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Re: Foreign traders Hello! First post.  ;D

Any way one would be able to treat the pack animal like a village? So you press shift G to get, then talk to any trader to pay you're debt? No reason you wouldn't still be able to trade with the individuals, too. You can do that in a village as well.

   - Shane

January 20, 2018, 06:22:51 AM
Fractional bandages and cord. Hello! Love this game, Harnmaster was always my favorite TT RPG and I'm really happy to find a rouge-like using it.

So, my suggestion: Make Cord and Bandages work like virtually everything else in the game. When you use Bark for tanning, hide for cloths, food for hunger, ect it doesn't use 1 whole anything except by coincidence, everything uses a fraction of the item.

Arrows could use .1lbs Cord, Skis 1lb, rafts 3lbs, and so forth. Bandages could use an amount based on the injury and bleeding (representing you changing the bandage throughout the day).

The first you can get by simply editing the diy text file, so that's easy.
I'd also like to be able to turn Loop Traps back into cord, cause that's what it is, it hasn't changed, it's still a piece of string. It should be easy to disassemble it back into cord. Maybe make it like all the other traps except the fox board - you can assemble it from materials in inventory or on a tile nearby and the disassemble into it's component parts just like a small lever trap or some such.

Just some thoughts.
   - Shane

January 20, 2018, 06:39:47 AM
Some other minor suggestions 1. Being able to see the 3 tiles behind and to the rear sides. Most of us are quite aware of anything that close and it would be a boon for leading animals and lost adventurers.

2. Having a greyed out icon on the map of what you are hearing if it's close enough and you can't see it. So a generic "thing" appears where you can "hear something running away to the..." or a generic bird for the "Flapping of wings to the....". Also, a greyed out version of the animal or adventurer that you're leading - you'd have a pretty good idea of where they were.

3. Have you looked at the game Neo Scavenger If not, you should. In particular the inventory system, it's fantastic. The only game where I've been looking through all my pockets for my multi-tool.

January 20, 2018, 06:58:15 AM
Re: What stat determines...
The characters I tested were owl-tribe, I suspect Kaumo are the master race of the Unreal World since I think weight, height and physique are also taken in account. I remember one human companion fainting by just a single shallow cut to the abdomen, if only robbers were like that I'd justify their sheer numbers.

Edit: Yep, definitely must be endurance after further testing, if only fleeing from combat was feasible...

If it follows the TT rules then yes, it's endurance with a fair amount of RNG mixed in. When you have an endurance of, say, 12 and you're rolling 3d6 trying to stay under there's a fair chance you're going down. Your physical penalty also adds to the roll (in TT it's +1 per full 10 points) so if you're injured or fatigued you go down faster.

This is only if you get hit, though. Owl Tribe with a bow are brutal.
   - Shane

January 21, 2018, 01:40:50 PM
Re: Attack bonus Ya, this is a much more realistic game than the "Gamey" ones out there where every weapon type has to be if not viable, equal. Nothing against those games, they allow for my Hollywood action hero fantasies, but this one is not that.

As a student of Medieval Martial Arts, I know both dagger and longsword techniques and am pretty good with both. I would not like to try dagger vs lonsword in anything more than training. The advantages are just too huge for the sword. OTOH, if you're fighting in a crowded space with obstacles all around - imagine fighting in the living room of a small apartment full of furniture for example - the dagger becomes much more viable. This is not yet in the game, though.

Just my 2 harsh squirrel hides.
   - Shane

January 27, 2018, 05:31:30 AM
Armor Quality I see that Armor quality is on the development list and am very happy about this!

My suggestion would be to have Fine and Masterwork armor get double the durability so that it lasts longer and for Masterwork items to weigh 10% less.

My reasons for not advocating an increase in protection value - even a small one- is that so many times you have layers. If you have an Undershirt, Shirt, Tunic and Hauberk all of Masterwork quality that small bonus, lets say it's just a +1, becomes quadrupled, to in this case +4. This is a little too much. Just think about the hips!

My other suggestion would be to add in the ability for craftsmen to repair damaged metal armor.

Stuff's expensive, I'd want to keep it in good nick.  ;)
   - Shane

January 27, 2018, 05:40:55 AM
Ability to sit. I mean, you have benches, right?  ;)

This also may be a usable alternative to standing for some tasks if there's also a table nearby. Handy when you want to tan that bear skin you worked so hard for - so hard you can't stand due to leg injury....   :(

   - Shane

January 29, 2018, 12:45:24 PM
Re: Ability to sit. The way I see it, it could work like wading/swimming. When you enter a wading hex, you wade, in deeper water, you swim. No input needed if you have the toggle set for that.

I'd see sitting the same way. you put you character on a bench and they sit.

As for modeling, you'd need 4 sitting positions. Knees up to the right/left and knees down to the right/left. Modeling this would not be hard, adding them to the tile sheet may be an issue if it has limits on size.

For programming, it's a new stance. This might be the tricky one, I don't know how much would be involved there.

All in all, it's a little thing - nice visually and handy on occasion. If there's a choice to be made (timewise) I'd rather have Textilecraft and Tailoring skills added, but these are already on the development list and sitting was not - and this is the place for suggestions, is it not?  ;)
   - Shane

Edit: I'm an idiot - you'd only need two - facing left and facing right. Knees up when facing left, knees down for right. Your character looks left for SW, W, NW and N while looking right for NE, E, SE and S.

Be better if the furniture got turned 90 degrees, though. The way you sleep on a bed looks downright bad for your back.  :o

January 30, 2018, 01:04:15 PM
Height/Weight separate from attributes. We need a little more control over our character's appearance. I know that Weight has an effect on  Strength and build (not shown) has an effect on Agility so it's not that easy.

My suggestion would be to roll Height/Weight first, then roll attributes.

   - Shane

February 01, 2018, 06:56:41 PM
Quick Slots I notice that numbers 4, 5, and 6 are not used. Perhaps some quick slots for things like shovels and fishing poles could be added in. Perhaps even food or liquid containers. Not that big a deal to me, personally, but it's one of the complaints I see on Steam - the UI. Being able to set things up to press a single button may help there. Maybe for specific skill actions as well - like tan skin (used for multiple steps usually with cooking in between so no easy repeat command) or make bandage/ make cord which would be handy after running into robbers...... Just something configurable.

Also, perhaps, the repeat command could maybe also auto use the last item for things that are applied - presuming it's still in the inventory (not a fox trap or snare).

   - Shane

February 11, 2018, 05:31:14 AM