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Re: You Think You Might Hear Some Kind of Rustle Rustle is a harmless vagabond known well in the area.
October 07, 2023, 03:12:31 AM
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Re: Human combat system is really off---enemy are fighting like zombies Strong edge (or tear, yes I mean you Mr. Wolf) attack to neck is usually 1 hit instant death for PC and NPCs if there is no significant armour there (I don't think I have seen many mail cowls on Njerps). There is this massege about almost tearing the body part off. Happens also with broadhead arrows (including to animals as large as reindeer and at least smaller bears), and it can happen even to otherwise unharmed and fresh mobs. Point attacks are in my experience less instantly lethal, which is why I tend to choose axes over spears (and often bring broadheads if I know I'm going to fight Njerps or robbers and need to make my shots count).

I have never, ever missed with attack on unconscious mob (yellow text on attack screen), and I suspect such attacks automatically roll extra damage dice as well. You sure the mob was actually unconscious?

In general the main trick to URW combat is exhaustion management. Your opponents run all the time in combat situations, while you can choose not to. If they are not running they are attacking every turn (while you can choose not to, in which case you most likely move backwards so that your opponent has to run bit more). Exhausted mobs will have penalty to their attacks, they drop down easy and when they become unconscious they are unlikely to recover in reasonable time. You can essentially consider it equivalent of damage that just heals quicker, in that sense even moving backwards (and not even making a counterstrike) is a damaging attack on your enemies, and it has 100% hit chance.

November 27, 2023, 01:29:39 PM
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Re: Thoughts on All Crops In terms of medicines this is draft for a guide I've been working on but havent released. The idea was to come up with an in-character saying on what to carry for medicines:

>>>

Fighters medicine bag:

Caution: These are Unreal World results. Real world plants maybe different. Learn your local plants.

On consideration he comes up with new memory phrase: “Fighters need helpful medicinal herbs and bandages”.

Flax supports nutrition and recovery.
Nettles for binding wounds and sickness of the lungs.
Hemp is for eating.
Meadsweet tea reduces vomiting, reduces pain and lowers infection.
Heather is for washing wounds and as a tea for many internal illnesses.
“And bandages” means to have another two ready bandages.

A pot, be it iron or clay kettle pot, is needed to make the teas.

Flax, nettles and hemp leaves are all by products of agriculture. Threshing for straws also yields leaves so these can be grown in quantity or found around villages. Meadsweet needs to be gathered from the wild forests.  Heather flowers are light to carry for frequent offerings of peace with the spirits. When eating your daily leaves put heather out then.

For wounds and burns first wash with heather then include nettle in the bandage.
When wounded or vomiting have meadsweet tea.
Other illnesses have a heather tea.
Hemp for eating like when hiding to heal.


To make tea you need a boiling vessel like a pot with the BAC clay kettle pot being a light weight travel version.

Other herbs have their benefits. This set is a very good mix that is easy to remember, can be gathered in quantity and nutritious to eat.

December 26, 2023, 12:17:57 AM
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Re: You Think You Might Hear Some Kind of Rustle Now that I think about it perhaps its tied to your relation with the local spirits. If your character is uneasy with their relationship with them they might sleep more warily wether the spirits are real or not.
December 28, 2023, 11:19:00 AM
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Re: If you eliminate Njerpez culture, do wandering njerpez stop spawning? I understand they are weighted to spawn more around their own territory and in the south east in general.  They used to pop up all over the map, but that was changed to improve game balance.  A wandering Njerp is easy riches for a combat orientated character, but lethal for anyone else.  Now, if you want to encounter them you have to head into their lands or near their borders - like the Kaumo lands.
December 30, 2023, 03:31:07 PM
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Re: Hafting additions completed with shovels
Are other items, such as staves and clubs in the scope of next update, or will that be later release (I can see this ballooning very quick)

Other tools wear and tear additions will remain for later releases. It's probably not worthwhile to add these mechanics for all the utensils you may need in
crafting and building tasks, but for the relevant ones.
However, as we know all the weapons are already prone to damage in combat situations.

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Can we expect wear and tear to be moddable; now/later/not?

I'm not sure what type of modding you are thinking of there, but the answer is yes.
Axes and shovels are automatically included in the wear out mechanics in all the crafting and building task - including diy_*.txt and biy_*.txt files.
The level of wear out can be specified with modding tags since in some tasks the tool may be used less intensely than in others.
You can also add tag to completely exclude the wear out mechanics for some entries, if need be.

February 06, 2024, 08:02:14 PM
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Pausable tanning and arrowmaking For the next version we'll also proceed with adding some more pausable crafting.
The last (and most the laborous and time consuming) phase of tanning - softening the hide - now becomes a pausable task allowing you take breaks and continue at will.
Arrowmaking will also be become pausable. Start crafting your batch of arrows, and then take a break and continue at will - finishing it in parts as you please.
As we know, tipped arrowmaking is harcoded due to sake of the complexity of multi-part item composition.
But the blunt arrow, found in diy_glossary.txt, will also become a pausable craft. With this we'll test and introduce allowing pausable crafting to be extended into moddable diy_*.txt files. Once we get these things going the mechanics will be built up to make all the crafting pausable in the near future.

These are future features - not yet functional in current version 3.82.

February 09, 2024, 11:17:00 AM
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