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Topics - d2shr6o8av

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1
This feature is available on Cataclysm: Dark Days Ahead (CDDA) and I hope it will be implemented in UnReal World as well.

CDDA has three options:
Show: Cursor is always shown.
Hide: Cursor is hidden.
HideKB: Cursor is hidden on keyboard input and unhidden on mouse movement.

2
The game ate my masterwork woodman's axe after I dropped it on my punt, reset my tutorial, and increased curing time by about a little more than a year.

Save game @ https://www.dropbox.com/sh/m669o2pz1dhhvmc/AAAR8-60inf546HPIlf9akbYa?dl=0

Uploaded new save game called: TRILDAZER UPDATE1
In the updated save the tutorial reset itself yet again. A few furs that should have been ready or almost ready to be picked up had their 12 days timer reset and increased to as long as 19 days. I suspect my heavily loaded punt with spoiled raw meat cuts might have something to do with it.
This is all happening in the Islander area. You can find yellow markers with notes of the 440+ days of curing fur in the map.

A fur I had set to cure in Driik territory before I set out to explore Islander territory has had its curing time updated to 447 days.

3
Suggestions / Wishlist
« on: October 08, 2019, 10:29:58 AM »
Have all items on your animals be available in the trade screen.

An auto-pause when spotting wild animals. If not having an auto-pause is a feature to make stalking pray harder, then I understand.

Multi-select in the action menu. My use case would be to unleash/tie all or some animals at a time, equip ski stick/skis/paddle (my courtyard is only accessible through water or a gauntlet of traps).

Ask which animal you want to unpack/pack items from/to when multiple animals are standing on a tile.

Ask which target to attack when multiple beings are standing on a tile. Additionally have the attack repeat function (key: 3) remember who you last attacked and keep attacking them for each successive attack.

Allow non-weapons to be thrown when both hands are wielding something. My use case is throwing bait on traps. Currently I either drop bait and push it on a trap or un-equip one hand and throw the bait.

Crossbows should not require the 2nd hand slot to hold an arrow. Crossbow items if loaded should say what type of arrow is loaded in its name and you should be able to use the action menu (or some other way) to unload/reload them . Once loaded you should be able to swap an unloaded crossbow with a loaded one from your inventory.

Have a repeat the exact last crafting recipe key. My use case is smoking/drying/roasting batches of 19 per cord or 10 for roasting. Preferably it would be press shift-r, a list of what you are about to craft shows up in the message log and then press space to confirm crafting.
~Currently it is~: alt-c, d, select food, enter, space, 19, enter, select cord, enter, and space. Repeat this sequence for a big stag of meat cuts and feel your wrists curse at you. I've attempted to make an autokey script for it but Unreal World doesn't play nice with the program.

In the eating screen remember what you last ate and have it automatically selected.

Separate talk/command to shift-c for talking to people and something else for ordering/interacting with your pets. Unless all my dogs are visible to me, the chat selection is bogged down by all the names of dogs not visible to me.

Digging holes should be a resumable task. If you stop digging you lose all your progress and the dirt you dug out magically goes back in the unfinished hole.

Have items of the same exact type and weight stack with ones already packed on animals instead of making a separate entry.

Have animals/pets have the same unique item limit that a player has. Currently animals have a ~20 unique item limit and you’ll receive a “Burden of x is too much for “animal name” to carry!” despite having weight/load capacity left.

When walking over items you’ll see two different font colors, blue if there’s a single item and black if there’s multiple ones. Please use one font color (blue or something else) for both cases so that it is easier to distinguish items on the ground from other things.

4
Gameplay questions / Wearing a bandage.
« on: October 04, 2019, 01:06:18 AM »
I can wear and take off a single bandage in the wear/take_off screens. Is there a purpose to wearing one?

