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Re: First Mod: Seafood Hey run37.

Although you posted this mod out in over half a year ago, I just wanted to let you know that I enjoy it quite a lot, and I wanted to share some custom tiles graphics I've made for it, so people are not forced to use mushroom graphics for it.

The graphics are made in a way, so that, unlike mushrooms, won't show any signs having being "picked", so they won't have those red spots left afterwards, after you pick up a crab, that was based on the noaldi mushroom. Anyone is free to used them if they desire. I will however point out that I am in no way a graphical genius, and it's not exactly pretty  ;D


February 02, 2019, 03:24:50 PM
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Re: But that villager died I'm afraid time won't heal the villagers feelings in regards to non-returning companions, but this is not a bug either, it's just a way it is, and I'll move the thread at suggestions.

Adding mechanisms to tell the NPCs what really happened is tricky, and still even if the companions would die fairly I don't know if villagers still should always be like "He died when hunting with you? Ok, we don't mind that, here have a another hunting assistant, we wish him better luck than the previous. Hehe."   :D

This is something to tweak/ponder in the future, but there's not an easy way to find a good consensus.

March 17, 2019, 11:58:43 AM
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Who let the dogs out... Let's try to make a return with development news then. It's taken some browsing of the code and decoding hazy written notes to find the path which I was following prior to fracturing my arm, and the sick leave that followed. But now also my to-do memory has recovered to great extent and there are snippets of upcoming features to present.

Dogs... NPC dogs... Village dogs... Dogs to better protect the NPCs... that's what I had started to code, and that's what is now to be continued.

Village dogs are now released out of their pens, and they roam freely at the village area. This allows village dogs to truly protect the village from possible threats and intruders. Village dogs are also improved in their watch dog behavior, and unfamiliar visitors are now greeted with alarm barks and by coming close by to sniff and check them. Village dogs may seem intimidating for strangers but this behavior is gradually toned down when you become more familiar with the village.

...to be continued -- there are a few more dog things coming up..

March 21, 2019, 02:53:06 PM
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Legacy snakes issues fixed, some new snake love added For quite a long time there's been a gutsy fistful of legacy issues related to snakes which are now fixed and balanced as follows:

- snakes now cause point type wounds. (Currently they cause tear wounds, which isn't quite right.)
 
- snakes now hibernate during the winter as they should. (Currently they are active all year around, which isn't quite right.)

- snakes are now slightly more common than previously

- snakes are now venomous, as they should be

 The snakes in the game are vipers. They are venomous species but the bites are usually not highly dangerous.
 If the venom is discharged upon a bite it will take several days for the snake to refill its venom glands.
 However, the snakes can naturally bite without venom too.

These are future additions - not yet functional in current version 3.52

April 13, 2019, 08:21:31 PM
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Wits for wandering NPCs and companions - the future version focus Things have been cooking and development has evolved up to such an extent where a sneak peek of what to expect in the future is in place. We don't have a deadline for the upcoming release, it's a work in progress, but we do know what the core content will be about.

The core content of the next release will focus on NPCs. The most important additions will concern the wandering woodsmen you may meet in the wild and the companions you can hire for yourself. They'll be given a bit more wits, tasks, and meaning for their existence in the game world as follows.

Actively hunting wandering NPCs

NPCs who roam the woods can now actively hunt animals. They seek the game based on their cultural preferences, and within their hunting possibilities. The very act of NPCs hunting, or running after a game, is probably rarely witnessed by the player character but bones and remains found in the woods can now tell a story of another human hunter at the area.
   As we know, the hunts can end in unimaginable ways, so many different scenarios may arise from the NPCs now taking their chances with the wildlife - and occasionally maybe even the very same wildlife that you were after.

Witnessing an NPC hunting scene. Seal-tribe woodsman has been met in the wild, and he's busy trying to shoot down a squirrel.



New companions commands

Companion usefulness gets boosted with some new tasks they will be able to do on demand. Currently it's been added:

* butcher and skin a carcass
* make logs
* make boards

...and the list is likely to grow with a few more crucial tasks. There's a great level of complexity to make companions proceed these tasks with similar detail than the player character so tasks to be added are prioritized with the quality over quantity.

The list of companion commands so far:



As companion skills naturally affect to outcome of the tasks their expertise can be sometimes used to obtain higher quality goods than what the player characters could produce by themselves. We also need to add an chat option to ask NPCs about their general skills and expertise so you know what kind of craftsman you've hired.

