See likes

See likes given/taken


Posts you liked

Pages: 1 ... 51 52 [53]
Post info No. of Likes
Re: If you eliminate Njerpez culture, do wandering njerpez stop spawning? I have committed Njerpocide.  All villages and camps wiped out as far as I can tell (new camps were popping up until the last village was razed so it is possible that I've missed one or more).  I continued play for a couple of years and based myself in the former Njerp lands, and have not seen any wanderers.  So yeah, I think they stop spawning.  I kinda miss the little red fellas now!

I sometimes found wandering Njerps within a few tiles of a camp, and if I killed them the camp had fewer warriors in it than the usual when I attacked it.  It seems that some wandering Njerps are wandering around in twos or threes close to camps, and others are wandering the wilderness and spawn at random - now weighted towards spawning near Njerp territory rather than all over the world as was previously the case.

December 29, 2023, 05:01:04 PM
1
Re: Cheat a "permanent" companion? You've got good intuition. Nice find :)
December 29, 2023, 06:47:35 PM
1
Re: Cheat a "permanent" companion?
I wonder how much you have to pay them at the end of 64 days?

I will report back when the time runs out! Shouldn't be a problem for me, since I have so many furs. Also NPC companions eat now, Pietu told me "It's your responsibility to provide food"  :o

December 30, 2023, 12:42:08 AM
1
Re: If you eliminate Njerpez culture, do wandering njerpez stop spawning? Would you say there were more wandering njerpez in their home territory than in Kaumo, or was it roughly the same?
December 30, 2023, 01:12:10 AM
1
Tapio's blessing This might be a one-off thing, or then not. We'll see how the character arc develops and how much time and interest I have. I just wanted to share this because it somehow felt an unlikely event.

Untamo was laying down branches for a fire, his thoughts still lingering on the grouse he had just killed. The decision to take a few extra steps closer to the bird had paid off, even though it meant that he had to take the shot from an awkward position to avoid the lowest branches of the nearby spruce. Snow was currently ankle-deep, and each step he had taken could have been enough to alarm the bird of his presence. As he is pondering this, Rauno hears snow crunching and looks up, seeing a figure appear behind a thick spruce. The boy could not be much older than 16, dressed in ragged clothes and wielding a javelin in his right hand. A seal-triber, he reckoned from his size and attire. After all, the seal-tribe lands were only a two- or three-day travel due west.

"So it was the grouse that was making that death rattle", the boy began. His voice sounded raspy, unusual for a boy of his age. "Indeed", Rauno replied, standing up and approaching the boy. He stopped when he saw a deep puncture wound in the boy's neck. The boy smiles, "Oh yes, you would not believe the things that have happened to me over the last few weeks. Let's share the fire, I'll tell you all about it".

Soon the two figures are sitting on spruce twigs around the fire, Rauno preparing to roast his bird, and the boy reheating a piece of meat of his own. "Perhaps three weeks ago, I woke up in the woods -  hurt, lost and afraid. I had wounds all over my body, including this nasty wound in my neck that is still aching. I had my broad knife and my clothes, nothing else. It was snowing and getting dark, so I was looking for a shelter for the night. I stumble upon a cave, and decide to see if I could spend the night there. I light up a torch and look around the cave."

"As I reach the furthest section of the cave, I'm petrified by fear. There is a frigging bear in the cave, roaring at me. I think that this might be the end of me right now. I take a step back and grab my knife from my belt, thinking that I may have only one possibility of stabbing the bear before it gets me. In my wounded condition, I probably cannot run away from the beast, so I reckon my best bet is a heroic last stand if the bear rushes at me. So I stand there, a torch in my other hand, and knife in the other, anticipating to see a beast emerge from the darkness."

