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Re: Autumn planting "Autumn" planting is species dependent. Any plant that withers before it's ripe for harvest sprouts anew the next spring (possibly while still covered by snow and with the ground still frozen), but once the time for withering sets in it's too late to sow that plant. Withering time varies significantly between plants, and some have a fairly short window between harvest and withering. The Wiki describes when plants can be sown, sprout, harvested (assuming planted early enough), and wither (as well as flowering for some plants).

The current imperfect model has you prepare the field once and it will then be usable throughout your character's life with no degradation. Real life slash-and-burn farming depletes the soil in a few years (3-5?), at which time the field is abandoned and a new field is prepared. Continued use of the field results in gradually decreasing yields. Also, I expect real life usage to require some kind of soil preparation annually, although that process would differ from the initial one. On top of that, I expect you'd also have to remove weeds during the growing season.

June 29, 2019, 03:27:43 PM
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Re: Falling suggestion. I expect the raising to be abstracted away, so a falling climber automatically picks himself up, a poor skier does so as well, contributing to the fatigue build up, and characters would occasionally trip on roots or slip on ice and automatically pick themselves up without it being show explicitly.

For climbing I don't see any issues with having to rise explicitly, as you don't do that all the time, but having to do so while traveling would be rather annoying.

July 09, 2019, 10:12:41 AM
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Re: I killed an innocent Njerpez warrior . . . will my settlement be attacked? Njerps are the "goblins" of UrW, i.e. the evil bad guys. This means they can never be reasoned with and they are always hostile, although they can flee (and sometimes return to attack you after fleeing). I kill them most of the time as a kind of "keep the world free of scum" service. These guys are raiders from the east (there's a Njerp region on the map), and thus are worse than robbers. Outside of their area they are always* alone, although two of them can happen to appear close to each other.

You were lucky to kill the enemy, as they can vary significantly in skill and luck in a fight can cause even a skilled warrior to lose to an unskilled one, with the first connecting blow often dictating the results due to the penalties inflicted. Njerps can be killed fairly safely with appropriate (or cheaty) tactics, but any "fair" fight is risky. UrW does not favor repeated combat, as it's risky.

always*: It's said that Njerp camps can appear on the map, but I've never seen one except for the starting scenario where you start in one. However, people on the forum confirm they do exist.

Njerps will not retaliate, and villagers will not react to you killing them in any way (neither positive nor negative).

August 04, 2019, 09:05:33 AM
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Re: Is there some way to grind your sword skill without actually fighting? A slightly less cheaty method is to use the weapon for blunt attacks against targets in traps: you're going to kill them, so you might just as well get a (rather small) amount of training out of it. However, I wouldn't recommend using it against wolves, gluttons, or bears. You can also use that method against exhausted herbivores (Njerps may get a lucky strike in, which can happen with elks and reindeer as well, but the latter two are reasonably harmless if the PC is fully armored).
August 04, 2019, 11:04:36 PM
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Re: Stuck on an island? If the robbers are on the same island it's possible (but definitely hard) to kill them one at a time and take their gear. The trick is to attack them during the night, throw rocks at them, and then disappear into the night, although a sufficiently large island may allow you to let them chase you to exhaustion before slowly pelting them with rocks. Anyone with a missile weapon is a serious threat, though, as all it takes is a lucky shot, so take extra care with those using missiles.

A tale of a robbed start
Spoiler: show

I had a character who started out robbed and dumped in the archipelago. The character started with no equipment, and so had to do with a stone axe and a stone knife on a small island (10 tiles?), with the start in "spring". As soon as the water was warm enough, as much time as possible was spent on swim training, allowing for excursions to nearby islands, and eventually a couple of kilometers could be covered, provided that the encumbrance was at most 1 (allowing for some clothes and a knife or a little food: a new [crummy] knife could be made fairly easily), and it was possible to bring some items from a nearby island (some food that didn't perish: good as a backup).
A very long swim led to a larger island than the starting one, with further islands within reach, and expeditions were made to those islands. Unfortunately, the water started to get cold on the way back from one of those, so the character turned back to the island just left (reasonably large), and started exploring it, to find that the original robbers were on that island! After killing a couple of them (see tactics above), a real axe was claimed, and luck allowed for an easy kill of an elk (i.e. food and cords), so a raft was quickly made. Using the raft, a shield recovered, maximum armor, and lying down on the raft to reduce the profile, it was possible to get the robbers to exhaust their arrows when out of physical reach, wait for them to run themselves into the ground, and then kill them with recovered arrows (with at least one surprise return of fire when one of the buggers claimed arrows from a downed colleague).

