.
- improved: wound treatment result of serious injuries
Serious injuries were a bit too easy to treat and the results were
pretty much always desirable. Now there is more variety in treatment
results and certain wounds may start to bleed again if treated
poorly. So you need to consider more carefully if you truly wish to
poke that deep cut every other day with a low PHYSICIAN skill.
- added: zoommap maintenance
Long-living characters often started to suffer from huge savegames
as all the visited zoom maps are being saved. This made zoom in/out
laggy and consumed lots of disk space. Now zoommaps are maintenanced
upon reaching map data cap and unimportant maps are deleted in the
process. Maps are considered unimportant if they haven't been visited
for a year and/or do not contain creatures, man-made items or
constructions.
If your old character is already burdened with excess map data the
maintenance will start after loading the character first time
in this version. Otherwise the maintenance will be executed when the
map data cap is reached during the gameplay.
- balanced: wandering Njerpez and their war camps
Wandering Njerpez are most commonly encountered in the east, but
they were setting their war camps all around the world regardless
of the territory. This sometimes happened with a disturbing frequency.
Now the Njerpez will set up war camps only in the eastern parts of the
world and less frequently. Occasional Njerpez scouts can be still
encountered even in the north and west, but not in war parties with
built camps.
- fixed: burying unknown plants in the bog reveals their identity
- fixed: broken "fistful/bunch/pinch of" item name definitions in cookery
recipes
Recipes using item names with said definitions were broken.
"Fistful/bunch/pinch of" definitions are working now, but you
can (and should) use core item names like:
.Blueberries. (instead of .Fistful of blueberries.)
- fixed: partial furs having full value
- fixed: arrows flying through closed doors
This happened very rarely, but was still possible.
- fixed: message output when preparing soil wasn't possible
Preparing soil isn't possible for example on marshy soil or bedrock.
However the message output here has bugged not referring to tile in
question giving confusing messages.
- fixed: PHYSICIAN-skill not improving no matter how much you used it
- fixed: tracks not disappearing ever
Tracks older than a month will now disappear permanently. Also tracks
left on the ice will disappear when the ice melts.
- fixed: "phantom tools" appearing when deconstructing buildings
If you used tools on the ground when building something these tools
appeared as a phantom, zero count copies when deconstruting your work.
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