"Yet, the bear does not come. I wait for a moment more, but I can hear nothing but my own pounding heartbeat. Then, my curiosity takes over and I take one step back towards the bear. Then the realization hits me. I'm standing on a ledge, and there is no easy way out of the hollow at the back of the cave. I would be able to find some handholds here and there to pull myself up the rock face, but a bear cannot grasp the rock formations and is thus stuck down there. The bear must've stumbled in the dark and slided to the bottom. I chortle, finding amusement in that I am still very much alive."

"I exit the cave, find a place to rest and hatch my plan. I am going to return to that cave. I spend the next day or two preparing. I gather some slender trunks and make crude javelins out of them. Before noon, I stand again at the entrance of the cave. The bear is still at the back of the cave, roaring at me, clearly frustrated by the situation. I throw the first javelin and it hits the bear in its rear leg. The next few miss, and the bear moves out of sight further into the cave. I react quickly and a grab a few of the missed javelins while the bear is away. That was nearly fatal, as the bear rushes and tries to swipe me with his paw, but I manage to dodge it just barely. After that, the bear had no chance. I throw a few javelins into its body, and then finish the bear by taking a step to the edge and thrusting my javelin through its eye socket."

"So now, I am a bear-slayer. I skin the carcass and spend the next few days tending my wounds and cooking. Maybe two weeks go by as I familiarize myself with the surroundings, returning every now and then to the cave to rest and pick up some of the bear meats I've left there for safekeeping. As I return, I spot elk tracks at the very entrance of the cave. It had been at the entrance but then doubled back out. After a while, I spot the same elk some distance below in a slope. I had just returned from a hunting trip, and I knew that I could not chase and catch the elk in my current condition. So I leave it be and get into the cave, deciding to do some crafts instead."

"After an hour or so, the elk appears at the entrance of the cave, just a few meters from me. I grab my javelin and throw it at the elk, and it strikes good. As I am grabbing the next javelin, I lose sight of the elk and assume it ran outside. So I go outside and try to locate where the elk ran to. There are numerous tracks all over, so I walk all the way around the cave but can only find one pair of prints that lead towards the cave. So the elk must've panicked and dashed INSIDE the cave, right beside me as I was turned my head to look for the next javelin. I grab a torch, light it, and enter deeper into the cave. I spot the elk and realize it could still escape if it gets past me to the cave entrance. However, the odds were heavily favoring me and after a short fight the elk lies dead on the cave floor."

"So at this point, I've concluded that the cave must be blessed by Tapio. Once, it has offered me the life of the King of the forest, in a manner which I've never even heard of before. Not only that, but then an elk happens to wander into the very same cave. The elk could have ran outside, yet something made the creature to dash inside, as if drawn by some greater power. And, the elk could've easily escaped as I stupidly made a lap around the cave, yet some miracle compelled it to stay inside and wait for me to release its spirit. Two magnificent animals have ended their life inside that cave. Both deeply connected to me. What do you think it all means?"

January 23, 2024, 12:11:27 PM
1
Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and add a // at the beginning of the relevant line in the menudef_BAC.txt where you see
Code: [Select]
.Hide and Bone.     -H- *MAKE* . It will look like
Code: [Select]
// .Hide and Bone.   -H- *MAKE*. This will comment that lien out.

or change the -H- to a different letter, for example a menu you don't really use, for example F. Then comment the other line with that letter out by adding a // at the start.

April 03, 2024, 12:28:13 PM
1
Re: [3.82] Community Mod BAC: Smith, Cooking, Survival, Carpentry, Sewing and
Bringing up the crafting menu for Hide and Bone seems to only allow me to haft and unhaft my weapons and tools, I assume it's because of the newest update?
Correct. menudef_BAC.txt has to be amended: .Hide and Bone. -H- *MAKE* won’t be read as the Hafting is hardcoded to use -H-instead. You can change the .Hide and Bone. -Y- *MAKE* or any other available letter. I don’t have BAC installed on the newest release (easier to separate bugs&glitches). So can’t verify what letters are unused.