The companion was commanded to butcher and skin one of the reindeers we managed to hunt down. We got meat now, and a fine reindeer skin, which is way better hideworking result than what Jurks could have done in his current condition.


Exciting times ahead.
The work continues, more is to follow.

These are future additions - not yet functional in current version 3.52.

April 21, 2019, 01:33:35 PM
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Re: Cannot get top menus to display Thank you so much Privateer!! It was there all along, I'm glad computers don't have AI or it would have been yelling at me by now  :)
You can tell I have not been playing it for ages and had forgotten that keystroke.
It would probably also help if I look at *all* the keystrokes listed in the program as well and try them all out.
Thank you all for helping me out!

April 25, 2019, 06:51:48 AM
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Roast cooking for NPCs, and also as companion command As we continue with focus on NPCs, which becomes the core content of next release, they have now been given wits to actively roast raw meat or fish in their possession.
This feat is mostly witnessed by player character when meeting wandering NPCs who can now actively cook the meat of the animals they've hunted and butchered.
It now becomes an actual game created scene possibility to meet a wandering woodsman sitting by the fire and roasting the meat of hare he just happened to hunt down.

Moreover, roast cooking is also added as a new companion command. Unlike player character, companions don't leave the meat by the fire and pick it up when it's done, but they stay put by the fire while roasting is being done. Companions roast ten pieces of meat at a time, and if not given another order they try to keep on cooking until everything is roasted.

These are future additions - not yet functional in current version 3.52.

May 03, 2019, 12:44:45 PM
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NPC hunters gone wild I've had amusing and laborous times with testing and tweaking how NPCs now behave in the wild with their newly added wits for example to actively hunt and process the downed animals. New blocks of AI always make things a bit crazy at first as unimaginable and unpredictable conditions harness the power of new algorithms.

I've witnessed NPC hunter running after a squirrel swinging a sword, and exhausting himself by circling around the tree with no better understanding of the target being out of his reach. After awhile my character decided to help the guy out and shot the squirrel down for him, after which he correctly proceeded to butcher and skin the carcass. Without manners of saying a proper thanks, though.

Another NPC came (or was actually forced to by the means of black debug magic) hunting at the site where I had just lost one of my party members. After he had succesfully shot the hare he was after he proceeded to approach the corpse of my passed companion. My character and his dog watched in confusion this guy just stand on the corpse with no intention to move anywhere. Later on I found out that the crazy NPC hunter had an unbearable craving to skin and cut the corpse of my dead companion, but the moral restrictions came in between and he ended up in endless "Should I? No, you must not." limbo.

On a brighter side of incidents I traded a loop snare from a wandering woodsman for a fresh salmon. Soon after, the woodsman decided to light a fire and roast the salmon. A simple little thing but it made a nice difference.

All in all, NPCs in the wild seem a bit more intelligent, but also bit more crazy at the moment. Craziness is surely refreshing, but tweaking and testing still need to be continued.

May 22, 2019, 05:11:50 PM
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Craftable birch-bark items and associated ponderings Craftable birch-bark items are a thing now.
You can make boxes, and baskets, and shoes and caps - and also birch-bark ropes.
Character's CARPENTRY skill determines the success of birch-bark crafting.

And while I was at it, leather/fur cloth crafting times and material requirements were also touched a bit. All the material requirements have been increased to slightly exceed the finished cloth weights, and crafting times of smaller clothes have been reasoned by increasing or decreasing the required time.

And while I was studying the nature and construction of birch-bark shoes, I found a remark that if birch-bark shoes were used in a field work they lasted in usable condition for maybe two weeks. So in real life birch-bark shoes should wear out pretty quickly if used extensively.  And as our characters usually tend to walk ridiculously excessive distances on almost daily basis it got me thinking of adding wearing out mechanism for shoes and boots so that you would need to replace them every once in a while.
So...something like that is also very likely to be added now.

June 14, 2019, 12:09:23 PM
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Re: Smoking time That 3-4 days is "hot curing" smoking which is far more recent method than what was in use at the time of the game. I dearly wouldn't count on preservation of few months with that, unless it dried up to "beef jerky" fashion.

What we refer to, is explained by Ilmar Talve in "Finnish Folk Culture" simply as:
"The meat was smoked in the sauna, to begin with at a low temperature for 1-2 weeks ('cold-curing'), after which it was kept at a high temperature for 2-3 days to make sure it war properly done."

June 14, 2019, 12:27:40 PM
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