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Villager exploit fixes Some suggestions after finding a couple of quite nasty exploits involving villagers:

  • Villagers should be able to put out fires. It is possible now to trap a whole fortified village by setting a fire on the entrance tile and shooting the villagers down one by one through the fire. I've also been able to burn down village houses without the villagers doing anything but shout at me. (It would also be neat if the player could put out fires, but I'd say villagers being able to do so is more important balance-wise at the moment.)
  • Villagers should react to violence even if it doesn't involve the (current) village members. After hiring someone from the village you are able to kill them instantly in the village right in front of the villagers. This contradicts a bit with the villagers not letting you hire them before the first companion has returned.

March 08, 2023, 01:07:26 PM
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Re: Version 3.80 released
When arrows break we get broken arrows.

It seems it would be good to have the different head types such as "broken broadhead arrow" to facilitate recovering the high quality ones and not have the low quality ones bumped up to average.

I'd make it so that if the arrow breaks the head might remain useful and recoverable, so we would get arrowhead + broken arrow shaft. The shafts are unsable anyway if they are broken, and can be basically used only as firewood.

June 01, 2023, 08:26:25 PM
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Haft wear out and breakage mechanics continued As mentioned in the earlier post we're working on axe and spear haft breakage mechanics and re-hafting features.
To come up with separate spear and axe head and haft items was the easiest part of the process. And that's fully completed by now.
To add mechanics and features to combine head and hafts into fully working weapons, ie. hafting, was a bigger thing to accomplish but it's also done by now.

What's been more tricky was to add active wear out mechanics when these weapons are actually used in the game world.
Be it crafting, building or in the combat. But we've gotten there by now and your axe hafts will actually wear out when the axe is used.
And eventually, when severely worn out, they will break.
(This coding groundwork can be later on utilized for making edged weapons getting dull in use, so that feature is also one step closer now.)


Here's Olaus. He has been using his axe for a long time, and now upon felling yet another tree its worn haft breaks.

It was one thing to make the haft wear out mechanics work for player character, but we also needed to put in effect for NPCs. That wasn't a piece of cake, but it's done by now.
And that opens up an opportunity for variety of new incidents to take place. It's not likely, but theoritically possible, that one day a player character finds an old axe or spear head from the woods. Dropped and left there due to NPC activity.


Here's a bear fighting scene with a companion called Aimo.
Aimo's spear haft breaks at the critical moment, but he wisely proceeds to grab the fallen spear head.
If need be, spear heads can be used as sort of substitute for a weapon, although far less effectively than a proper spear.

These are future features - not yet functional in current version 3.83.

January 27, 2024, 05:01:18 PM
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Pausable tanning and arrowmaking For the next version we'll also proceed with adding some more pausable crafting.
The last (and most the laborous and time consuming) phase of tanning - softening the hide - now becomes a pausable task allowing you take breaks and continue at will.
Arrowmaking will also be become pausable. Start crafting your batch of arrows, and then take a break and continue at will - finishing it in parts as you please.
As we know, tipped arrowmaking is harcoded due to sake of the complexity of multi-part item composition.
But the blunt arrow, found in diy_glossary.txt, will also become a pausable craft. With this we'll test and introduce allowing pausable crafting to be extended into moddable diy_*.txt files. Once we get these things going the mechanics will be built up to make all the crafting pausable in the near future.

These are future features - not yet functional in current version 3.82.

February 09, 2024, 11:17:00 AM
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anything