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Re: Setup Options do not save Well, we didn't solve the bug, but you definitely fixed my problem. Thanks a ton for your help!
August 28, 2017, 07:26:02 PM
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Re: Mik A few days later, Mik is healing quickly and staying around home, checking traps and making stuff.
Here are his current skills:



And here is home at "Pain Summit" (which Mik understands very well now):



And here is the lake... the lower yellow X is the kota and across the lake is a shelter on the other yellow X. The red X is where he cast his net, and the white X's are dead Njerpezits.


August 30, 2017, 03:27:08 AM
1
Re: Culture Poll
The two favourites I picked are mostly for their role-playing value.

Seal Tribe:
I, also, enjoy how the northern tribes transcend just Finland and can feel very much like northern indigenous cultures throughout the arctic (URW has inspired me to start designing a game in my free-time set in North America's northern plains/parkland/boreal forest, early fur trade era, largely for that reason). The seal tribe is my favourite in that regard because of their mixed food-base (ocean, big game, small game). They are also conveniently located, if using rafts/punts, to make voyages to the south for fancier supplies. I have to admit, I think I also just like playing as far away from the Njerps as possible.

Sarto:
They are good enough in a lot of areas, but I really just enjoy their description from the game. Makes me think of them as very clannish, and I enjoy that from an role-playing perspective.

Honourable Mentions:

Kuikka: It's sad to see they don't have votes yet. I like them for a lot of the same reasons as the Seal Tribe, but I also really enjoy their placement. It's fun travelling a bunch of the world by rivers and big lakes, (unsuccessfully) hunting lake birds and fishing for salmon. They feel so far away from it all in an endless sea of trees, lakes, and bogs.

Reemi: They just have a lot of strengths in areas I make characters for (building skills especially). My most successful characters tend to be Reemi or Kiesse.

August 31, 2017, 06:02:52 AM
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Re: Add "wetness" penalty to clothes The roleplayer likes this idea.

I have always been annoyed at how my ridiculous amount of fuzzy layers will protect me from cold even when I'm supposed to be soaking wet, my bear fur overcoat is already good enough, being waterproof is just ridiculous. I think wetness should also add a bit of weight to the the clothing, or at least increase encumbrance. I mean wet fur coats are pretty hard to move around in.

August 31, 2017, 08:17:05 PM
1
Re: Add "wetness" penalty to clothes If the temperature is just a few degrees below zero the warmth from the body that penetrates through the clothing dissipates before it can melt the snow. If it's cold and you get water onto the clothes (such as e.g. drops from an exposed face melting snow, not soaking) the water freezes, so you'd get pellets of ice clinging to the hairs of the pelt.
Note that the situation is different if you have snow that's already wet at around zero temperature. That's the worst weather, in my view: wet and miserable.

I agree that it's probably a bad idea to implement sweating penalties due to the tedium of having to adjust the clothing all the time (all work; no fun). My comment wasn't intended to be takes as a suggestion to implement it, only a comment as to what's worse in reality.

September 01, 2017, 09:54:30 AM
1
[Not a bug] Building fires out of line of sight Pretty much what it says. You can build a fire with your back turned to the tile the flammables are on.

I found this out when the cat wanted to play with me and burned up 90% of my possessions.

September 01, 2017, 01:20:58 PM
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Re: Add "wetness" penalty to clothes Macintosh is a much later invention than the UrW time line...

I doubt clothes rotting due to being wet is much of a practical issue, as they wear out due to wear long before that unless they're constantly wet. Clothes starting to rot will stink as well.

Various migratory peoples have managed to make fur/hide based dwellings that keep the interior sufficiently dry, so I don't think that's an insurmountable problem. Again, I think wear (if torn down and rebuilt frequently) and deterioration due to the sun is a greater problem.

September 01, 2017, 05:49:16 PM
1
Character graphics With the graphics below you can pluck together your own
character tiles.

1. pick a basic type

2. Put the equipment over them like a collage

3. Add details like gloves, amulets, girdles ...

4. Correct the tile (remove/add pixels, colors, brightness ...)

If you want the character to look at the opposite direction, donĀ“t just mirror it. Instead, use another basic type and mirror this - or else the weapons/shields are in the wrong hand.

This graphic-set is incomplete and somewhat crude. Feel free to correct/enhance and post it here.


September 01, 2017, 09:40:55 PM
1
Re: Culture Poll I picked Kaumo and Driik thinking everyone loves Kaumo, but Driik will be underground cause they suck, and I end up the most basic dude ever.

Sword and board I guess, but also in general they start fairly wealthy tool-wise, which makes a garbage character more useable faster than a good character with a rough knife and nothing else but clothing.

September 02, 2017, 01:12:06 PM
1
Wild Animals in Villages With a previous character (RIP), I had a really crazy experience with one village. It was a village I had lots of dealings with, and I had noticed wolves on the zoomed out map in their area before. One day, I went to the village and heard fighting sounds... a pack of wolves had jumped their fences and killed every one of their reindeer. When I showed up at the battle lines I managed to kill one wolf before the rest fled, leaving dead reindeer and villagers in their wake. I, ahem, helped clean up the carcasses. I went back a couple days later and found them in the midst of battle again... my arrival caused the wolves to flee but their shaman, and possibly many others, were missing.

I hired an NPC from the village (their only able-bodied man left), as well as another NPC from a nearby village, and started a kind of Iron-Age CSI episode ("who's afraid of the big bad wolf", taking off my sunglasses to a Who song). We set up traps, followed tracks, and generally hung out guarding the village. Almost every night the wolves would attack again, generally luring me one direction, then assaulting another. One night I sent one of my henchmen against a wolf, when two others attacked from the opposite side. The henchman disappeared.

Bit by bit we managed to kill the wolves off, though hilariously two children and a maiden had been horribly crippled in attacks and laid around the south side of the village for the rest of the game. They never got better, but I periodically brought them food ("How's it going?", "Mustn't Grumble. That's what the adults tell me", said the horribly brutalized orphan).

After it was over, I explored a little in the woods a few squares beyond the village, finding stacks of dead villager clothing (and presumably my henchman's), but no bodies.

Has anyone else had an experience like this? How do NPC's react to animals generally? I've chased reindeer into villages, but I don't think the villagers ever reacted. They definitely seemed to take on aggressive animals quite readily, though this is the only time I've seen it.

Edit: Another weird part of the story. Before the attacks I did a message quest for one of their villagers where I took a message to a vagabond village. Shortly after the attacks began. The guy who gave me the message wasn't around any more, so I assumed he had died. Later on, I found him living in the vagabond village... I highly suspect his involvement.

September 06, 2017, 07:45:53 AM
1
anything