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Re: Villager exploit fixes
Just be careful not to make companions overly aggressive when hit. Accidents happen, especially with missile weapons, but there have also been accidents where you spam "attack again" and you missed that the target was dead and a dog (or companion) moved to that tile, and you don't want your robber hunting posse to devolve into a free for all when everyone is fighting against everyone else.

Yes, accidents can happen, and I believe the placid companion reaction to player character attacks is originally in place for that very reason. And it wouldn't need a chance, if there wasn't a raise of abusive playstyles when the exploits are pointed out.

To define overly aggressive here, is a good question, and an interesting AI dilemma.
If the companion gets one accidental blow of a sword or an arrow in their back during your adventures, they probably should take it as an accident. But what if that happens frequently...

Companion: "You shot me in the back!"
PC: "Oh, sorry, I'm just not very skilled archer. I was shooting at that squirrel, you see."
Companion: "This happens every time we are hunting squirrels. This is the sixth time now."
PC: "It was an accident. Sorry."
-- time passes ---
Companion: "You shot me again. This was 27th time."
PC: "It was an accident. There's a squirrel over there you see."

And maybe on the 28th time the player character succeeds with this masterplan of shooting the companion dead and robbing him during the hunt.

Well, we don't want to invest too much time to address this, as the murderous characters will keep on doing it the way or another, but one way to go about it would be to add counter of tolerable accidents. But still, if the first "accident" is tolerated, and the character actually plans to take the companion down with carefully planned attack, they still have a second attempt without consequences - and the exploit remains.

March 10, 2023, 12:15:19 PM
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Re: Villager exploit fixes
How did you manage in this, and was it with some previous version? They oughta warn you few times first, then ask you to leave, and proceed with almost an immediate attack if you continue with breaches. I did a quick try and managed to start two fires before getting attacked.
I covered a house completely with branches and slender tree trunks (put them over the wall tiles) and then sneakily started a big fire on an adjacent tile. Then after getting shouted at I just waited and watched the fire spread and eventually burn the whole house down. But yeah, it was a long time ago on an older version, and now that I tried it on the current version I couldn't get the fire to spread at all. Has there been changes to how that works?

Burning down houses still can be done, but you need to set multiple fires side-by-side and then it may spread.
Few decent fires beside the wall should get the house burning. But it's more like the villagers should react to this sort of firemaking eventually with stronger actions than just shouting - that is, if they witness you are the one who did it.

March 10, 2023, 12:19:29 PM
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Re: Remove some armor and weapons.
Some of the items in the game seem far-fetched in the setting of URW, i think it would be more coherent if some armor and weapons were removed from the game.

Specifically: Iron Coudes, Iron Kneecops, Leather Cuirass and all two handed swords.

Yep, there are some of those leftovers, and now that we're working on blacksmith NPCs there's a natural place for cleaning up. For the swords we could basically go with simple classification of shortsword and longsword alone, giving enough difference - and indeed remove the two-handed ones.
The sword terminology is a bit problematic, as even the longsword term would surely bring most of the players in mind something else than, say, "Z-type sword in Petersen typology with edged portion of the blade longer than 70 cm".
But if we cut the swords down to only short and long, I kind of already hear somebody pointing out that there can't be only two types of swords in the world. But we surely can't go for "Sword with X type hilt and 67 cm long blade" item names either. As there are no common names for the iron-age swords that people would immediately understand, we've allowed some generic but era-inaccurate swords remain in place for the sake of variety. But it bothers us too.

When it comes to coudes and kneecops, even though the terms are problematic, this kind of spot protections have been used around the game era elsewhere in the world. And many imported goods have found their way to foreign traders, from many places of the world. These are not local, nor locally produced armours. The same goes for cuirass - which name in a lack of better generic term - unfortunately brings to one's mind a medieval world.
So, in the game we have a door open that this and this kind of items may have found their way to the unreal world, through possible trade/raid routes.