5
Gameplay questions / Measurements for terrain map and wilderness.
« on: September 29, 2019, 10:18:45 PM »
I couldn't find this information with a quick search so here are my questions:
What is the area or length of a terrain map tile (zoomed in)? My guess is 1/10 of kilometer.
What is the area or length of a wilderness tile (zoomed out)? My guess is 5 meters.

This information should help with understanding directions when you ask where is village/lake/cave/etc.

6
Gameplay questions / Does cooking with a quality pot have any benefits?
« on: September 22, 2019, 09:44:16 PM »
I have a beautiful and fine pot and I'm wondering if their higher quality makes it easier to get higher quality food and/or shorten cooking time. If not I'll just buy decent pots.

7
Suggestions / Fish for credit.
« on: September 20, 2019, 05:42:28 PM »
Currently the following quests will reward you with # of furs of credit to purchase village wares:

Gather stones.
Gather branches.
Find the lost sheep. (not sure)

Since there's already a credit system it would be nice if it was extended to trading.
I think the easiest implementation would be to add another dialogue option as
Trade Items > Get Credit for Items.
For this option you can only give items for credit, so you would select what you want to give and after confirming the selection the villager tells you that for those items you will be given # of x furs in credit.

Using credit would remain as is.

In my current game I'm stuck with no axe to buy from the 2 island villages I can reach. So getting credit for my extra fish would be nice for when the village has things that I want to buy (an axe).

8
Every time I have task that will take days to be finished, I head over to the "Week Calendar" section of http://www.unrealworld.fi/wiki/index.php?title=Calendar to calculate the exact date the task will be finished.
If the game instead of telling me how many days a task will take to finish/be_ready it tells me:
"X will be finished tanning on Day 3 of 10th week before midsummer point. You may not pick it up yet."

It would be a welcome QoL feature.

And if on top of that a custom map marker was automatically created with the relevant text to remind you that:
"X will be finished xing on Day # of #th week before x point"
That would save me from doing anything!  ;D

9
Solved'n'fixed bug reports / Cannot buy/choose the animal I want to buy.
« on: September 13, 2019, 05:34:30 PM »
A village has:
Big/average/small reindeer stags
Average/small reindeer does
inside the animal fence.

Only the average and small sized reindeer can be bought. I could eventually buy what I want (Big reindeer stag) if I bought out one of the groups (all average reindeer doe/stag or all small reindeer doe/stag).
I guess the game has a 4 selection limit for the "Buy animal" dialogue.

10
Bug reports / Fast/run skiing
« on: October 24, 2018, 09:29:06 PM »
AFAIK there's only one official skiing pace, which at grandmaster allows me to ski at 6 km/h.
Pressing Shift-r informs you that "You can't run while skiing!"

I just discovered that if I unequip the ski stick, press shift-r, and re-equip the ski stick, I'm able to "ski" at 12 km/h on thigh deep snow.
Whenever I ski/run, the message log shows:
You ski.
You run.

Running while not using skis and ski stick still allows me to run at 12 km/h for a tile or two and then I slow down. This does not make sense to me, especially while running on thigh deep snow without snow shoes.
Disclaimer: I've never skied before, so I may be talking out of my ass.

11
Suggestions / QoL - Different font color for worn items.
« on: October 22, 2018, 06:11:07 AM »
It hasn't happened yet, but one of these days I will sell one of my worn items accidentally. I like to haggle, a lot!

A simple font color change for worn items would be great.

12
As soon as you load the game you'll find the adventurer in question a few tiles to the right.

I'm not trying to buy something from the adventurer, I'm trying to pay for something I picked up from the floor.

Save game.

13
The quest giver is sleeping in the tile above me.

I made sure to check what spear skill level I had (80) before talking to the adventurer for the reward.

Save game

14
I've been curing every single skin or hide I've had out of fear that it would either rot or degrade.

As the title says, does curing all your skins/hides give you long term protection from rot or degradation, even after you started the tanning process?

How long does it usually take for a skin to degrade and/or rot during the summer?

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