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Re: How to turn"fistfuls" into "bunches"
I've run into this too ... haven't made it back but all I'm finding are pinches when they asked for fistfuls, not encouraging. I think it may be because the plants are young?
April 28, 2023, 05:23:48 PM |
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Re: Quest location, lucky or just a coincidence?
I think you're in the right general area - about 6km southeast of the village like he said, but the biggest clue is "large heathland area with a confierous forest in the east" and that's not where you are yet. You need to be in a heathland and the very tile next to you to the east will be coniferous forest. When you find such a tile, zoom in with enter, and then use mouse scroll wheel to see as much as the tile as you can, look around it, you should see a shelter with some items around it if you're in the right tile. if not, mark it in some way and try some other tiles. You did get lucky because heathland is easy to see through so you can check the tiles quickly without too much exploring.
January 20, 2026, 12:41:09 PM |
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Re: Thoughts on In-Game Cultures
As I understand, the inspirations are: Seal-tribe: Merisaamelaiset (Sea Sami, actually Norwegian) Kuikka-tribe: Inarinsaamelaiset (more sedentary Sami from lake Inari area) Owl-tribe: Tunturisaamelaiset (Fell Sami) Sartolaiset: Pohjalaiset (Ostrobothnians) Driik: Varsinaissuomalaiset (Finns proper) Koivulaiset: Hämäläiset (Tavastians) Kiesseläiset: Savolaiset (Savonians) Reemiläiset: Karjalaiset (Karelians) Kaumolaiset: Kainuulaiset (not sure there is established English term? Kajanalanders?) The Islander's are pretty vague, though since they aren't said as speaking a different language the implication is that they are akin to Driik rather than being Norse. Personally I often give them bättre folk (i.e. Norse) names, though. Like Gandalfr, good islander name if there ever was one. In general the in-game takes here are more in place in 19th century national romanticm than historical iron-age Finland. Like colonization of Savo by Tavastian migrants (there was actually some results of large scale genetic study published recently confirming that they were indeed Tavastians, not Karelians) was something that was still ongoing in early modern period, to say nothing about Kainuu which was definetly still Sami territory. And then we have the puukkojunkkari Sartolaiset (knife junker, 19th century Ostrobothnian rogues, folk anti-heros). So you could look up on Finnish national romanticism, especially the book The Seven Brothers by Aleksis Kivi if you can find it. And of course Kalevala, a far less accessible collection of poetic literature edited from basis of mainly Karelian folk poetry. Personally I like Kuikka-tribe, Kiesseläiset and Islanders. Good mix of skills and competent but not sky-high combat skills. January 31, 2026, 01:47:55 AM |
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Re: Can you edit an ancestor's name/game files?
If multiple characters with shared name die, they should have separate ancestors entries. Jaakko died of x after y days Jaakko died of z after a days And so on. I’ve not reused a name in few versions, so that could have changed. February 05, 2026, 04:18:17 AM |
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Re: Can you edit an ancestor's name/game files?
If multiple characters with shared name die, they should have separate ancestors entries. Don't worry, that's still the same. Poor Jaakko (the first) and Jaakko (the second) would still have separate entries in the ancestors entries. However you can still manipulate the ancestors entries by deleting certain folder from the list. e.g. I don't want Jaakko (the third) to have been known to "quit living" just because I don't like his RNG'ed stats and 'Q'uit the game without saving.. so I just delete his folder from under the "ANCESTORS" folder and adjust the 'lastentry' file to forget that there's ever been a third Jaakko.. ![]() But psssttt.. don't let anyone else know.. this is supposed to be a secret..
February 05, 2026, 11:35:22 AM |
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Re: Thoughts on In-Game Cultures
Dev made-up names of the cultures/locations Koivulainen, lives in Koivula. (Inspired by Tavastia, Finnish:Häme) and so on. February 08, 2026, 05:09:54 PM |
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Clothcraft adjustments for leather/fur completed
Working on clothcraft continues, and by now all the leather and fur clothes have been made pausable and checked for their time requirements. To give you an impression about how time-consuming making of clothes will become, here are few pieces of garments with their average production times: * fur mittens, 6 hours * fur shirt, 22 hours * leather boots, 20 hours * leather shirt, 18 hours And yes, making leather boots is a new addition to leather clothes. Moreover, we'll be also adding increased skill gain probability for challenging time-consuming crafts so that complex items that take more than 10 hours to complete will now grant skill increases much more reliably. At lower mastery levels, you will gain skill almost every time you finish crafting such an item. This was primarily added to reflect the idea that creating complex garments (such as shirts or trousers) will most likely teach you something new. However, the system applies to all time-consuming challenging crafts. The more probable skill increases can be easily noticed for example when making proper bows (BOWYER skill), pair of skis (CARPENTRY skill), or a fishing net (NETMAKING skill). Next, we'll proceed to making/utilizing fabrics. However, it may be that before the fabrics actually appear in the game we'll need to release an intermediate all-pausable clothcrafting version. This is yet to be decided, but I'll be keep you updated. These are future features - not yet functional in current version 3.87 February 21, 2026, 05:17:39 PM |
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