March 10, 2023, 01:15:01 PM
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Re: Remove some armor and weapons. Good discussion and suggestions, MHB and Plasmator94. Nice food for thoughts, and we'll be exploring all this along with blacksmith coding.

I just add a little remark here that in our opinion (too) many metal goods, swords especially, should be far more a rare than they currently are.
All the blacksmiths will produce culturally related items to the level of their expertise, and it's likely that (at least some) blacksmith NPCs are able to produce swords too.
In the long run the villages actually should get rid of valuable goods lying around in storehouses and available for trade, and eg. swords had to be ordered from a capable blacksmith or traded from (foreign) traders. This sort of rarity, however, is hard to accept by many players. As well, as the fact that not just anyone can forge themselves an usable sword, or even a knife.

March 10, 2023, 04:09:43 PM
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Re: Game loading bug
I've been a huge supporter of this game since it came out and have loved every second of it. I recently decided to switch from the original download to the steam download edition and had no issues whatsoever. I decided to run the game today and had some issues. As the game initially loaded, some of the game plug-ins failed to load causing lingering text boxes from interactions, the home screen to not load properly, character creation window to be completely invisible showing only the black screen from the startup screen. When i loaded an old save, after doing interactions the crafting window and steps would continue to linger on my screen and the values such as encumbrance and temperature would appear in random areas of the right panel. I deleted all of my files including mods and uninstalled it then reinstalled everything (thinking my modding may be outdated for current standard) to no avail. Everything still isn't working. Any ideas for a solution?

As Privateer mentioned, this is likely related to the SDL libraries failing on your system combination.
Rare, but annoying issue which we can only fix by reverting back to more stable libraries.
Now there's a separate branch on Steam for players who encounter this sort of weirdness. Please try this, and report back if it cleared the issue for you:
https://steamcommunity.com/app/351700/discussions/1/3773490849753254197/

March 21, 2023, 09:58:02 AM
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Re: Blacksmith NPCs and ordering their products
Great addition.  I feel like the blacksmith will always want firewood delivered.  Perhaps he could have work available or just a frequently offered version of the "Help with chores" quest to deliver firewood.

Yep, we've already cherished ideas about helping the blacksmith with collecting the forging related materials. But that's not yet gonna be in in the first blacksmith featuring version to be released. There's a lot to and great potential to spin-off with this addition.

March 21, 2023, 10:02:18 AM
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Still forging the Blacksmith NPC code As announced earlier, we're working on a fundamental new addition of featuring blacksmith NPCs and possibility of ordering various iron goods from them.
Our hopes to have it all completed this month has proven slightly too optimistic, so the release will take place in April.
The good news is there's far more done, than still to be done. That is, if we manage to avoid time consuming sidetracking and spin-offing, as this is indeed an addition that can easily grow and expand with to-dos and ideas popping up here and there.

Let's continue with some dones and to-dos after a screenshot of a new NPC in town:


By now there's a solid groundwork done for the blacksmith NPCs;
- new NPCs tiles have been drawn
- blacksmith NPC generation is in effect
- blacksmith availability and their level of expertise among different cultures have been considered and in effect in the village generation
- chat options for talking about and ordering goods are set and working
- blacksmith item production works and ordered items get created
- chat options for asking about the ordered item and obtaining it when ready are working
- trading for the ordered item works

In a nutshell the process of ordering goods from a blacksmith goes like;
You talk with the blacksmith about the possible goods to order, and then confirm your choice.
Blacksmiths will give you an approximation of how long the item production will take, and you can ask about the remaining production time later on too.
When the item is ready you go to talk the blacksmith again and the trading for the item starts.

So you pay for the ordered goods when they are ready, not beforehand. This way you don't have to carry your wealth
around all the time, but can go fetch it when the time to trade for the ordered goods is at hand.
It's the usual trading system in use so you can try to offer offer whatever goods you want.
You can also ask beforehand what the blacksmith would like as a payment from your current inventory.

