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Re: Short Questions/Quick Answers 1. I've been under the impression clothing quality only affects value, but clothing material does (with bear fur being the best fur material, if I remember correctly). Note that this is far from a confirmation of any kind.

2. Bear skull/teeth: as MrMotorhead said. There is a use for bear teeth as well...
- Bones: dogs can eat them, but I've found it's a pain as the mutt barks every time it nibbles at a bone, and it isn't really sufficient to keep it fed. Dogs eat bones of the same type in a round robin fashion, so you'll end up with a lot of partially eaten single bones if you try to stack everything into one pile. Also note that human corpses decay into bones as well, and dogs eat those too, without being starved. Thus, I pile the bones of slain foes in a big pile on a rock in the rapids my character's homestead is located by.
Interestingly, the bones from different humans do not stack; Njerps, Reemi, and Vagabond robbers form 3 stacks.
- Antlers: I've found no use for them beyond being a source of mod reactions (such as e.g. Buiodda's Crafting, which also uses bone and bear teeth).

April 17, 2018, 12:41:04 AM
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Re: Delivery quests: Could villagers point us towards the right person? Geographic directions are limited to 8 directions (N, NE, E, SE, S, SW, W, NW) and distances are in integral km ROUNDED UP (and I don't think diagonal distances are longer than horizontal, so 31 tiles is 4 km both straight north and straight NE (instead of 5 [31 * square root of 2])).This system means two or even 3 villages can match the "directions", which is rather annoying.  I've proposed introduction of directions such as NEN as a past suggestion.

Yes, the ability to ask for people involved in current quests would help a lot. Even a simple branch gathering quest can be a pain when the quest giver has decided to go on a walkabout around a double village with 10 people having the same outfit.

And I second the suggestion for named villages, unless that actually wasn't a thing in the Finnish iron age.

Potential, completely speculative reason for a lack of village names: Slash & burn farming requires reasonably frequent relocation as the soil got depleted and the depleted area around the village grew, so villages would be sort of temporary (on a decades scale, probably). If the population of abandoned villages didn't all go to the same spot to form a new settlement, but rather split up and mixed, settlements might not be worthy of a name (but all settlements wouldn't be abandoned at the same time, so you wouldn't have that many options to join up with nicer people than the assholes you FINALLY got away from).

April 17, 2018, 01:05:30 AM
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Re: Spirit relation re-balancing I agree the spirits should be mysterious (and quite possibly fickle), but I believe the player should be told what the character knows, that is, how you're supposed to use the rituals according to the custom. That might not be the "optimal" way, but should be good enough. Rebellious/adventurous/curious characters/players may then try variations of the custom(s) [plural, as different cultures may have differences in their customs].

I can no longer sacrifice a fish after using the fishing rod ritual, as I sacrifice a piece of (spoiled) meat every morning, and "double" sacrifices result in a reaction of displeasure (which also happens when my character wakes up early, and so the invisible date line hasn't been crossed yet when the morning sacrifice is conducted).

April 17, 2018, 01:18:47 AM
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