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Re: Receiving failed quests again? I don't believe the quests themselves can be gotten again, but you've learned how to perform the rituals, so you should be able to perform them when you feel like it (and you're not supposed to catch the Forest Maid: you should read the description).
November 28, 2018, 12:23:29 AM
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Re: Snowshoes
As someone's who made attempts to manufacture snowshoes at home, in the most traditional way possible, I'm also willing to speak up for snowshoes. Though we might need to look into potential historical accuracy issues (I know URW isn't historical, but it is Finnish-inspired), I think snowshoes would be a wonderful addition to the skis.

The ancient Finns are likely to have used a sort of a swampshoe to walk on swampy ground, and this type could be used as a snowshoe as well. You can find a picture of a swampshoe and swampskis here - as you can see the swampshoe bears strong resemblance to the "bearpaw" type of snowshoe, but would carry less weight, being more open design to avoid getting stuck in a swamp. The gap between a swampshoe and a proper snowshoe looks like it's quite short, but it does seem that the type of snowshoe that developed in North America was never really developed in Europe. But it would not be completely anachronistic.

Very interesting, thank you ! Especially for the link.

Looking a bit further back than the Iron Age, at the European Neolithic, we also have some evidence of "ice-shoe" footwear accessories, created as a means to prevent skidding while walking on icy or frozen-over surfaces.

One such type, a sort of detachable outer cover for the simple straw-filled shoes underneath, was found among the equipment and clothing that belonged to "Ötzi", the remains of the famous Chalcolithic era man found in the Alps back in the early 1990s. You can have a look here, I've put a timestamp on the spot where his clothing and footwear is discussed. (A thing that amused me was that his outermost layer of clothing was a cloak made of grass. Reminded me immediately of the cloaks made from nettle fibers we have in URW. :D)

December 05, 2018, 05:36:46 AM
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A Christmas present to the community by me Sorry if the title sounds a little grandiose. ;D

Since late November, I've been updating the official wiki, on and off.

Mostly just adding categories and structure to the whole thing (though a lot of it was good to begin with, so I had my work cut out for me, in a sense), occassionally uploading some new images for the still missing ones in articles (there are still many), expanding several articles with more detailed information and improved formatting (sections with headings, instead of unbroken paragraphs), and occassionally creating a few new articles (I did one on NPC conversations, a few short ones on terrain types (this I still want to extend), and one article on the types of "pets" the player receives at the start when they select the last starting scenario). Images are now neatly sorted into their own subcategories within an image category, so you'll be able to make sense of the images uploaded to the wiki much, much more easily than before. There's a Healing and medicine subcategory in the equally new Gameplay category, and so on and so forth.

Hope you like the category work in particular. I tried to be as rigorous and logical as possible while expanding upon the already existing categories and adding new ones. Hopefully you'll find the additions useful and quick to work with (making it easier to find inter-related stuff quickly on the wiki). I'm still working on improving some articles or finishing a few of the newer ones, but much of the planned work is done by this point.

Feedback is very welcome !

And if anyone wants to help the visual side of the wiki by providing screenshots of still missing content from the latest release of the game, that would be very welcome. For certain objects and concepts, we still only have images from pre-3.30 versions, and even though those have their historical value, we also need more up-to-date images (3.52 and higher).

As Christmas is nearly here, I'd like to wish everyone a peaceful, healthy and relaxing holiday season. :)

December 20, 2018, 07:50:56 PM
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Re: The story behind some human bones It might be a wounded adventurer quest generation where the adventurer didn't make it. If that's the case there should be a quest item around. Since bones come in lots of 4, a single glutton bone is somewhat odd, and indicates someone either brought it there or somehow used up the other 3 bones.

And yes, carcasses left to themselves leave bones behind. Elks and other animals that drown due to weak ice decay into a stack of bones over time.

December 22, 2018, 01:32:22 PM
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Re: Allow dogs to fetch prey floating on water Don't know how historical it is, but it's a great idea. Maybe you could buy trained and untrained dogs for this. And trained dogs would be more expensive. Maybe add a training system for the players in the future and when the option to sell animals becomes available, you have another way to earn a living.
December 29, 2018, 04:25:24 PM
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Musical Instruments I am working through the tedium of a long winter and was thinking on music in the game.  I thought I had a wonderful idea to suggest player craft-able musical instruments.  I went to the development list (http://www.unrealworld.fi/urw_development.html), and lo and behold, they were there as a future goal.

I do know that modding can add in instruments right now as objects.  I love the idea of making drums, flutes, various stringed instruments, etc.. 

But I'm talking more about craftable instruments having some function above just a craftable object.  They would have some effect in the world in addition to a sound effect.  That got me thinking to the Shaman Duel video (http://www.enormouselk.com/?q=media/video) or other Enormous Elk videos and how instruments might affect a player's use of magic or spells in the world, friendliness of villagers, traders, etc..

Got to say, I still love this game and where EE is taking it.

April 04, 2019, 02:48:11 PM
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Couple of suggestions Hello aventurers! I've been playing the game for quite some time now and i can't help but think about things that could get a little better , even if the game is already god-like when it comes to wilderness simulation in my opinion. So if you guys don't mind id like to do some suggestions not to complain, but only to enjoy the game even more!

First thing i think would be cool is snowy trees when its winter   :D would be even more beautifull.
Also what could be interesting (and i don't know if its already in place) is the weight gain/loss, i don't think i ever lost weight.
And a interactive survivor icon would be quite nice aswell , even though i know its probably hard to do.
Like the the guy could get fat or skinny. But yeah since they spend most theire days chopping huge amounts of trees down i guess nobody really gets fat lol.
I also saw the new thing with different animal colors and stuff and i gotta say it looks pretty!
One last thing i can think about right now is a new Npc , fishersman's , which could be encountered in the wild , on a punt or setting nets maybe or just by the river side.

Anyways i hope this was helpfull if i think of some more i will post in the comments!
Thank you for the great game



May 10, 2019, 11:36:53 PM
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Re: Lots of angling improvements on their way
Any plans to have some visual indicators of particularly fishy fishing grounds? I guess the current fishing works on a more or less random basis, because you don't actually track individual fishes like you do with animals, so that when you fish, the game just calculates a probability of catching a fish based on some modifiers (like skill), with one tile of water being as good as any other. It would be great if the waters had some particularly fish rich areas, which could then be indicated by some visual cues - like you get in RL with something like salmon jumping, or seeing schools of fish feeding near the surface - where your chances of catching fish, or even a particular type of fish (like salmon/trout at rapids) were increased.

No plans for that (at the moment). I guess this was discussed in some of the suggestions. Try searching the latest suggestion marathon replies.

March 24, 2021, 06:41:55 PM
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Re: Lots of angling improvements on their way Here’s the most relevant discussion in the Suggestion subforum.
March 24, 2021, 08:10:29 PM
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Re: [3.70b] Dried retted nettles do not burn Checking this out it appears that no plant ever burns - be it fresh, retted, dried, or whatever.
It must have been like this since the fire was first invented in the far north versions and versions ago :)
Was easy to fix, which is now done.

Fixed - persists in 3.70-beta3.

July 14, 2021, 06:28:52 PM
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