See likes

See likes given/taken


Posts you liked

Pages: 1 ... 9 10 [11]
Post info No. of Likes
I swear by shutters! For the first time ever, I was attacked by robbers at my cabin! Fortunately, on a whim I had built every wall with shutters, so, I actually saw these coming on the other side of my fence (I had built no traps!).

I rushed to my weapon stash (I was inside my cabin) and grabbed a lot of Fine Broadheads and ran back to the shutter. I managed to put 3 of them on the ground, though they were not dead yet. Then, I heard a door opening behind me! lol... I fired two more arrows and had to switch to my spear. My previous arrow work had badly injured the two inside and I finished them with my spear. Then I went outside and killed another lying on the ground. Circling the cabin, I found the last one and got a kill with a thrown javelin. I assume that there were only 4 because that's all I found.

What a great adventure! I have to ask, though, would my cabin have been robbed if I had not been home then? 

March 31, 2019, 04:35:38 AM
1
Re: Who let the dogs into the wild...
Nice. What happens when you hire those characters? Do you get the dog's abilities as a bonus, and, if so, to what extent (ordering it around, getting it to carry items, etc.)?

It would be a shame if dog ownership prevented characters from being hired.

In my tests none of the dog owners met in the wild agreed to be hired. This could be because they don't want get into trouble with their precious pets, or because they don't want to lend their pets to anybody to any extent, or because it's prevented due to resulting spin-off features being far too costly to implement in the midst of other priorities.  ::)

March 31, 2019, 02:44:55 PM
1
Re: What's Going On In Your Unreal World? (On a daily routine training in my danger room)
arggghh MY BALLS!! That hurts! Deer,  Don't ever kick it.

April 01, 2019, 09:13:39 AM
1
Re: Roast cooking for NPCs, and also as companion command
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.

That is awesome!  Can a similar dynamic be added to NPC commands for smoking, drying, or salting meat?  If they have in their possession cords, a knife, and/or salt, can that be added to their repertoire of commands?

Those are more complex cookery deeds, and not coming this time. Basically everything can be done, but unfortunately the time is limited and masses of other features are shouting and waving "please add me, please add me." ;)

May 07, 2019, 10:39:52 AM
1
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
1
Re: NPC hunters gone wild
I just purchased this game on steam to show the support that it deserves. Keep up the good work

Mmkay. Doing my very best, with the power (and support) invested in me. :)

May 28, 2019, 11:09:00 AM
1
Bark stuff, birch-bark stuff Many updates to peeling bark from trees, and utilizing birch-bark as well, are on their way.
Most fundamental addition of all the bark related stuff is to allow harvesting birch-bark and feature it as raw material which can be used in many different crafts.
Takes a while before we get into adding crafts, but bark harvesting changes and additions have been made already, and they can be summarized roughly as follows:

Birch-bark is peeled in long strips, which are wound to a ball for storage. (These kind of balls of birch-bark are called Sommelo  in finnish.)
Harvesting birch-bark in strips is slower compared to (already existing) ways of removing bark in sheets, but as a strip it's ready for weaving.
Moreover, time of the year now matters in harvesting any bark. It's best to be done in early summer, and gets more difficult (and eventually impossible) out of the proper period.
The bark yield (from a single tree) is also not constant but depends on the season and character's timbercraft skill.
And the biggest catch of this all that with adding birch-bark strips we'll be also adding unit of lenght to appropriate game items - that will eventually cover all the cords and ropes as well. So the requirements for birch-bark crafts are going to be eg. "16 feet of birch-bark strip" rather than some weight measure of bark. Many new possibilities open. But it's a hassle at first now to make conversions and routines understand the lenght. But that's my hassle, you just stay tuned...

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

May 29, 2019, 12:21:31 PM
1
Re: Bark stuff, birch-bark stuff
Holy moly, that's actually quite big .. but now I bring the 1.000.000 dollar question - how do you stand about making cords from the birch-bark? Will that be an official thing in the game? It does seem rather unrealistic not being able to hang up meat unless it's from cloth or fur, but at the same time I guess it brings some discussion about how much easier it will be to survive a winter.

It actually crossed my mind to add vanilla birch-bark ropes along with these additions, so very probably we'll be seeing that. Actually there are so many plants that you could fashion makeshift cords quite easily - their properties and durability varies a lot though, but that's more challenging to model in the game in enjoyable fashion.

Also, cords not getting destroyed in the cooking processes is also on my personal to-do list, but we'll see how the priorities and difficulties will meet...

May 29, 2019, 06:18:18 PM
1
Breakthrough in the discovery of DNA in ancient skulls buried in water The unique archaeological Iron age site of Levänluhta in Western Finland is the most intriguing burial site in Finland:
Skulls of 98 individuals, mostly from women and children, have been buried in water.
A team of researchers from the University of Helsinki have used new DNA technology, including the analysis of strontium-isotype composition in tooth enamel to find significant information on the skulls.
The DNA matches present day Sámi people. The presence of the Sámi people so south in Finland has been verified for the first time.
Anna Wessman, Director of the Levänluhta project, Antti Sajantila, Professor of Forensic Medicine and Laura Arppe PhD Researcher of Stable Isotope Research, share their insights on the finding.

https://www.youtube.com/watch?v=D_AcAyYmLuA

June 11, 2019, 06:34:24 PM
1
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
1
anything