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Topics - PALU

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My character received the spirit of the forest quest a week before mid winter, and performed the ritual 2 weeks later. However, when my character felt the presence of the spirit, it was so dark that the visibility was a single tile, so the spirit wasn't visible (spirits don't wear light vests like humans do). I waited and turned, waited and turned, ... for a fair while, but nothing happened. Then I took a step in a random direction, and was spoken to by a still invisible grey bearded man. I waited a fair while more, but nothing more was said (or seen, of course). I then walked in a rectangle around the ant nest, but nothing was happening or seen, after which I gave up and went to bed. When reporting the quest to the sage that had given it, it hadn't registered, so I guess it will have to sit there for some months to wait for brighter times (there's still two or 3 usages left on the item bought for the quest)...

I had some roasted elk meat that tasted awful, probably because it was stale when it was roasted, and my character's cooking skill isn't stellar either. A while later (i.e. one or a few days) it "decayed" into stale bland roasted elk meat.
I made a copy of the character's save immediately after detecting the improvement, if there's anything useful to gain from it.

There are a few cases where you'd really want quite substantial lengths of material when crafting items. Currently this affects mods only, but once those kinds of crafting recipes make it into the game itself they may cause issues.

The cases I've encountered or envisioned so far are:
- Making a net is going to use a whole lot of material, and I doubt 255 ft is sufficient (I haven't tried to convert the old recipe yet).
- Weaving (from thread) is going to require a lot of thread. The modified mod I've used bypasses the issue by still using a weight for the raw material, rather than length.
- Knitting. Similar to weaving, the length of the yarn is going to be rather substantial. The mod modification I've tried is to use two sets of wool, each 135 ft long (and I think 15 ft for ½ pound of wool is probably too short) to get the 270 ft required for the largest wool garments.

As indicated, it's not urgent, but something that may become an issue in the future.

Version 3.52 (stable): I just processed an elk calf, resulting in 179 cuts of meat and a 3 lbs skin. The amount of meat produced is close to what a small adult would provide, but the skin is about 1/7 (and on par with a glutton skin). It's not a serious issue of course, just somewhat surprising.

Bug reports / Bird Thief does not know location of new quester
« on: February 26, 2019, 10:18:46 AM »
A rather minor issue:

I've performed a Bird Thief quest fairly recently (about 3 quests ago or so). As I came to a village looking for a new quest I was allowed to ask for the location of Apro, and also was informed that Matti needed help. I located an unknown villager approximately where Apro should be, said I was looking for Apro, asked how he was, and told him he deserved being punished for stealing birds (without revealing who'd put the hex on him). Neither on the first, nor on subsequent attempts did he recognize Matti had a quest (nor allowed me to ask for Matti's location, but that's typically available only after being informed Matti has a quest for you).

As mentioned, it's a very minor inconsistency, as there's no shortage of other people to guide me to Matti, but the bird thief ought to know of the village's quest.

Bug reports / Multiple quest people not cleared on quest resolution
« on: February 04, 2019, 11:04:27 AM »
When a quest involves multiple people, the secondary person remains as a person you can ask for the whereabouts of when the quest is finished by reporting to the main quest giver. This entry is cleared once you have talked to the secondary person, though (and that person doesn't have any quest related entries in their dialogues). I've encountered this with the bird thief quest as well as the robber quest (where the bird hunter and the witness remain respectively).
As the dangling info doesn't cause any trouble and clears itself when the secondary people are spoken to it's more of a quirk/inconvenience than a bug, though.
Note that I haven't had a case of any failed multiple people quest with the current version, so I don't know how that behaves.

Also note that both of these cases were with the latest version, so it's not a case of the remaining people from old quests in the previous version: as far as I have seen all those cases have been fixed.

Edit: No, the second quest can't be the bird thief one, as I've gotten that one again, and the old bird hunter disappears after I've given him the bird. Looking back at the quest log, it must have been the Forest Maiden one, with the gossip girl being left dangling.

Suggestions / Allow humans to recognize baited traps
« on: December 20, 2018, 10:22:37 AM »
Humans recognize trap lines and avoid/deal with them, but can (accidentally or intentionally) get caught by isolated traps.
After having a merchant getting killed in an isolated trap of mine, I thought it might be possible for humans to recognize baited traps as being traps, and thus avoid them. This would still make it possible to intentionally target humans by leaving traps unbaited, but would allow you to avoid accidental human casualties by ensuring those traps are baited (at least until such a time when bait can be taken by creatures of the "wrong" size, such as birds taking meat from a pit trap without triggering it).

The Bird Thief quest can be a real pain when the target area is coniferous, as visibility is poor to start with, and there's a significant risk of the traps being obscured for the player by trees on top of that. The description talks about human footprints, so it would make sense to actually have human footprints in the area, similar to how the Wounded Adventurer quest has animal footprints (but the human wouldn't remain in the area, obviously). I don't know how hard this is to implement, though.

