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Re: Nefarious NPC
Wouldn't it be cool to see more NPCs having dark sides to them, even amongst the kin-folk? Maybe there could be quests added which involved you getting into disputes between villages or people, like stealing animals, destroying buildings, kidnapping or even murdering other villages unsuspiciously (all with appropriate loss of "karma", of course). Maybe Kullervo doesn't like Juha's loud mouth, and wants you to destroy his traps, or ruin the catch in his nets.

Yes, it would, and we would like to add several quests that test your morale and include this sort of malevolent content. Few quests already have this sort of motives for some of the people involved. Also, tribal disagreements and even occasional warfares fall into this category. That’s also something on our want-to-do lists.

December 29, 2020, 06:29:27 PM
2
Re: Salt as seasoning
Because... why not? Salt is one of the most basic seasoning, and people of URW eat their food quite bland.
Like sorrel, salt should increases appetite when added to foods while cooking.

Back then the salt was used foremostly for preservation. The food was seasoned with herbs instead. It’s far later habit to add salt to everything as seasoning.

December 29, 2020, 06:35:10 PM
1
Happy New Year Sometimes I'm a bit off and not too precise about the exact timing, but better late than newer - so ...

Happy New year to all of you!



There's not that much snow this year compared to the past average, but it's winter nevertheless.
And a new year ahead of us.

Take care!

January 02, 2021, 05:30:59 PM
20
Re: Birch Saplings Block Line Of Sight It shouldn't. Will be fixed.
January 05, 2021, 03:43:36 PM
1
Re: more sea-ness of the sea: ambient message when entering an area next to the sea There's no existing game mechanics to display messages based on what the type of next zoomed-in map ahead, and I don't feel this being that important reason to start building one - especially as the logic to avoid message spamming would be pain to do.
What could be added is the scenery image and message in the same fashion we have when zooming-in by the lake etc.

January 05, 2021, 05:52:37 PM
1
Re: Butchering and tanning agents
I'd prefer to get entire muscle groups, fat, brains and other organs, even blood, tendons, full skeleton as butchering products. Not just 1lbs cut of meat, 4 bones and fat. (with possible skull and antlers)

Especially for tanning, brains would be nice. For vitamin source (not yet implemented... eventually? cooking and eating liver shouldn't be overlooked. Lungs less usable, kidneys and spleen definitely. And I've personally always liked the flavor and texture of stewed elk(alces alces) tongue, delicious with cranberry jam and truffle mashed potatoes... mmmm  :D

But to the real suggestion:
Can we please simplify the 'fat/brains' received from butchering animals?

I.e. get "fat or preferably brains and lump it into a single inventory item.

Pros: less inventory clutter. No tanning agent shortage if character used capercaillie fat to tan hazel grouse skin (it gets fully used, yet hazel grouse fat isn't enough to tan capercaillie skin)
Cons: folks using bark to tan and fat as baits would lose their weight gaming "optimization"/option.

Yep, you could add lots of details to butchering, and some will possibly follow. Organs, blood and all that as butchery results has been suggested many times before.
Changing the fat item into generic item doesn't feel like too urgent adjustment.
We'll see how it goes then when the butchery code will get on the table one day.

January 05, 2021, 05:56:09 PM
1
Re: Fire inside warning
It would be nice if there would be a warning in case of making fire inside a building while not aiming at a fireplace.

Reason: I accidently burned a lot of resources stored in wooden bowls when I wanted to make a fire but accidentially did not aim on fireplace (whole stock of flours and herbs have been burned down).

Technically this is quite easy to add since the conditions is so clear. So I think we'll have this warning added.

January 05, 2021, 05:56:38 PM
1
Re: Additional “trophies”
It’d be nice if we could get skulls of taken: lynxes, gluttons, wolves.
Get tusks of wild boars. Claws from bears and lynxes, gluttons and badgers.
And maybe even Njerpez’s/human skulls.
“Have skulls, build a grimoire”


And it’d be pretty nice touch if we could apply pair of antlers or a predator skull above the door on our cabins. Or ask for optional “trophy” when building door.

I think more skulls will be added in time, maybe even claws, but these foremostly would have to serve the setting and game world purposes i.e. to having magical and practical value within the game mechanics etc.

Trophies on the walls is maybe part of more modern hunting culture, where you want to show off with your achievements. It kind of contradicts with how we imagine the ancients having respected the game. Magical usage, and hunters status necklaces, and practical applications is a different kind, but we'd like to have strong historical background to this.

But yep, more skulls eventually, after some more browsing of my spell books too.
However, playing with human skulls then again doesn't quite fit the world. The dead, and their parts, were feared rather than collected.

January 05, 2021, 06:06:49 PM
3
Re: Auto select withes when building fences.
Stakes are automatically selected from nearby&inventory when building fences, but withes need manual selection from inventory.
It’d be easier if the game would auto select the withes nearby. If no 4’ withes nearby, then ask to select cord or rope sections from inventory.

Yes, it's a bit cumbersome. Upon first adding withes I kind of wanted to have fences to be built with withes alone. That would streamline fence building
as only number of withes could required, and would also be true to the tradition. But as we've allowed using other cordage too, in length based units, this is how it goes.
Easiest solution would be to always withes in fence building, other solutions are more demanding. One way could be to add preferred tying equipment mechanics
which would then select withes automatically if available.

January 05, 2021, 06:10:37 PM
2
Re: family ties in the village?
Hmmm ... there are children, old people and girls in the villages. It is obvious that they all have a family connection with each other. I would also like to know the age of the hunter from the neighboring village, whom I help. This could be a separate issue in the dialogue: Tell me  about their family / about themselves. Residents could answer: I am a son (name) and (name) to me (age) and I have a wife (name) I am a hunter. They can only answer if they have a good relationship, if they are bad they will probably answer:  I am not talking to you about this, traveler

We'd like to feature this, the family relationships between the villagers. We've always wanted to feature this, but it has gotten buried under the...well...the usual evergrowing workload of other things. The age and other little details would also bring in more depth to NPCs.

January 05, 2021, 06:11:04 PM
2
anything