Time for another screenshot where some of these factors are seen in action;


Then, what still remains to be done is to;
- go through the item lists and consider what items blacksmith will produce, considering their culture and expertise.
- set production times, and few other variables, for the items they produce.
- check everything
- check everything again
- test everything
- repeat the previous
- fix, adjust and possibly rewrite something
- final adjustments
- release

Phew.... forging the forging code is a serious business, but we're getting there and it will be a blast!

Stay tuned.

March 28, 2023, 05:17:44 PM
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Re: Still forging the Blacksmith NPC code
A couple of thoughts about complications (you've probably thought about them already, but it probably doesn't hurt to bring them up).
- What to do with a shifty player customer that either doesn't return to pick up goods within a reasonable amount of time, or just keeps showing up with insufficient goods (or willingness) to pay?
I'd say the blacksmith should probably sell the goods to someone else if the player is too sluggish to pay for the goods (with a fairly generous time limit). It also ought to reduce the standing of the player either with the village or with the blacksmith (or both) so efforts to improve the relations would be needed before the blacksmith is willing to take the risk of dealing with that customer again.

Yep, the blacksmiths surely shouldn't keep the items available forever if they aren't paid for within a reasonable amount of time. This is still to be considered.
To add village/blacksmith reputation changes based on player failing to complete the trade or hanging around with no intention to pay is surely something we'd also like to add,
but it will among the last phase adjustments if we managed to keep in time with the release.

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- There should probably be a limit as to how much a character can order at any one time. After all, crafting things take time, carries a risk (even a trustworthy player may run into a njerpezit war band and not return from that encounter), and the blacksmith should probably spend most of his efforts on serving the community. However, there's a gaming aspect in that players probably will find it rather tedious to trek across the whole world to place orders for a single item when picking up the previous one, so it would be useful if players would be able to increase the number of items that can be on order (but not finished) at any one time with successive return business. I probably wouldn't take on a new order for an item if I've finished an order but the customer hasn't payed for it yet.

It will be one item order at a time.

March 30, 2023, 04:22:21 PM
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Re: Still forging the Blacksmith NPC code
Are you planning a penalty for not coming back or not purchasing after completion?

Would be nice to have, is still to be considered.

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Could your reputation play a role in the payment? eg: "Unknown traveler, I need x to begin your order." to "Hi trusted friend, I can get that started for you right away."

Some pre-payment for laborous orders (especially from unknown characters) would be reasonable, but maybe we'll see about that later on. No plans for that at the moment.

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- chat options: What the NPC is capable of making? Expanded: If known to NPC, general location of a more skilled blacksmith.

It would be nice to have villagers to tell about the important (or more skilled) people in the neighbouring villages, so this is something we'd like to feature, but might be that we can't fit it in in the next release. We'd also like to have a possibility also to ask about other sages in the neighborhood, if there isn't one in the village.

March 30, 2023, 04:28:35 PM
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Sami, Erkka and master Lassi Hey hey,

it's a special coding (and recreational) weekend going on together with Erkka (co-designer) at my place.
And it's no surprise that we've been working on a upcoming blacksmith code.
This kind of sessions are always very productive, and of the earlier mentioned still remaining NPC blacksmithing to-dos these two biggies are now done:
- go through the item lists and consider what items blacksmith will produce, considering their culture and expertise.
- set production times, and few other variables, for the items they produce.

We've done a lots of checks, tests, adjustments and minor additions too - and that continues.
The days have been sunny, so catching a fresh air between the coding sessions is also essential.


Erkka (co-designer) on the left, Sami (creator) on the right - thinking and wandering in the woods.

Of the newest spin-off features one to mention is that when you ask from villagers if there is a blacksmith around they will be proud to immediately mention if their blacksmith is a skilled one. Only the most skilled blacksmiths can make the most demanding items, such as a skramasaksis, kaumolais knives, swords or helmets.
Upon last night's playtesting session while looking for blacksmith at Koivula a certain villager told us about master Lassi being around.
His forging skills were indeed notable:



Stay tuned. The release with NPC blacksmiths is upon us this very month.

April 02, 2023, 11:54:00 AM
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