April 16, 2024, 11:47:50 PM
1
Re: Make Menu only for Modded items = saving BAC and other large mods
The number of entries is likely in the hundreds yes.
..
The make menu allows IIRC 24 letters. Of the 24 letters allowed BAC uses 22 with only about 2 unused. Thus any update which makes use of a new letter, like hafting did in 3.83 creates collision with the mod.
..
It has the production steps for gathering, smelting, forging iron to make axes, swords, metal armor, helms. There was bow making and arrow making. More items included wool making for wool clothing, retting and so on to end up with cloth clothing and bags, clay crafting for pots and containers. A collection of cooking recipes as well.

Okay, so it's hundreds, thus I believe my pondering is valid. (Are they are absolutely necessary... or could there room for quality over quantity approach, removal of some probably excess curiosities, streamlining recipes to meet more with the existing resources or make categories, and so on?)

And yes of course, any update which uses a new letter reserves that letter, it's not a surprise, but there haven't been that many new letters over the past years so I don't suspect re-organizing few letters is a problem. And as the system is as it is now, the easiest solution to fix the mod to work with the current updates is to streamline, reduce and re-organize.

Quote
I encourage and expect the ongoing vanilla adds to pull in the mod versions of things, like bow making now, into vanilla recipes. That's a good thing.|/quote]

As mentioned we don't actually follow mods. Also from dev's point of view adding new items with new mechanics that actually tie them into game world within the core level needs to be done with old-school programming. Modding is player's thing.

Quote
The challenge is as new vanilla crafting methods (nets, axes, bows) there is both space needed and a duality that exists. Since a BAC install will overwrite some menus reports are players get confused as to if they dehaft with the new vanilla system they then end up in a BAC menu which doesn't use the same thing and vice versa.

Hmm. Why won't you remove the duality from BAC then? If there is somekind of hafting in BAC, what's the reason for still keeping it in there and reserving the space when there's proper in-game hafting mechanics to use.

If the intention is to have modded counterpart for everything, and not to utilize the existing resources and mechanics, it's doomed way anyway. For example proper hafting where the item is treated in the game as the head and haft can't be created with modding. Surely an illusion of it can be created, but neglecting the item handling etc. provided by the game may lead into unexpected problems during the gameplay. And same goes for variety of items. If all of the existing, especially the hardcoded stuff, is replace by just modding it's actively breaking some game elements here and there.

Quote
So to avoid the large mod overlap with the least programming it would be good if we could have a modders second letter for making items. We could just stick large mods like BAC there. Then when the game updates, as it should, with new updated items players current games would know to continue with vanilla or BAC. Example being axe making and rehafting are not compatible between 3.82 BAC and 3.82 vanilla.

As we're very occupied with the pausable and crafting additions I don't have time to seriously consider the options, but I'll digest things when time allows.

Quote
If you do want to at least see how much was in BAC it was last updated to 3.82 so please use that version of the game. There is short adjustment needed for 3.83. No updating has been put forward for 3.84. Even a few minutes would show you the extent to what BAC grew into.

I'll have a look when time allows, and will get back then probably with better insight of the possible solutions to remedy things - which I'm afraid now also calls for cleaning up the mod code too. I get there's lots of entries, and it's been lots of work to come up with, but for me personally things that advertise themselves as having 15,000+ items and 7000+ different trinkets are are turn off for me. That's just me, though.

May 02, 2024, 01:32:27 PM
1
Re: Make Menu only for Modded items = saving BAC and other large mods
Quote
Hmm. Why won't you remove the duality from BAC then? If there is somekind of hafting in BAC, what's the reason for still keeping it in there and reserving the space when there's proper in-game hafting mechanics to use.

If the intention is to have modded counterpart for everything, and not to utilize the existing resources and mechanics, it's doomed way anyway.

Cart <> Horse debate.

As the ancestral mods go back to Rain's ironworking it added the ability to make most of the in game items. This being done at a time when vanilla had no way to do so.

