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Who let the dogs into the wild... Dog related additions now continue with dog companions for wandering NPCs.

Wandering woodsmen and adventurers you may encounter in the wild can now occasionally have dog companions with them. And just like the dogs owned by player characters these will also protect their masters.

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

March 30, 2019, 05:57:50 PM
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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
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Colorful domestic animal summary A little summary of the latest future additions with screenshots.

We'll be seeing wandering NPC woodsmen and adventurers occasionally having dog companions with them in the wild.

And we'll be seeing village dogs released out of their pens, to roam freely at the village area - in this fashion:


You may ask, is it just me or are the two dogs of different color?
Nothing wrong with your eyes, they are different color, and so are the cows in the pen also - if you look closely.

See, as another new addition all the domestic animals may have subtle varieties in their coat colors now. This adds some flavour to the game world, but also makes it easier to distinguish different colored pets from each others just by their looks.

Lets end the briefing with some pigs showing off their new varying coat colors.


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

April 10, 2019, 03:22:55 PM
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Re: Colorful domestic animal summary If a wandering adventurer were to die, say from a bear attack, and his dog survives will we a find it alone and could we leash it? Also color variation is great. Will it be subtle shades of brown or will other colors be added red cow, black dog, for example.



April 10, 2019, 05:05:14 PM
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Instakill Bull Elk I'm just sharing with the community.

Never thought it was possible to instakill one bull elk lol  ;D
First time I one shoot an animal!

I was using a javelin! Yes! a javelin! I'm 70% skill with spears and I was like 2-3tiles (don't know how diagonal tiles count).

When I saw the Elk going to the woods I tried to sneak past it so I could lure him to the bog, where it is easier to follow it. After a few sneak walks I have found the Elk very close to me! Then I order my companion to attack and threw a jav on it!! Bang! Istakill! :D

So excited lol

imgur with stats (I don't know how much in number are those yellow bars)
https://imgur.com/gallery/wUGt9Ld


April 10, 2019, 09:17:52 PM
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Legacy snakes issues fixed, some new snake love added For quite a long time there's been a gutsy fistful of legacy issues related to snakes which are now fixed and balanced as follows:

- snakes now cause point type wounds. (Currently they cause tear wounds, which isn't quite right.)
 
- snakes now hibernate during the winter as they should. (Currently they are active all year around, which isn't quite right.)

- snakes are now slightly more common than previously

- snakes are now venomous, as they should be

 The snakes in the game are vipers. They are venomous species but the bites are usually not highly dangerous.
 If the venom is discharged upon a bite it will take several days for the snake to refill its venom glands.
 However, the snakes can naturally bite without venom too.

These are future additions - not yet functional in current version 3.52

April 13, 2019, 08:21:31 PM
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Wits for wandering NPCs and companions - the future version focus Things have been cooking and development has evolved up to such an extent where a sneak peek of what to expect in the future is in place. We don't have a deadline for the upcoming release, it's a work in progress, but we do know what the core content will be about.

The core content of the next release will focus on NPCs. The most important additions will concern the wandering woodsmen you may meet in the wild and the companions you can hire for yourself. They'll be given a bit more wits, tasks, and meaning for their existence in the game world as follows.

Actively hunting wandering NPCs

NPCs who roam the woods can now actively hunt animals. They seek the game based on their cultural preferences, and within their hunting possibilities. The very act of NPCs hunting, or running after a game, is probably rarely witnessed by the player character but bones and remains found in the woods can now tell a story of another human hunter at the area.
   As we know, the hunts can end in unimaginable ways, so many different scenarios may arise from the NPCs now taking their chances with the wildlife - and occasionally maybe even the very same wildlife that you were after.

Witnessing an NPC hunting scene. Seal-tribe woodsman has been met in the wild, and he's busy trying to shoot down a squirrel.



New companions commands

Companion usefulness gets boosted with some new tasks they will be able to do on demand. Currently it's been added:

* butcher and skin a carcass
* make logs
* make boards

...and the list is likely to grow with a few more crucial tasks. There's a great level of complexity to make companions proceed these tasks with similar detail than the player character so tasks to be added are prioritized with the quality over quantity.

The list of companion commands so far:



As companion skills naturally affect to outcome of the tasks their expertise can be sometimes used to obtain higher quality goods than what the player characters could produce by themselves. We also need to add an chat option to ask NPCs about their general skills and expertise so you know what kind of craftsman you've hired.

The companion was commanded to butcher and skin one of the reindeers we managed to hunt down. We got meat now, and a fine reindeer skin, which is way better hideworking result than what Jurks could have done in his current condition.


Exciting times ahead.
The work continues, more is to follow.

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

April 21, 2019, 01:33:35 PM
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Re: Wits for wandering NPCs and companions - the future version focus
This looks great, Sami!  I certainly like to see the emphasis on quality over quantity for the new features too.

Has your shoulder healed to the point of using your arm normally now?

See for yourself: :D
https://www.youtube.com/watch?v=-KBvCCMHO0A

Fortunately it's healed very good. They say it takes a full year to see the final outcome, but I can use it pretty much normally already.
Few restrictions and lack of strength remain, but there's 7 months left to workout until the year of recovery is up.

April 21, 2019, 02:28:34 PM
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Roast cooking for NPCs, and also as companion command As we continue with focus on NPCs, which becomes the core content of next release, they have now been given wits to actively roast raw meat or fish in their possession.
This feat is mostly witnessed by player character when meeting wandering NPCs who can now actively cook the meat of the animals they've hunted and butchered.
It now becomes an actual game created scene possibility to meet a wandering woodsman sitting by the fire and roasting the meat of hare he just happened to hunt down.

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.

May 03, 2019, 12:44:45 PM
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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
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