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Messages - PALU

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1
Gameplay questions / Re: Recovering from blood loss
« on: April 22, 2018, 08:47:56 PM »
I suspect fatigue/injury not being recovered is probably affected by whether the Njerps are active or not. At least in my runaway slave scenarios my characters have been staying only a few tiles from the Njerp war camp, and the Njerps may still be active (I don't know how large the active area is), while if you move away to a "safe" base, e.g. on a single tile island after each raid they may get offloaded and then reloaded in the same state as you return.

I've seen similar anomalies with meat during the height of summer: I've gone away on trips several weeks long, but the meat in the cellar was still fresh as if it hadn't been touched by the degradation checks when returning.

A third anomaly was with a character with a low endurance, which lead to a lot of fainting when getting injured (usually by stupid hirelings who insisted on firing arrows into my character's back). In one robber quest the character was hit by a robber's arrow (for a change), fainted, and promptly transported away and dumped (after being relieved of a lot of gear, of course). The character woke up, returned to the homestead and grabbed new gear (the injury wasn't that bad), and returned to the robbers' tile and was pulled out of the world tile down to exactly the same tile as when fainting, and as far as I could tell everyone had been rooted in place, including the hirelings (one of which blocked physical access to the character by the robbers, by occupying the only access tile).

2
Gameplay questions / Re: Recovering from blood loss
« on: April 22, 2018, 09:25:34 AM »
I'm not aware of any food increasing the blood recovery rate (lingonberries and liver might help a little in real life as they're rich in iron, but I don't think lingonberries have any such effect in UrW).

When my characters have suffered significant blood loss I won't touch the wounds until the blood has recovered, and when starting to treat the wounds again I'd keep blood staunching herbs/blends at the ready.

I doubt UrW actually takes activity level into account. You may try taking sauna baths as they may or may not help (they shouldn't be harmful, anyway, and are certainly the right thing to do from an RP perspective).

And, by the way, how do you manage to get an unfortunate encounter with 4 Njerp warriors? The escaped slave scenario has a war camp, but if you actually managed to flee, you should know it's there. You can also attack Njerp villages (or pass near them, to get attacked), but again, you see the village at a distance.
The third option is that you've managed to find a Njerp war camp that isn't tied to the starting scenario, which would be exciting, as I'm not aware of anyone having found any of these (although they should exist, if I've understood Sami correctly).

3
Bug reports / Re: After power outage bug
« on: April 21, 2018, 06:19:24 PM »
I would expect them to get a lot of those.
I also would expect the to refer to the EULA that states that the OS may not be used for anything important, and that Microsoft takes no responsibility for any losses making sure that holds even for when they are negligent.

4
Suggestions / Re: Defense in a building
« on: April 19, 2018, 11:01:46 PM »
I'm not sure a dog would actually help against Njerps, based on my experience: I had a Njerp who tore down my bear traps around my homestead, so I repaired them while stealthed. I saw something "in the corner of my eye" flicking past, and sure enough, when done and turning around, there were footprints from the bugger passing about 5 tiles away from my character. The dog had been completely silent (this was before the introduction of bones).
The problem is that dogs only react to Njerps when they (the Njerps) aggro, not before. Dogs bark in alarm when robbers close in to demand your stuff, though, as well as at the sight of predators (but their hearing and smell is really poor: a predator can be just a few steps behind a dogs back without it noticing).

Njerps can, and will, destroy traps in trap lines. It's possible to make "mine fields" of traps, but my test of those while fighting Njerps (moving so they'd move into the traps) wasn't encouraging: pit traps with and without stakes caused some minor damage and delayed them slightly, but passing through two or three of them didn't neutralize them. A bear trap rendered a Njerp unconscious for a few turns, after which he broke free and resumed the attacks.
However, in my current game I've found a dead trader in one of my stand alone pit traps (no stakes), and in the game above, with the Njerp burglar, I had an adventurer/woodsman arrive, chop down two trees in my trap array, and then proceed to step into the pit trap that was in between them as he'd broken the line. He claimed to be fine for the two months it took to heal up...
However, it seems Njerps wear less armor now than they did, so they won't tire as quickly, but on the other hand they have less protection against trap damage.

As a final note, I've got a fox trap trap line around my current homestead (I don't really want to trap stuff with it, but just keep birds and other small animals out), but a vagabond woodsman has been observed crossing that line without any issues a lot of times, without disturbing the traps, indicating a Njerp ought to be able to do the same.

5
Bug reports / Re: After power outage bug
« on: April 18, 2018, 11:09:11 PM »
Only Sami can give a definite answer, but UrW isn't as good at handling crashes as one might want (although Sami took some steps lately, which I think is for the next update). UrW writes things to file at check points, and in addition to that the OS may decide on its own that it won't actually commit the written data to disk for some time, and if the power goes at that time what was committed but not written is obviously lost. The OS might not like incorrectly terminated files either (as happens when the application gets killed before it has closed the files).

