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Re: Does snow depth effect npcs combat abilities? I don't know if snow affects combat abilities directly, but I wouldn't think so. However, as mentioned by Bert Preast, snow conditions (now) affect how quickly the PC, NPCs and animals tire when moving.

It can also be noted that your character's physical skills should be significantly impacted by the weight penalty from all that equipment, on top of whatever fatigue had been accumulated up to that point and while in combat. The more weight the faster your character accumulates fatigue, and all penalties are deducted from your character's physical skills when performed, so a marginally tired grand master dodger would not have much trouble dodging a 50% attack skills suffering from a 60% encumbrance+fatigue+injury penalty. On top of that, combat is dangerous, and a single case of bad luck may be all it takes to shift a significant advantage into a disadvantage or even death.

As indicated by Bert Preast, tiring your opponents to exhaustion before taking them on is the safest way to deal with them when given the opportunity. It's not risk free (an exhausted elk can still get a kick in if you're unlucky, but fortunately elks aren't prone to finish you off even if you're knocked out, unless they literally have to pass over your dead body to move from a corner they've been backed into), but it's as close as you can get.

February 28, 2023, 08:17:40 AM
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Re: Unconscious and Unable To Walk fatigue I agree with the second suggestion, but not the first one. You're certainly not going to feel refreshed when waking up after being knocked out by a combination of injury and fatigue, but you're going to recover from some of the oxygen deficiency and some of the lactic acid effects.

I'm not opposed to the introduction of specific effects of being knocked out by blows to the head, but that would be separate from the current encumbrance+injury+fatigue effect (which kicks in regardless of whether the fainting was done as a result of being hit on the head or bitten in a hand [yes, I had a character that died due to the latter: failed 3 75% effective chance actions (thrown javelin, javelin thrust, dodge), got bitten in the hand, fainted from pain, and the wolf made sure the character never woke up again]).

February 28, 2023, 08:27:06 PM
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Re: Too much cold It's tricky to get hold of enough quality clothing to deal with the coldest of winter days (when the temperature scale is at the bottom). You can't make all of it yourself, as you currently can't make wool clothes to complement the fur items.
As indicated above, there is a temperature indicator as part of the weather information at the top left of the screen. While that doesn't give you any exact measurements, I'd expect the very bottom to indicate somewhere around -40 Celsius.

The reason women tire slower than hunters is that they lug around less gear, and so have less encumbrance, which is the main factor that determines how fast a character tires.

March 01, 2023, 09:16:58 AM
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Re: Unconscious and Unable To Walk fatigue It's unusual for a character to lose consciousness due to shock alone (my character was particularly sensitive to it), with the dominant cause being accruing a combined penalty to over 100 with an injury. A character with 90 fatigue and 20 injury would wake up with a penalty of 110 and remain unable to move until 10 points of fatigue had been worn off, which is rather boring (but happens a lot when tanning elk hides...). (I ignored encumbrance in the example above).

I don't think there's a need for any extra penalties for being hit in the head to the point of blacking out, as blacking out usually means death anyway. Separate concussion effects due to being hit in the head are not unreasonable, however.

March 01, 2023, 09:27:01 AM
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Re: Cant plant crops in autumn This is most likely not a bug:

Different plants have different growth periods, and they don't line up with month boundaries (plants don't know or care about the human invention of months). In fact, withering time isn't fixed, but varies from location to location, so you may encounter some withered plants in one place, while finding others of the same species a little distance away that is just withering (and the same goes with maturing). In addition to that, you can't plant when the soil is too cold, both in the spring and in the autumn, although attempting to do that results in a different message.

The wiki has a page (https://www.unrealworld.fi/wiki/index.php?title=Plants) containing information on when different plants can be planted, although it hasn't been updated to cover flax, and so presumably doesn't cover any changes that may have been done to other plants since then, so the information should probably be taken with a grain of salt.
Again, the month during which plants wither is a wide span around a non specified "target" time with some randomness added on top of that. Also, I'm not sure how close to withering you can plant new crops: it may be that planting can't be done for some time before withering is complete. If you're harvesting autumn planted crops (to ensure the crop starts to grow immediately in spring, you always have some time to harvest and replant (a couple of weeks for Rye, I think) using the seeds gained from the harvest (assuming you thresh it promptly, of course). I assume it's possible to be extremely unlucky and have cold weather get in the way, but the growth season is sufficient.

March 03, 2023, 01:58:55 PM
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Re: Blacksmith NPCs and ordering their products This sounds like an excellent addition.

I've got a couple of follow on comments/questions:
1. Like Ezhe, I'd definitely like to see the ability to commission repairs eventually.

2. How will quality be handled in the process?

One approach would be to always produce standard quality items, in which case the blacksmith would be a help to get started with the basics, but irrelevant once that level has been reached.

Another approach would be to give blacksmiths skill levels so they can produce items of up to a certain quality in each category (e.g. fine tools, decent swords. fine knives, decent axes), where you'd order the quality you want (or rather, can afford).
In this case the player would want to eventually hunt down the rich settlements where masterwork level smiths reside to compose their sets of masterwork items.

A third alternative, which I'd definitely recommend against, would be to have the blacksmith make a quality roll to see what you happened to get. I think that would be bad, as a craftsman with self respect would make new attempt until the result is satisfactory (and the price should reflect how much extra work it is to produce higher quality items).

March 04, 2023, 09:44:35 AM
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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.
March 09, 2023, 05:33:32 PM
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Re: Villager exploit fixes I agree companions shouldn't just accept constant abuse, but the player planning of murdering the companion is, in my opinion, the exception and will get away with murdering the victim with proper planning anyway. Thus, I think it's more important to make sure honest mistakes don't escalate out of control than murderous intent being punished when these two cases are balanced against each other.

It can be noted that in the game mechanics, arrows do go astray, while blows never hit a an unintended target (they may miss, but not hit someone else instead), but "hit again" can take a lot of hits to finally kill a target, especially if you're trying to use blunt attacks to the head to preserve the skin, so it's easy for the player to mentally doze off a little. An optional warning message when an attack is made at a friendly target may allow for an immediate anger reaction from a melee attack, as those are never accidental from the game mechanic perspective.

In the "squirrel hunter" case I would probably use telepathy, i.e. have the companion know whether it was targeted or not to account for various clues the game can't really capture. It can still be abused by murderers, though, as you'd then aim at the ground on the other side of the companion (and it's certainly possible for a companion to move in front of the player when practicing archery if "pick up and then shoot" is used, rather than manually picking up the arrow first).

March 10, 2023, 04:58:48 PM
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Re: Fixing fishing nets It seems net maintenance is a significant part of real life net fishing. Remove sea weed and other things tangled into it, mending holes, etc., making net fishing more of an effort than just set net and then pick it up later "for free".
March 19, 2023, 08:53:03 AM
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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.
- 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.

March 28, 2023, 08:05:16 PM
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