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Re: Village inventory
Farming produce is seasonal, so seeds are hard to find after the planting season starts, but easy after harvest, and the produce itself becomes abundant right after the beginning of harvest. When it comes to the stuff I'd actually want to buy (after the initial purchase of seeds) I'm not sure I've seen any turnover, but I haven't looked closely. It's supposed to be subject to a turn over, so I assume it is. There is no reason for any kind of quality progression, as UrW is a rather static world: changes were typically over the span of centuries rather than years for people living back then (except for fire burning villages down, war, etc.). Thus, masterworks item availability ought to be random, although it might be weighted towards larger/wealthier villages (and different weights for different cultures, of course). May 01, 2018, 12:46:11 AM |
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Commands should have a longer range than conversation
So, once again I've had the frustration of battling robbers and most of the hirelings just twiddle their thumbs when the one they fought was killed, while the last of them is fighting a 1:1 battle against one of the robbers. The refusal to follow orders in this situation has thankfully been fixed, but I still have the problem that the order range is the same as the conversation range, i.e. about 10 meters. As the robbers tend to come towards you in a string, there can be some distance between your character battling the first one and the hirelings battling the others. My suggestion is that you should be able to shout commands to hirelings (and dogs) at a considerably larger range, probably about 30 meters (15 tiles), although maximum visual range probably wouldn't be excessive. Instead of the infuriating message that I have to get closer while the abandoned hireling gets hacked to death, only commands should be available if the distance is too large for conversation, with the rest being greyed out. Non hirelings should continue to behave as they do currently (i.e. no reply, "get closer"), as you can't order them around. In the same vein, dogs ought to hear you at a considerably larger distance than is currently the case, both because you're presumably shouting to increase the range, and because dogs have a better hearing than humans. If the dog is sufficiently far away you may not hear its reply bark, though (range based on character hearing?). May 02, 2018, 12:23:50 PM |
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Re: Improving Bow Skill?
In the past I've shot arrows at the ground two tiles away, and it has resulted in very slow skill increases (a point for every 200 shots or so). The advantage of firing into the ground is that arrows don't break. Firing at targets isn't a viable strategy because the arrow breaking rate is so high you run out of arrows very quickly. It may be that firing at the ground further away has a better chance of increasing the skill, but I have no info on that. If firing at the ground, try to select a target where the ground behind it slopes upwards, as it increases the chance of missed shots getting stopped before they travel too far away. Also make sure any dogs are out of the way... Currently I'm playing with the house rule of no such training, but I DO (ab)use opportunities for live training a lot: - Large animals in traps: Fire blunt arrows aimed at the head from a close distance (adjacent tile for herbivores and 1 tile further away for predators). I get a arrow high loss rate, though, but the harm to the skin is very limited. Also note that any arrows that break when hitting an animal just disappear (known issue) rather than resulting in broken arrows. - Njerps: I fight those with a bow unless they manage to catch up. Once they're unconscious I fire at their legs from where I was when downing them until they die (if they had a bow that distance is farther away than if they only had melee weapons, typically). Firing at the legs is hard, so fewer arrows hit the target, which means more arrows can be fired before the training session ends with the Njerp dying. Regardless, increasing the skill is very slow, but it does happen occasionally. It can also be noted that it seems the chances of getting a skill increase decreases as the skill level increases, and the number of attempts before a skill increases varies wildly (I suspect it might be a straight percentage rather than one increasing gradually with each attempt). I gave up my latest dodge training after 600 attempts without a skill increase. May 04, 2018, 10:42:10 AM |
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Re: Improving Bow Skill?
I used to go with javelins, but have switched to bow as the main weapon (but I use a javelin as a one handed spear). An important reason for this is human bow/crossbow wielding opponents, as those are very dangerous when they hit (which they do far too often for my taste, including insta-kills), and it takes an eternity to close the distance, but they're fairly easy to take out with a bow. Also, I've found it's a lot easier to run down a reindeer or elk if it's been softened up with an arrow. Javelins risk damaging the hide a level, and certainly tends to make a mess out of bird skin.I think bow skill increases slower than other combat skills, at least I've had a harder time increasing it than spear. Great advice from Palu, why didn't I think of shooting at the ground?Probably because it's stupid in real life May 05, 2018, 01:19:12 AM |
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Re: "Excess items are now put on the ground" space to continue suggestion.
This happens when a character is fully loaded (i.e. all inventory slots used up: the weight is irrelevant) and food items are evaluated for decay. It seems the decayed item stack(s) fails to be added to the inventory because it's full because the previous incarnation of that stack (before decay) hasn't been removed yet. The issue would not happen if the previous item stack incarnation was removed before the decayed one was added. Since the degraded item stack(s) couldn't be added to the inventory it was dropped (and you're in for extra fun if it's on top of a water craft that's also at it's inventory limit, although the craft should no longer explode). May 08, 2018, 11:14:14 AM |
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Re: Lost Ram Quest Question
Yes, it's the "<domesticated animal> in forest cover" quest. Spoiler: show May 08, 2018, 11:15:06 PM |
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Re: Build a Tower
Building a lookout tower is a desirable target, but it should require a fairly large investment to build it. Getting an automatic extra view for entering a world tile is a bit too powerful, I think. It ought to require an action on such tiles to climb the tower. Climbing down would happen automatically as part of moving to another tile. If you zoomed in to the tile you'd end up at the top in a similar fashion as when you've climbed a tree, and would have to climb down. Once a tower has been built, it ought to be possible to climb it on the local map in the same fashion as when you climb a tree, but with no risk of falling. May 13, 2018, 08:49:56 AM |
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Re: First Mod: Seafood
Yes. The answer is no. Ice thawing/freezing is temperature dependent and varies with the weather. It's not unusual for ice to form and then melt in the autumn, or disappear and then reappear in spring (and disappear again, of course). Apart from temperature, snow thickness also factors in. There should be a hysteresis based on water temperatures changing slower than air temperatures, but if there is one it seems to be weaker than it ought to be. May 29, 2018, 11:02:12 AM |
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Re: First Mod: Seafood
If you're looking for realism, you may want to check up whether those things were actually available in the area at the time. Someone corrected me when I thought carrots should be available: apparently they're a recent (historically speaking) import from the much further south (northern Africa?). I have a feeling mustard likewise is a later arrival, and would take a closer look at a number of the others.
May 30, 2018, 10:58:47 AM |
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Re: Vagabonds
A vagabond is just a human who doesn't belong to any tribe. There are vagabond villages outside of tribal territory, for instance, and vagabonds can have any of the professions that tribe members can have. Vagabonds can be recruited as companions just the same as tribal ones, and vagabond adventurers are just the same as tribal ones. Vagabond robbers are just as much a pest as tribal robbers. Thus, murdering vagabonds just because they don't belong to any tribe is akin to murdering members of other tribes because they don't belong to your own (or murdering members of a particular tribe because of some reason). The only possible difference is that I see more vagabond woodsmen, hunters, and adventurers traveling around that I do tribal ones, but on the other hand, my characters settle outside of tribal territory. Thus, I greet vagabonds (some of them can also provide a quest, although that quest isn't exclusive to vagabonds) and theoretically trade with them (in theory, as I don't have any need to trade). Of course any "adventurer" seen on the map can turn out to be robbers of any tribe, including the vagabond "tribe", so you need to take care with those. June 05, 2018, 08:33:30 PM |
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