I've noted that sometimes the trunk of a tree can be seen through/on top of the branches of a tree that should obscure it, while most of the time the trunk is obscured. Then I noted that a see-through tree had a feather at its base, removed the feather, and found the display order return to normal, i.e. the trunk of the tree behind it became obscured again. Shortly after that I saw another see-through tree, and yes, it has a feather at its base.
If it's of interest I saved and copied the save just before removing the feather from the first tree.

The issue has no game play effects as far as I know, so it's only a visual oddity.

Suggestions / Commands should have a longer range than conversation
« on: May 02, 2018, 12:23:50 PM »
So, once again I've had the frustration of battling robbers and most of the hirelings just twiddle their thumbs when the one they fought was killed, while the last of them is fighting a 1:1 battle against one of the robbers.
The refusal to follow orders in this situation has thankfully been fixed, but I still have the problem that the order range is the same as the conversation range, i.e. about 10 meters. As the robbers tend to come towards you in a string, there can be some distance between your character battling the first one and the hirelings battling the others.

My suggestion is that you should be able to shout commands to hirelings (and dogs) at a considerably larger range, probably about 30 meters (15 tiles), although maximum visual range probably wouldn't be excessive. Instead of the infuriating message that I have to get closer while the abandoned hireling gets hacked to death, only commands should be available if the distance is too large for conversation, with the rest being greyed out. Non hirelings should continue to behave as they do currently (i.e. no reply, "get closer"), as you can't order them around.

In the same vein, dogs ought to hear you at a considerably larger distance than is currently the case, both because you're presumably shouting to increase the range, and because dogs have a better hearing than humans. If the dog is sufficiently far away you may not hear its reply bark, though (range based on character hearing?).

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...

I just gave up on such a quest after having visited every tile in the search area, except the lake ones (but including the island ones in the lake).  However, the visibility in spruce forests is horrible, and the track area is rather small, so it's very easy to miss them.

Should "forest cover" be taken literally, such that the search can be "limited" to forest tiles?

Bug reports / Spoiled spoils?
« on: April 04, 2018, 12:00:51 PM »
3.50: I took up a wounded adventurer quest in the morning and was lucky enough to find the shelter by the afternoon. However, both sets of smoked meat that were there were spoiled, which I don't think is supposed to happen. I destroyed the garbage (literally) immediately, so it's no longer available for examination.

It doesn't matter for my character, as abundant food is available, but I report it as it's odd.

The date is day 5 of the 5:th week before "midsummer" point, if timing might be involved.

It seems I'm never been able to hire anyone I've ever hired before (I can identify a lot of them by the fact that they carry equipment they received from me). It's perfectly understandable that people won't join up with me if people have gone missing (although I think they should give some leeway when the casualty was in the robber removal service), but everyone else I've hired previously invariably says "Not now, but maybe in the future".  Apart from losses cutting out villages, it also means all the highly skilled potential hirelings quickly become unavailable, which means higher losses as the trash mobs I have to recruit (villagers, peasants, and old men, as the hunters and woodsmen without missile weapons have all been hired before) die rather easily (although I'll probably get to use the newly introduced blood staunching of others ability soon, if I can find enough bodies).
This issue is on top of 90% of those I try to recruit say "Not now, but maybe in the future" (including the closest village, where nobody has ever wanted to join up, including the adventurer).

Suggestions / Spirit relation re-balancing
« on: March 10, 2018, 10:43:34 AM »
The spirit and magic enhancements are good in general. However, there are a few things I think need re-balancing:

1. As far as I can tell, sacrifices now use a joint pool, as opposed to separate pools (and spells) for different targets earlier. I think they need to be split up again, so sacrifice of fish automatically goes towards satisfying the water spirits and meat to appease the forest ones, and these pools being independent, i.e. having made an offering to the spirits of the forest shouldn't block a sacrifice to the spirits of the water. Whether there should be a regional split up as well can be discussed, as I don't know if there are regional differences or not, but if there are, sacrifices to one region/realm spirit shouldn't affect sacrifices to another.
2. Spirit mood feedback should likewise be split up more. I keep getting messages of unity with the water even though my character haven't fished for half a year, and the sacrifices for almost as long have been of meat (I had some roaches that needed sacrificing).
3. The "cost" of kills should be re-balanced so it's possible to live off small game without being hated by the spirits of the forest. It should be contemplated whether the value (in some currency, e.g. amount/nutrients of meat and/or fur value) of a kill and sacrifice should affect the spirit relation adjustment. Currently it seems a sacrifice of a spoiled hazel grouse lump of fat has the same impact as a whole salmon or fresh bear cut.
4. "Special" sacrifices (of which I know a single one) should not be blocked by the standard ones, and given their cost, they ought to give a larger boost to the relation than the standard one.
5. Spirit moods ought to move towards neutral over time if nothing affects them, so a relation of unity should decay towards neutral if you neither sacrifice nor "harvest" from the spirit's domain, and the same should a furious relation.
However, some folklore seems to have rather petty supernatural actors with long memories, so it might not be wrong to let good relations decay a lot faster than bad ones are repaired.

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