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Re: Armor - Maximum Protection I did some data analysis based on this discussion... Spoiler for min/maxing:
Spoiler: show

If I did my calculations correctly, this set of clothing gives excellent protection at only 59.29 weight:

Birch-bark shoes
Fur (bear) footwear
Fur (bear) mittens
Fur (stag/reindeer) hood
Fur (stag/reindeer) leggings
Fur (stag/reindeer) shirt
Iron Kneecops
Iron coudes
Iron spectacle helm
Leather leggings
Linen footrags
Linen tunic
Linen undergarment
Linen undershirt
Mail Cowl
Mail mittens
Nettle trousers
Nettle tunic
Woollen footrags
Woollen mittens
Woollen socks
Woollen tunic
Woollen undershirt
Woollen veil


Protection value per slot:

blunt=15, 9, 11, 8, 8, 8, 13, 10, 8, 8, 8, 13, 13, 9, 12, 9
edge=23, 13, 13, 13, 15, 15, 19, 12, 13, 15, 15, 23, 23, 20, 20, 13
point=16, 8, 10, 8, 8, 8, 13, 8, 9, 8, 8, 14, 14, 12, 15, 10
tear=22, 14, 13, 13, 16, 16, 19, 14, 13, 16, 16, 25, 25, 21, 20, 15
squeeze=12, 6, 9, 6, 5, 5, 10, 7, 6, 5, 5, 9, 9, 6, 10, 7
warmth=13, 19, 7, 11, 25, 25, 17, 19, 10, 25, 25, 35, 35, 30, 15, 17

Squeeze protection is for some reason the hardest to find.  I calculated this by writing a program that ranked all armor by its relative protection value vs its weight, and then went through the list adding items to the outfit if we had less than 8 protection in any given slot covered by the item.  It went through the entire list without satisfying this requirement for Squeeze.  Then I took a pass at removing extraneous items if it would result in no blunt/edge/point protection going below 8.

In trying to assemble this outfit in game, I'm finding it especially difficult to source the more rare woollen items.  Right now my character has everything except:

Iron Kneecops
Iron coudes
Linen undergarment
Woollen footrags
Woollen mittens
Woollen socks
Woollen tunic
Woollen veil

I've so far managed to resist the urge to murder innocents for their woollen footrags.

June 01, 2017, 02:21:30 AM
Re: using "reputation" as currency I agree that not having actual currency is a good thing, however I also agree that trying to come up with a balanced trade is often an unnecessary chore.  It could use QoL improvements.  "What of what I have do you want" usually ends up in them asking for your masterwork weapon.  Maybe a feature to ask, "How many of this stack of widgets would you want," or "Among these four different items what would you want"
June 01, 2017, 04:38:38 AM
Re: Armor - Maximum Protection
I did some data analysis based on this discussion... Spoiler for min/maxing:
Just want to give a warning to any people trying to use that: encumbrance will kill you, not even a kaumo character can wear that and fight well

The protection it provides is far from invincible, from some old test results you will need like 20+ to ignore all attacks, 16-18ish might also work, but you just don't usually get that number unless you literally wear every armor you can find AND coverage is not perfect

Best way to stay alive:
Avoid fight>meat shields>dodge>block with shield

June 02, 2017, 04:59:14 PM
Re: Buying animals That's how it currently works, although I believe you were charged less as well.

However, Sami has mentioned that this has been overhauled so villagers can allow you to select different sized animals (although they may not offer all sizes they have in the pen, just as they don't offer all items they carry). That ought to be included in the next release, if I understand it correctly.

June 02, 2017, 06:06:44 PM
Re: What skill governs crafted clothing quality? I think it would be nice endgame content if we could eventually pick a trade and unlock the ability to produce masterworks in that trade.  Stuff like being able to smith as a trade is a common example, but being clothier, or wood worker (produce masterwork carved, or wood integral items like arrows, bow's, and the like), instead of just being stuck either being able to produce masterworks or not.  It might cap what a single character can do which many would see as undesirable, but it could add diversity to characters.

Basic idea would be that a jack of all trades, master or none would only be able to produce decent works of all things, but the ability to craft or procure masterworks of a set of items would be attainable.

Right now, I know characters with maxed skills are currently able to produce masterworks of furs, leather, and foods of all kinds.

There are other products that I suspect you could create masterworks of but I'm not fully sure.  I'm not sure if board creation quality for instance is capped at decent, and I'm not sure if it's timber-craft or carpentry skill that governs it's creation quality, weather it is capped by the quality of the trunk or log (or if it isn't via an internal no quality tag).  If you can get boards and staffs at masterworks quality you can add those to the above list, as well as paw-boards, and paddles.

June 04, 2017, 04:40:21 AM
Re: Confirmation before eating unknown items! Did it taste good?
June 05, 2017, 06:59:46 PM
Re: Confirmation before eating unknown items! I've had my character eat unknown mushrooms based purely on the description; if it seemed to be a happy/positive description, I ate it. This tactic has lengthened my Ancestors list by a good deal  ;D
June 06, 2017, 04:59:47 AM
Re: Buying animals
A couple of times now, I've purchased a cow and wound up getting a small cow instead - seems like a bit of a ripoff, since that affects their carrying capacity.

Price of animal is directly proportional to value of its meat, and its size (with dogs commanding a premium on top of that). Assuming you were cautious when buying and did not overpay, you are not ripped off. Smaller cow costs proportionally less than a bigger cow. Indeed the carrying capacity is proportional to the size (and thus price) of the animal. Actually the carrying capacity is the same as the size of the animal.

Also, currently the adjective (small and big) means only that the animal is 80% of average size or less, or 120% of average size or more. It is possible that the "normal" cow isn't much bigger than the small cow.

June 06, 2017, 06:38:16 PM
Re: A Very Strange Start Sounds like an unintended feature to me. The bad people torched the whole village, not just your homestead! :)
June 07, 2017, 08:33:03 AM
Re: Confirmation before eating unknown items! i would like the confirmation for eating unknown added in.

Various keystroke errors by the player can ruin the gaming experience in a way not intended. Lets not User Interface or User Error shatter a play through.

IF they confirmed then truly they have made their choice.

June 08, 2017, 07:47:06 AM