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More skills for vanilla Brygun of the BAC here

Cross posting similiar concept mentioned in the Summery Summary thread for the upcoming developments...

Can you add some more skills to the vanilla game?

Metal working or Iron working since this is an Iron Age Finland game is leading one.

Ive also seen weaving and tailoring as useful one.

Third might be pottery but others might suggest something else.

As for the recipes thats another kettle of fish but we modders can do many things with the recipes but we can't add skills.


August 29, 2019, 07:50:39 PM
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Re: Desire for more Back in the day, when we wanted to mod a game from its very core - which of course wasn't the term used - or we did create that game by ourselves, more or less from the scratch. :)

Changing the essence is not modding anymore, in my books at least. Our primary mission is to develop this unique iron-age game, and not all-purpose modding script language - so what you'll be able to do with UrW modding is foremostly expanding and tuning the existing.

September 01, 2019, 05:56:01 PM
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Re: Leaving dog behind on long trips It worked out as mentioned. The dog and other animals were fine on return. Food stocks left for them appear unused. The belief the game doesnt process the distant animals is likely true.

I circumvented 80% of Finland's coast on the trip over a few weeks, going down the great river, going west to the coast for the salt quest then going north to where the coast turns east. Great fun. BAC mod's punt shelter put to on was helpful for a quick place to sleep when it was raining.


September 09, 2019, 01:01:56 AM
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Re: Board Inflation Village resource usage (eg. boards) in crafting without seemingly any reaction from villagers is indeed confusing. We probably should add that to be clearly announced mischief behaviour.

When it comes to gaining wealth with monotonous trading of single item it's now quite easy to add restrictions similar to boards. Paw-boards will end up on that list in the next patch, as it's been the next hot exploit after boards.

So, just throw in the list of items which you find exploitish due to grind trading for wealth and we'll add a reasonable wanted maximum for them in a flash.

September 12, 2019, 07:20:06 PM
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Re: Domestic Animal Tasking
Try un-leashing and then re-leashing the animal

I feel so stupid....lol

September 14, 2019, 01:31:32 AM
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Adding "String" vs cord and rope Brygun of the BAC here

With 3.60 beta hitting now might be a good time to suggest (or reiterate?) adding "string" as a base object.

Cord sounds alot like cordage which can be twisted bark, spruce roots or other low cost production. Used for things were a moderate strength is okay and there is no need to be slender.

String sounds like bowstring being a more finely crafted item making it better used in some tools or weapons like bows or other things were quality matters.

Rope would still be the big and strong item giving you strength at a higher resource cost.


September 16, 2019, 09:47:23 PM
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Re: Does every village has a sage, shaman The treatment model is odd. Each treatment results in a changed state for the injury (possibly to the same one as before), and it seems random what you get (taken skill into account, though). This means that to get the fastest possible healing you should stop treating the injury when it's in as good a treatment state as you (think) you can get.

Shamans are presumably good at the Physician skill, which means they're likely to get better treatment results than your own character, but apart from that there's not really much point in seeking out a shaman rather than perform the treatment yourself.

There is one major exception to this: if your character has suffered major blood loss, treating the injury can open the wound up again which can be lethal if you don't have the blood staunching incantation. In that case it's best to seek out a sage (I don't think they can open up wounds, but I don't use them much), or leave the wound untreated until you've recovered enough blood to survive a wound opening mishap.

Each wound can be treated once every day (although some wounds may have several treatment stages, e.g. cleaning and dressing, both of which use a Physician roll (and potential for skill increase). The "day" uses the same rule as sacrifices, i.e. the day changes over sometime in "morning" with nothing to indicate exactly when (a day changeover may result on embers disappearing, which can give you a clue). I try to perform all "once daily" activities in late morning.

September 16, 2019, 10:02:39 PM
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Companions help push items noticing the Companion help system for 3.60 beta if its not there already I humbly submit having companions could and should help with the time and energy to push heavy objects. This would mean they could help fell trees (doing on their own if need be), pushing the tree to the stead location and helping to build it.

AFAIK right now they dont help push heavy things so one of the choke points is going to be hauling the trunks/logs to the stead.


September 16, 2019, 10:24:07 PM
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Re: Version 3.60 beta [for Windows] released on Steam, and for Lifetime members UPDATE: Sep-23-2019 | 19:50 UTC+2.
3.60 (beta) hotfix 3 released. If you're on beta-branch on Steam your game will auto-update. For lifetimers the hotfix is also available.

Following issues were fixed:
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- changed: birch-bark strip "usage" bar display removed from the inventory

As the strip length is always visble this was redundant.

- changed: when using tying equipment as raw material the selected item is always used in full length

There's a notification displayed if length to be used is far more than required, so that you can cancel the task and shorten the tying equipment to desired lengths at will.

- fixed: tying equipment selections that were supposed to return after usage (eg. cookery, trap constructions) was broken in many ways

You didn't get back what you actually used, but sometimes more and sometimes less.

- fixed: shortening tying equipment didn't modify their weight

- fixed: tying equipment stacking issues

- fixed: joining tying equipment to exceed length of 255 feet

Maximum tying equipment length is 255 feet. Joining operations that exceed the maximum length are now forbidden.

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September 23, 2019, 08:06:56 PM
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Ability to set aspect ratio 16:9 Hi!
I think it would be a great addition to be able to switch to a 16:9 aspect ratio since all modern screens 16:9.
It could be configurable at .ini for windowed and automatic when fullscreen it's enabled.
Thanks

September 25, 2019, 10:13:50 AM
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