I do think adding into vanilla making items is good. Your own views on times, resources and coding like haft will take of course be different and that's fine. Things like pausable crafting didn't exist so we had to limit times too.

For me there's a bit strange, topsy-turvy and unpleasant attitude here, so maybe I'll rest my case and the mod community can decide whether to streamline or not to streamline, now or in the future.

--

So back to business, and now if there are modders reading this, you can pitch in. Whatever gets done with modding it has to serve large audience so custom solutions from one mods perspective aren't fair nor fruitful additions.

A suggestion was to add separate craft menu for mods to use. Right? Let's make sure I understand the proposed suggestion correctly and then brainstorm as necessary. 
So, let's say we'll make a letter O to open a blank make menu, which you can then fill with modded stuff like the current Make menu. And this would be menu that is reserved for mods only. The game craftings would appear in the exisiting Make menu, like currently. Now, if you would then fill this one modders make menu (O) with one big mod it would be..well..full. If there was a few smaller mods that you would like to put there, with custom menu entries or keys even, they would get messed up and tangled together.
If implemented like this it doesn't sound like a plausible long-term solution, or am I not understanding the suggestion?

May 03, 2024, 01:01:46 PM
1
Version 3.84 (stable) released Version 3.84 (stable) is now released and live for all the supported operating systems; Windows, Linux and OS X.

This version continues the ongoing transition to make all the crafting tasks pausable, features a good deal of related crafting requirement changes, adds BOWYER skill, introduces springs as a new water source and naturally offers a fistful of bugfixes too.

In the midst of big changes in regards to pausable crafting we hope for the bugs to be scarcer than average adventurer's nutrition levels. ;)
And whatever is encountered we do our best to maintain a swift update cycle to overcome the issues as early on as possible.

Here's the changelog, once more:

Version 3.84 (stable) changelog

** Saved characters from version 3.80-> are compatible with this version. **

- added: BOWYER skill

The bowyer skill is the ability and knowledge to make bows. Success in the skill determines the quality of the bows crafted. For migrated characters this skill is created upon the first load in this version.
Needless to say, the available craftable bows now call for BOWYER skill in their crafting.

- added: craftable Longbow

You can craft a longbow from [M]ake menu under "Weapons" category.

- added: pausable weapon crafting

Crafting of the items in [M]ake -> "Weapons" category are now pausable tasks allowing you to have breaks and continue at will later on. These weapons are stone-axe, stone knife, club, javelin, spruce quick-bow, shortbow, longbow and bowstring.
To continue paused weapon crafting use the same crafting option again standing beside the said partially finished item. Like the other partially crafted items these will remain on the ground and can be picked up only after they are finished. They are rendered with a different tint and described as "partially crafted", "half-crafted", "largely crafted" etc. when looking at them.

- changed: crafting times and requirements of certain weapons

Now that the weapon crafting is pausable the production times of certain weapons have been increased to more reasonable levels. There are also minor changes in some material or tool requirements.
The changes are as follows, but bear in mind that these are the average set values and poor tools and/or skills may very well double the actual production times.

* Stone-axe

Stone-axe gets the greatest time increase in the production time as on average it now takes 50 hours to make one. That's a lot, but it really is a slow process to get the stone blade knapped and grinded out to shape that is efficient for felling trees.
Thus, stone-axe now becomes a survival option which you won't take up too lightly, but only in extreme need. Crafting a stone-axe now also needs another stone for final sharpening and polishing. Also, the previous requirement for rope has been replaced with strong cordage requirement. This means you can also use for example spruce withes for securing the head in place in the handle.

* Stone knife

It now takes 5 hours on average to make and also requires a stone for final sharpening.

* Javelin

It now takes 2 hour on average to make.

* Shortbow

It now takes 12 hours on average to make. The time increase is signficant compared to the earlier, and only a skilled bowyer with quality tools may manage to craft a shortbow in one day. With mediocre skills and tools it's a process of several work days.

* Longbow

It takes 18 hours on average to make. Thus, crafting a longbow is a process of several work days even for a skilled bowyer.