If Sami says he can try to help you, it would normally be the complete folder for that character that should be zipped up.

The standard recommendation for UrW is to make regular backups of the character folder (I typically copy it after every sitting) in case things go horribly wrong. Obviously, that doesn't help you after the fact, though.

6
Gameplay questions / Re: Utility knives and axes in 3.50
« on: April 18, 2018, 10:58:35 PM »
Does anyone know what type of knife the broad knife represents in real life?  Why is a knife with a wider blade preferable for hideworking?
Given its usage I'd say it would be some kind of skinning knife. As I don't hunt and am not a butcher I have no real life experience of skinning.

7
Suggestions / Re: Spirit relation re-balancing
« on: April 17, 2018, 01:18:47 AM »
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).

8
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).

9
Gameplay questions / Re: Short Questions/Quick Answers
« on: April 17, 2018, 12:41:04 AM »
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).

10
Bug reports / Dismissed hirelings not returing properly
« on: April 16, 2018, 12:19:12 PM »
I've copied a save (so it's available if of interest) where my character has encountered "a reemiläis peasant" out in the wild and zoomed in. I'm quite sure the group of people seen to the SE are part of an earlier robber quest posse (the rest are probably just outside the visible area).
The group moves away to the SE (I've move two steps towards them and they move away at the same rate). I've encountered this behavior before, including refusals to be hired until "X" has returned, where "X" wasn't killed, but simply did not return after being dismissed.
I'm not sure of which hireling group this is, as I can't keep track of them, but it doesn't have to be the latest one (but it can be).
Obviously, the buggers should have returned home a long time ago...

11
Gameplay questions / Re: Utility knives and axes in 3.50
« on: April 16, 2018, 10:18:38 AM »
It would make some sense if a hunting knife was better for butchering than a broad knife that excels at skinning, but I don't know if different types of knives have different effects. It might be possible to test by having both a hunting knife and a broad knife of the same quality when killing a large animal (elk ideally) skin it, and save the game (with a copy).
Thereafter you'd drop one of the knives out of reach and butcher the animal and check how many cuts you received. You'd repeat that 10 times with each knife (exiting UrW, removing the save, make a copy of the copy and restore that as the save each time).
In the long run it probably doesn't matter much, though.

What's needed for cutting branches is a cutting weapon of any kind. UrW will select the one of the highest quality, and if you have multiple weapons of the same quality it will select the one highest up in the inventory list (I don't know whether things at the ground are selected before or after inventory items). You can test this by cutting branches once, note the item used, drop that item and pick it up again (which usually results in it ending up at the bottom of the list), cut branches again, and note that a different weapon is used (assuming you had multiple ones of the highest quality ranking).

12
Gameplay questions / Re: Short Questions/Quick Answers
« on: April 15, 2018, 11:03:29 PM »
It should be two to build a floor/ceiling, or you wouldn't be able to build buildings more than a tile wide...
And yes, you need a floor as well.

13
Gameplay questions / Re: Short Questions/Quick Answers
« on: April 14, 2018, 11:28:11 AM »
As MrMotorhead said, villages have a slow turn over (probably too slow for your quest limit), while traders have silver more often (I wouldn't put it at 50%: I'd say it's less than 50% for them to have trinkets, and probably less than half of the trinkets are silver).
Anyway, check out all traders, as adviced. Whether to lug around furs or not depends on whether you're close enough to a stash to mark the trader location on the map once they've been confirmed to hold desired goods, rush back to grab furs, and then return to trade.
If you're lugging around a trading stock, I'd recommend using a cow of burden (or a dog if you're not yet rich enough for a cow). Silver isn't cheap, so a sufficient trade stock is going to weigh a fair bit, and you really don't want to run into a Njerp with a movement speed of 3 km/h (and I don't know if robbers steal the trade goods, but I would expect them to...).

14
There might be a villager replenishment in a backwards sort of way. Some quests have you look for an individual in another village, and that individual acts like a village member and as if knowing the PC, but the PC doesn't know his name. As far as I can tell (which is by no means certain) these characters spawn (rather than their names being forgotten), but I can't tell whether they remain in the village once their role has been played or not (someone with greater social skills than me might be able to remember everyone in every village and note whether the new ones remain, but I certainly can't).

@caius: No. Small animals are adult individuals smaller than a percentage (20%, 30%) of the average. "Child" animals only exist for some wild species, but not yet for domesticated ones (nor for all wild species either).

15
Suggestions / Re: New look of rain a bit hard on the eyes
« on: April 10, 2018, 04:00:38 PM »
It's been mentioned by Sami that rain is a .png (gui-rain.png and ele-rain.png according to a search in the truetile folder) and that those images can be edited. Maybe somebody with a hint of artistic talent beyond the stick figure drawing level could edit the images and post alternative ones with a lesser impact?

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