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Messages - PALU

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1606
Gameplay questions / Re: Skills damaged by being tired?
« on: June 06, 2017, 10:10:31 AM »
It's certainly the case that the harder the work is the greater the penalty for being fatigued is. If there is a penalty for being tired, it's probably fairly small. I'm usually trying to make my character stay up sufficiently late to wake up in the morning, rather than the wee hours, but it's a constant struggle, as they tend to get tired far too early.

1607
Gameplay questions / Re: What skill governs crafted clothing quality?
« on: June 04, 2017, 10:33:02 AM »
You can get superior boards (timbercraft), so masterworks pawboards can be made (as well as paddles, although quality has no effect). You cannot make staves of higher quality than decent, but you can occasionally buy fine and superior ones in villages, so superior javelins can be made (I've yet to make one, though).

1608
Gameplay questions / Re: What skill governs crafted clothing quality?
« on: June 02, 2017, 06:08:43 PM »
Yes. Using superior furs is to waste them, unfortunately (it helps reducing the risk of producing inferior clothes, but that's not worth it in my view).

1609
Gameplay questions / Re: Buying animals
« on: June 02, 2017, 06:06:44 PM »
That's how it currently works, although I believe you were charged less as well.

However, Sami has mentioned that this has been overhauled so villagers can allow you to select different sized animals (although they may not offer all sizes they have in the pen, just as they don't offer all items they carry). That ought to be included in the next release, if I understand it correctly.

1610
Gameplay questions / Re: What skill governs crafted clothing quality?
« on: June 02, 2017, 09:33:29 AM »
Common. Capped at decent.

1611
It's a known bug that Sami has identified (and I think it's fixed for the next release).  As guessed, it's an issue of the terrain being too uneven for a village to be generated properly.

1612
Gameplay questions / Re: How do animals scent bait? distances?
« on: May 31, 2017, 06:41:06 PM »
The old fox spawning incantation spawns a fox, and so would be effective with other rituals, while the new style rituals  (all I know of, anyway) would draw the type of prey into the trap if they are nearby, but if there is no bear around, no bear will be spawned to get into your trap.
I haven't performed any controlled experiments where some traps are subjected to rituals and some are left without, so it's hard to say if the rituals are effecting: I try to perform the appropriate ones on my character when they are known.

I think I've have been fairly lucky with catching bears while using rituals, though. I don't think I've had any bears visit the vicinity of my traps without getting trapped after learning the ritual (but it have taken some time, in some cases).

1613
Suggestions / Re: Containers, like bags
« on: May 29, 2017, 02:31:29 PM »
The item limit is not in items, but in item stacks. This means you can stuff 4000 black grouse feathers in your inventory as a single item.
The current containers can take items other than food/fluids, but the crucial thing is that they don't allow mixing of items (nor taking things out unless part of a "reaction" such a crafting or eating, barring dumping and destroying items, which is a kind of reaction).

I agree stack compatible containers would be useful, in particular when you realize it takes a horrendous amount of time to load light items onto an animal of burden (I once swept my pile of feathers out of the way (push), and it took most of the day...).
Containers both for animals and as a backpack (where you lift or drop the pack as a whole, keeping only what's in your hands and in a quiver) would be rather useful, for instance.
It can also be noted that there IS one kind of multi stack container in UrW currently: the cellar is actually a kind of container that hides things visually. but you can't pick it up, of course...

1614
Bug reports / Re: Food spoliling drops items
« on: May 28, 2017, 02:51:55 PM »
I posted a bug report on the old board sometime late last year, I think. I don't think it's a problem if there's a bug report on this board, though.

1615
Suggestions / Re: non random start
« on: May 28, 2017, 11:26:55 AM »
I believe there are hack tools to allow you to mess around with stats and equipment.

While UrW auto saves, those saves are NOT reliable for save scumming purposes, because they're not complete. UrW performs some integration of temporary data files when performing a proper save. Most of the time save scumming through crashing UrW (or recovery from a crash) will work fine, but at times the save is corrupted.
You should make regular backups of your save folder (the (copy) generated by a simple copy/paste work fine, as it won't interfere with the game, so Brygun's method seems like overkill). If you want to save scum you can delete the save folder and replace it with the previous backup. However, that is not the way UrW is intended to be played. You take risks and you live (and die) with the consequences of your actions. If you want to play with save scumming it's your business of course (but don't brag about things you achieved through save scumming), but you're playing the game in a way it wasn't intended to be played.

I think you have to delete/rename ANCESTORS to revive a dead character. At least you have to if you want to create a new character with the same name as a previous one.

1616
Bug reports / Re: Food spoliling drops items
« on: May 28, 2017, 11:07:58 AM »
There is a bug when carrying close to the maximum number of items and the food spoilage check is made. I think the spoil check items are removed from the pack and then added back after potential degradation (which doesn't have to result in any visible change), but the removal doesn't reduce the count of items carried, so when adding them back the limit check cuts in and things are dropped. The item count is probably adjusted at the end of the whole transaction.

1617
Gameplay questions / Re: How do animals scent bait? distances?
« on: May 28, 2017, 11:01:25 AM »
My attempts to use dried and smoked meat as bait have been completely fruitless as well. Dogs eat roasted, dried, and smoked meat in addition to raw meat. However, they don't eat spoiled roasted meat, while spoiled raw meat is fine.

1618
Gameplay questions / Re: Stews
« on: May 28, 2017, 10:58:26 AM »
There are no radishes in UrW, so I assume you mean turnips...

As Brygun said, nutrition input is preserved (no losses and nothing gained through breakdown for easier digestion), so adding just water dilutes the food, making it more filling but with a lesser nutrient density (and it also satisfies thirst to some extent). Thus, a "stew" consisting of just meat boiled in water mean the nutrients are just diluted. If, however, you add other things, such as herbs or vegetables, you add to the nutrient contents on top of the meat, but you're still diluting it.

I use the Njerpezit Cooking Mod, so it was a while since I used vanilla stews. With that mod I tend to make Hunter's Borsch (a meat stew with fresh meat plus dried meat, vegetables, and herbs, most of it optional) as my first choice, a rather boring fish soup (I'd like to see something more like bouillabaisse) as the second one, and Goulash (a vegetable stew with some smoked meat) as my third choice. Dried/smoked meat is used on trips.
Berries in UrW are nearly useless as food, unfortunately, and trying to live on it will drop your nutrition level, but keep you alive (I don't know for how long, though), and an occasional addition of meat from a bird helps a lot in that desperate case. I'm not sure you're better off picking the berries rather than trying to hunt, though.

1619
Solved'n'fixed bug reports / Re: Treasure not spawning in a "Pit"
« on: May 27, 2017, 10:53:45 AM »
Are you completely sure the previous pit is the only location in that whole area that matches the treasure location description? If not, keep looking. If you are, you ought to ask Sami to take a look.

1620
Gameplay questions / Re: Stews
« on: May 27, 2017, 10:49:14 AM »
I haven't bothered with the details of nutrition, so I can't answer that part.
- However, smoked and dried meat last for a long time, and I think you eat a bit more of it than fresh meat. Thus, fresh food is a way to save the preserved food for later, while using up the perishable one.
- Stew adds other stuff to the meat, which means you'll get more food out of a given amount of meat, so it lasts longer. I also think a stew lasts slightly longer than roasted meat, but I'm not sure of that.
- From a role playing point of view, variation is good, and a delicious stew surely is better than delicious dried meat?
- The nutrition model is rather incomplete. I believe it's intended to be fleshed out in the future to request more of a balance to the diet.

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