* Bowstring

It now takes 2 hours on average to make a bowstring from strands of yarn, and 30 minutes on average from a ready-made cord. When using a ready-made cord it often needs to be thinned down to suitable thickness so it's not just tying of the knots.

- added: BOWSTRING game encyclopedia (F1) entry

- updated: SHORTBOW and LONGBOW game encyclopedia (F1) entries

- added: pausable haft crafting

Crafting of the spear, axe and shovel hafts are now pausable tasks.

- added: pausable item trap crafting and loop snare batch production

Crafting of the paw-board fox trap and loop snare are now pausable tasks. There are also some changes as follows;

* Paw-board

Crafting time has been increased to three hours.

* Loop snare

Loop snares can be made in batches of up to ten at a time, and it takes 20 minutes on average to craft one.

- added: pausable lumber items crafting

Crafting of the wooden stakes, staves and wood slats are now pausable tasks. There are also some changes as follows;

* Wood slat

Crafting time for a batch of 20 slats has been increased to 200 minutes.

* Wooden stake

Wooden stakes are made in sets of 5 pieces from one slender tree trunk. Previously it was 8 pieces from one trunk.

* Staff

When crafting staves one slender tree trunk can yield 3 proper straight staves. Previously it was one trunk for one staff.

- added: pausable utility article crafting for some items in the category

Crafting of the wooden shovel, birch-bark box and birch-bark basket are now pausable tasks. There are also some changes as follows;

* Wooden shovel

It is now made from a board instead of a wooden block. The crafting time has been incresed to 8 hours.

- added: springs

Springs are water sources bringing groundwater to the surface. They can be found in the terrain on zoomed-in maps at varying environments in size of one to three map tiles.
Springs do remain unfrozen even in the winter which makes them very useful water sources. A spring found in the wilderness may provide a great spot for a homestead for those who like to live in the forest further away from the lakes or rivers.
From now on the village water supply ponds are also springs. As they don't freeze they are easier to maintain and spot even in the winter.
MIGRATION NOTICE: Water supply ponds in the villages you have visited in the previous version will automatically turn into springs in this version.

- added: "behind your back" reference to asking for NPC whereabouts

When asking the whereabouts of an NPC who is close by but not seen by the player character, the people will now point out that the target NPC is "...over there, just behind your back.".

- changed: pushing allowed to locations not visible to the player character

You can now [p]ush items around regardless of the location being visible or not. This helps to maintain character's daily life also in the pitch dark low visibility conditions.

- fixed: pausable crafts in process occasionally disappearing when finishing crafting something else beside them

- fixed: possibility to remove hafts from sickles

This was mistakenly allowed. Sickles are a special case and not yet included in the hafting mechanics.

- fixed: skin item duplication if tanning got cancelled at the requirements dialog

- fixed: villagers occasionally wandering impractically far from the village area

- fixed: low quality hafts not degrading the finished hafted weapon quality correctly

You pretty much always got fine hafted weapons even with the inferior hafts.

- fixed: "Of wolf and woman" quest related NPCs selection mess

There was a rare occurrence where the said quest dialogues didn't unfold properly due to the game engine picking the related NPCs incorrectly.

- fixed: paused craft remaining time checks

There was a rare condition where the remaining time to continue paused crafting was calculated incorrectly resulting in too fast completion of items at the end of the process.

- fixed: title song playback interruptions and cracks upon the game starting

The issue was with .ogg file loading. The troublesome audio is now loaded before the title song starts, and some .ogg audio has been replaced with .wav files.

- fixed: occasional white screen flash when player character goes to sleep

- fixed: attempt to haft an invalid target item made the item to disappear

- fixed: sickles weighted too much


Sickle item weight was mistakenly set to 3 lbs. This is fixed now, and sickles weigh 1 lbs as intended.

-----

Cheers!

May 03, 2024, 04:55:32 PM
1