When all robbers were dead it was time for a trip to the original island to pick up some gear, and then to the mainland for a permanent settlement.

The character was eventually one-shot-killed by a bow wielding Njerp on an attempt to engage it from a large, but not sufficiently large, distance...

August 20, 2019, 12:10:00 AM
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Re: Stuck on an island? The way I train swimming is to swim back and forth along the shore and return when getting tired. As it's along the shore, it's a single or two tile movement to get back to wading depth. Also note that you should have no encumbrance (or at least at most 1) to get the most out of your training. Cold will force you to stop, but I assume that doesn't matter too much early on when you won't get far anyway, so you tire before getting too chilled down, but you'll get further and further, and if you count the distance you can then figure out when you're ready for a hop to the closest island (and you should have some margin, of course). Note, though, that encumbrance cuts the distance severely: getting an encumbrance of 2 essentially halves how far you can go (a cheesy trick is to pack more than you can bring, swim a bit, and then drop it, let if float (it does), return to shore, rest up, go back and carry it a bit further, return to shore, rest up... Also note that making more complete trips with a lighter load might be more effective and definitely is less cheesy).

If you try pit traps, make sure they're not adjacent to trees on both sides, as humans recognize "trap fences". It should, however, be possible to make mine fields, but you need luck in them actually getting trapped in them as well as in making the traps without them detecting you (making them while hidden can help).

August 20, 2019, 03:49:30 PM
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Re: Leaving dog behind on long trips Dogs can't die of starvation (but they continue to bark of hunger), as far as I understand (I haven't actually tested it out myself).

As mentioned, hungry dogs eat available food (smoked/dried meat that recently finished their processing, for instance), although they can easily reject food in the morning only to bark of hunger throughout most of the afternoon (while you're locked up in a lengthy task, e.g. hide processing) before finally stumbling on the bone pile to start eating from it (and barking a lot while eating). Dogs seem to have a very poor capability of seeking out available food, and seem to rely on their random paths carrying them over the food (their inability to smell nearby predators outside of their cone of vision indicates they don't actually have any sense of smell).

Also, as mentioned, leaving the site seems to put it in stasis: I've had characters away on fairly lengthy trips during the summer and returned to find raw meat still being fresh when it should have spoiled twice over.

August 30, 2019, 10:32:28 AM
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Re: Tufted duck? Thanks for checking, as well as for the additional info about where they might be found.
September 05, 2019, 11:08:49 AM
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Re: Board Inflation It's not exactly broken: There's a bug in that they don't recognize your theft, but apart from that, you're the one exploiting a weakness in the mechanics to do something that never would be attempted in the real world.
September 11, 2019, 09:49:15 AM
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Re: Keep live stag or deer inside fence It should be possible to keep animals alive that way, as they don't actually have to eat. However, animals can teleport in (spawn inside complete enclosures and on isolated islands), so they can presumably teleport out as well, eventually.

One case of teleporting in was a squirrel who appeared on a tree inside my "stable". The "stable" has a wall with a closed door and floor/roof over all tiles except two trees. The reason I've left the trees there is that it allows me to tie the cow and the sheep to one tree each, so I don't have to jump through hoops to prevent them from escaping when entering/exiting (a hook on the wall had been better, but the game doesn't support that). I eventually killed the squirrel, so I didn't wait to see if it would disappear.
I've also had elks spawn inside the trap fence protecting my farm plots (finding an elk in a trap in the fence, with tracks only on the inside, and none on the outside).

September 13, 2019, 02:32:05 PM
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