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Development News / Re: Colorful domestic animal summary
« on: April 11, 2019, 09:00:21 AM »Quote
Are you planning to make animal breeding a feature?
It is listed on the official development list.
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Are you planning to make animal breeding a feature?
Didn't know UrW time frame is Corresponding to Medieval Age,
Yes, that's what I meant. It's all about tricking the birds to land temporarily,
As Sami explains in the video, the particular design of whistling arrowhead he's demonstrating creates a sound that is reminescent of a falcon or other bird of prey's cry or chirp. Birds hunted by these species often have a tendency to seek cover if they hear these sounds. I suppose it's because many small bird of prey species, falcons included, are notoriously fast flyers. It might be a better survival strategy to ground yourself and hide, rather than trying to outfly them.
Your logic is flawed - everything has realistic range except throwign weponz - spears and stones! Even I CAN aim on 30 m with stone to hit head sized target!
A stone weighs 14 lbs
Even I CAN aim on 30 m with stone to hit head sized target!
Mens spear for throwing weights 800 g. There is no way in hell some old strong dude throws this just 16-18 meters
Learning Java...
Železný thrown 100 meters.
Spears need more love.
This is hunters experiences. Sammi is programmer, not hunter.
The problem with a funnel in UrW is the lack angled fences.
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Even when animals enter your field of view this happens, and that's in most cases far from being life or death. What's the logic behind this? It might be a bear that might try to kill you? You might be starving and desperate to hunt an animal? Well doesn't the same logic apply to freezing to death and unsafe ice because they're just as life-threatening?
But the thing is, my character most likely would be aware of the risk factors in reality. He would see the snow / ice thawing, feel the temperature to be above freezing, take note of the whole weather situation, remember the development of the past days / weeks and yes he'd also have the oppurtunity to check the ice thickness (which I know is not a feature in the game yet). He'd also have the whole body feeling of actually being on the ice. I as the player am sitting in a comfortable modern apartment at my computer, while the character I'm playing is a Finnish iron age tribesman out in the wilderness who's a lot more in touch with nature than I could ever be
Yes, I think that would solve the problem. In fact it would probably be the ideal solution. Until this system is fleshed out, you could make what you wrote earlier part of the tutorial and also write it down in the encyclopedia somewhere:
If you make it clear to the player somehow that travelling on ice when zoomed out does not mean it's completely safe even when the game doesn't force you to zoom in immediately, then you have eliminated the possible miscommunication. If players ignore it, that at least would be on them, not on you.
* realistic modelling of ice and freezing of lakes
Pretty much everything related to ice has been overhauled.
Lakes start to freeze when the weather gets cold enough. This doesn't happen the same time every
year, and the ice also doesn't grow equally thick every year. And when the lakes freeze, they
now freeze gradually.
- The ice cover first starts to build up at shallow water and proceeds towards deeper sections from there on.
How fast the ice cover increases or decreases depends solely on the weather. Ice thickness can also vary at
different sections of the lake. It's not anymore safe to walk on the ice as soon as there's ice cover on the
lake. Thin ice can break under any load it can't hold - be it your character, NPCs, animals or items.
- There's a confirmation to step on the ice if the character doubts the ice will hold. This applies to thin ice
which characters can easily recognize by stomping on it to see if it cracks. Notice that even if there are no
doubts and confirmations the ice still isn't necessarily safe to walk on.
- It's not possible to travel on the ice on world map when the character doesn't trust the ice completely.
If that's the case a message to zoom in to travel on the ice will be shown. This way the character
can't mistakenly step on unreliable ice on world map. However, it should be noted that the ice can't
never be trusted completely and even when you are allowed to travel on the ice on world map it can still
break. Should this happen, the character is forced on zoomed in map where he/she needs to navigate to
safe location.
* falling through the ice
- If you happen to fall through the ice climbing and pulling yourself back onto the ice is not easy and
depends on your climbing skill, agility and strength. All of these factors are tested on each turn you try to
move from the water onto the ice. Wielding any sharp pointy weapon such as knife, sword, spear or even an arrow
will improve your chances to pull yourself out of the water. Swimming skill is also important as it determines
for how long and how easily you can keep struggling in the water.
- If you're unable to get out of the water after 5-10 minutes, you're almost certainly not going to get out.
Your body temperature starts to drop as soon as you fall in the freezing water, and when hypothermia
sets in you will eventually lose consciousness and drown. Depending on your swimming and climbing skills
you will also build up certain amount fatigue on every turn you spend struggling in the water, and the more
fatigued you get the lower your chances to pull yourself out become.
* improved mechanics for making a hole in the ice
- Time required to make a hole in the ice has been adjusted and now also depends on the ice thickness
and the tool used. It's around 25 minute job to make a hole into half a meter thick ice
with an axe. An inch thick ice can be broken in a minute or so. If the ice is very thin you can
also break it without any tools.
- When making a hole in the ice the best available tool is automatically selected. In addition to axes,
spears and swords also stones and knives can be now used for breaking ice - even though they are quite
unhandy for the job. The order of ice breaking tools from best to worst goes as: axe, spear, sword,
knife, stone.
- Holes in the ice will freeze back gradually and remain recognizable for a few days. Eventually
the frozen holes will look like the regular ice cover, but may be weaker than the surrounding ice
for some time. As holes in the ice won't freeze completely overnight it's now easier to maintain
your wintertime water supply by breaking the same slightly frozen hole on a regular basis with only
a little effort.
* water temperature
- Water temperature factor has been added, and it's precisely tracked thorough the year. It's not anymore
always pleasant nor possible to swim for equally long time just about any day of the year.
- Entering the water has faster effect on character's body temperature now. Even if you were feeling warm
when going to swim in the cold water you'll get chilly or cold very soon. When the water is very warm
you can spend hours in there without ill effects, but even if the lakes aren't frozen the water can still
be so cold that there's a true risk of hypothermia. Needless to say, summer is best the season for longer
swimming trips from now on.
- If you are about to enter the cold water there's now always a confirmation if you really want to do so.
It's still safe to swim in the cold water, but now you just may need to warm up properly afterwards
to get comfortable again. However, entering the cold water when you are already freezing is not a
wise move.
- When looking at an adjacent water tile a message about the water temperature will be displayed.
"The water is freezingly cold.","The water is very cold.","The water is rather warm." etc.