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Re: very new at this game and got things to ask 1. None.

2. Same

3. Learning the basics. Items spawned/given to character (~pike/fishing rod/handaxe/shovel~). And Adv. Adventures has same completion reward.

4. Check the Released Mods sub-forum. (Buoidda’s Crafts, and BAC are popular. Privateer has released various mods with features beyond in-game crafting. Night has released couple tools for hacking/memory access/starting location. And there’s more modders and mods out there)

January 03, 2021, 03:31:00 AM
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Re: [3.63] Kicking fence down doesnt leave materials Fence paused building was glitched the same. Sami fixed that in 3.62; it’s possible that the deconstruction comes from Fence also being in Trapping menu.

And Brygun, the fence consists of 2 upright, horizontal stakes, 4 diagonal stakes and withes to keep the diagonals spaced apart from each other.

January 03, 2021, 07:53:29 PM
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Re: Children stole my stuff?? I've never trusted them enough to leave my goods out. Good to know!
January 04, 2021, 07:04:23 AM
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Mushroom soup reveals unidentified mushrooms name. If one cooks mushroom soup (^c, v, 4) from blanched/ boiled) mushrooms that the character has not identified: the game will still call the soup as the mushroom as it were known to the character.

E.g.
Herblore check on ‘peculiar mushroom’: not identified: peculiar mushrooms
Boil enough of the mushrooms to have 2lbs*. Do Herblore check: boiled peculiar mushrooms, edible.
Cook the mushrooms into soup. And the game, once cooking has started will prompt: “you set yellow finger mushroom soup to cook”. Any Herblore check will fail, similar to using the skill on non-plants.

*I’ve not tried to cook unidentified mushrooms before boiling.

January 05, 2021, 06:08:53 AM
1
Re: Additional “trophies”
It’d be nice if we could get skulls of taken: lynxes, gluttons, wolves.
Get tusks of wild boars. Claws from bears and lynxes, gluttons and badgers.
And maybe even Njerpez’s/human skulls.
“Have skulls, build a grimoire”


And it’d be pretty nice touch if we could apply pair of antlers or a predator skull above the door on our cabins. Or ask for optional “trophy” when building door.

I think more skulls will be added in time, maybe even claws, but these foremostly would have to serve the setting and game world purposes i.e. to having magical and practical value within the game mechanics etc.

Trophies on the walls is maybe part of more modern hunting culture, where you want to show off with your achievements. It kind of contradicts with how we imagine the ancients having respected the game. Magical usage, and hunters status necklaces, and practical applications is a different kind, but we'd like to have strong historical background to this.

But yep, more skulls eventually, after some more browsing of my spell books too.
However, playing with human skulls then again doesn't quite fit the world. The dead, and their parts, were feared rather than collected.

January 05, 2021, 06:06:49 PM
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Re: family ties in the village?
Hmmm ... there are children, old people and girls in the villages. It is obvious that they all have a family connection with each other. I would also like to know the age of the hunter from the neighboring village, whom I help. This could be a separate issue in the dialogue: Tell me  about their family / about themselves. Residents could answer: I am a son (name) and (name) to me (age) and I have a wife (name) I am a hunter. They can only answer if they have a good relationship, if they are bad they will probably answer:  I am not talking to you about this, traveler

We'd like to feature this, the family relationships between the villagers. We've always wanted to feature this, but it has gotten buried under the...well...the usual evergrowing workload of other things. The age and other little details would also bring in more depth to NPCs.

January 05, 2021, 06:11:04 PM
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Re: NPCs to use exactly same movement rules as player character.
Be it walking or running in snow or swimming, paddling on raft, enable exactly same movement for NPCs as character deals with.

No more skiless robbers running in waist deep snow to catch up to grandmaster skier.
No more character peppering Njerpez from watercraft without chance of the hostile to swim over and climb or capsize the vessel.
No more NPCs waltzing through traps. Have them at least kick the trap 1st to trigger them.

Skiing NPCs and snow penalty for NPCs has been suggested and talked many times before and it would be justified, good and reasonable, and surely to-do when time allows.
From coder's point of view, the magical "allow" button doesn't exists, and many NPC movement related enchancements need to be approached as separate and often surprisingly complex additions.
NPCs always triggering the traps they can avoid ie. walk past them has been discussed before and the conclusion is and still remains that it's not the best approach but would be sometimes only annoying.

January 05, 2021, 06:11:59 PM
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Re: Jan 04 2020 Steam update It's new video greetings. We have posted news on Steam about it.

January 05, 2021, 07:06:54 PM
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Re: Jan 04 2020 Steam update
Nice mittens.

They are. And warm too. Got them as a christmas present.

January 05, 2021, 08:48:26 PM
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Re: Auto select withes when building fences. Last option  Sami mentioned would work.
If withes are available, default to them. If no withes (or not enough) are available, then ask player to select tying equipment from the character’s inventory. Takes away nothing, eases building with historically accurate withes.

January 05, 2021, 10:04:02 PM
1
anything