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Messages - PALU

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Gameplay questions / Re: About working hides...
« on: December 12, 2018, 11:10:12 PM »
The success rolls are made when a task starts, so fatigue gained during it doesn't count (although I'm not completely sure about batch jobs, such as e.g. drying 19 cuts in one order: they can sure end up having different qualities [and it's a poor example as well, as drying is an "easy" task that's not affected by encumbrance or fatigue]). There are two rolls (it was changed from a single one not too long ago): one for the quality and one for the duration of the task.

I believe the knife quality affects the number of cuts, at least of the knife is unsuitable, such as a rough stone knife.

I'm a player, and neither moderator nor modder (at least not to any extent), and I'm not active on the Steam forum (I chose other platforms whenever there's a chance to do so, due to their horrible policy of allowing you to have a license to play the game you bought, but not own it, and reserve the right to steal the right at any time just because they feel like it, without even providing a justification).

Gameplay questions / Re: About working hides...
« on: December 12, 2018, 10:59:43 AM »
I routinely drop everything when performing tasks to remove the encumbrance penalty (or reduce it in winter), and generally wait until the fatigue has dropped before starting (I don't care about fatigue for carcasses that are harmed, as they can never yield superior skins).

There is little logic as to when you have to carry something and when it can be used from the ground (or at least I fail to see the logic, apart from it being coded in various ways).

If you can pass out due to fatigue during a task you can continue the task later, with it partially done. Even if you're ready to drop (and has already dropped several times) when starting the final stage on an elk hide, you're going to finish it and THEN drop immediately (having lost two nutrition levels during the work, and probably losing one or two more during the exhausted sleep).

I do not know for certain that putting hides in a cellar slows deterioration, but I assume the logic is the same as for food, where it definitely does. Putting food in a cellar does not increase the shelf life by an amount, but reduces the likelihood of it deteriorating when the game checks for deterioration, but in practice the effect is quite significant. I'd say the shelf life is about doubled in a cellar.

None of the "real" hide working stages are immune to deterioration. I rarely cure skin, so I can't speak for that stage.

It should be noted that a 100% skill does not mean perfect, only that it's as good as it gets. You're still not going to get superior results from even half of your attempts when starting with an undamaged carcass and working under optimal conditions. I'd say you may get to something like 25% superior skin/hide when skinning resulted in a superior skin.

Gameplay questions / Re: Can't make skis with reindeer leather?
« on: December 07, 2018, 05:14:45 PM »
Yes. Leather in not the same as hide. Hides have the fur still on, while leather is dehaired.

The reason skis need hair is that the hide is attached to the bottom of the skis with the hairs directed backwards, preventing slipping backwards on snow (doesn't help on ice, though).

Bug reports / Re: But that villager died
« on: December 06, 2018, 07:57:04 PM »
If it's supposed to wane it might be that I'm subjected to yet another character migration issue (Sami has fixed a bunch of those), as my character was created back with the first 3.40 version (not incredibly old, but old enough to get some issues).

Bug reports / Re: But that villager died
« on: December 06, 2018, 09:57:39 AM »
@Privateer : Does it? My experience is that once a hireling has killed another by shooting him in the back during a robber fight there will not be any more hirelings from that village (unless the cool down is in the order of 10 years, as I don't think my character is that old yet).

Don't ever hire anyone with a missile weapon if there is even a remote risk of fighting, as fights will typically result in arrows in the back of someone (e.g. your character) who isn't an enemy. I'm not even sure missile equipped hirelings have dealt more damage to enemies than to allies.

Indexing isn't running continuously, but intermittently. In my case it locks out things like getting the task manager up when its running (there are ways around that).

Antivirus scanning? Windows indexing (apparently a Very Important Process)?

Gameplay questions / Re: How to burn npc alive?
« on: December 02, 2018, 11:31:36 PM »
Yes, it can spread to a tile with 3 branches as well (although when my character got burnt I was actually cutting branches, so there was a pile at the feet, but spontaneous spreading to 3 branch tiles is a thing as well).

It can be noted that as far as I've seen, it's safe to light a fire under the feet of a dog, as it will move out of the way (sometimes it moves onto the tile as you're trying to set it on fire, but that's safe as well).

Development News / Re: Life hurts
« on: December 01, 2018, 11:04:00 PM »
Get well quickly, Sami, and stay away from icy patches!

I guess it's an opportunity to do some one handed research into interesting lore, though.

Suggestions / Re: Craftable punts ? And what should the limitations be ?
« on: December 01, 2018, 10:00:23 AM »
The game contains a quest where you're tasked with providing a log for the construction of a punt (for the quest giver, not for your character), so I think it's safe to assume it's intended to be a dugout craft.

Suggestions / Re: Craftable punts ? And what should the limitations be ?
« on: November 30, 2018, 11:12:38 PM »
I think the crucial issue is the crafting time. Currently UrW supports pausing and resuming of only a rather small number of tasks, but once pausing/resuming has been generalized, this kind of time consuming tasks would be reasonably possible to implement.
I don't think there's any need for a specific tool restriction, as the standard effects of using poorer tools should be cause enough of an incentive to get appropriate tools.

Gameplay questions / Re: Receiving failed quests again?
« on: November 28, 2018, 06:05:29 PM »
Yes, you should follow her, and will lose her quickly. While following, keep a good check of the surroundings, as it may pay off (as does returning in daylight at look around). Note "may", as it usually does not. Also note that she may use different phrases, although I don't know if they have any relation to the outcome.

Gameplay questions / Re: Receiving failed quests again?
« on: November 28, 2018, 12:23:29 AM »
I don't believe the quests themselves can be gotten again, but you've learned how to perform the rituals, so you should be able to perform them when you feel like it (and you're not supposed to catch the Forest Maid: you should read the description).

@Tom H: It would be logical for craftsmen to be builders (although they're probably mostly crafting things), but as it currently stands they all refuse to be hired...

Gameplay questions / Re: Find quest location
« on: November 24, 2018, 10:34:07 PM »
That's an interesting approach, Plotinius! I haven't heard of it before (let along thought of it). I assume it has worked out for you so far?

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