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Topics - JP_Finn

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Bug reports / Minor non-displaying items error
« on: October 31, 2020, 05:50:03 PM »
Looking at cooking foods (stews in this case) shows all of the items. Trying to pick them up, to see when they are ready, only displays one item.

Other items being prepared: drying, smoking at least, do display the items/stacks properly. Please see attached.

I guess it's possible, that the game doesn't show the items separately if their ready status is close enough, but in that case, it'd be nice to see how long until the cooking  foods are ready.

Suggestions / Character and clothing&armor sizes
« on: October 31, 2020, 03:53:21 AM »
At the moment if someone wants to play (metal) armor wearing warrior, they either choose Kaumolais or Sartolais character. They have largest size and as weight directly affects carry weight and encumbrance penalty; there’s no reason to choose any other culture.

Now the suggestion!

Have small characters, say under 65kg (~143lbs) average/usual size above that and below ~90kg (198lbs) and large characters, above 95kg/198lbs
All weights debatable.

Then add ‘small’ and ‘large’ sized armor and clothing items. Keep the current items as average/usual size.
Decrease small clothing and armor weight by (maybe 10-15%) and increase large variants weight by 10-15%
Values debatable.

No more getting correctly fitting armor for the 100kg/220lbs Kaumolainen from that 103lbs/47kg Njerpez.

Also, with metalworking/smithing in dev.plans, enable re-sizing and repairing existing armor.

Suggestions / Customizable keys
« on: October 29, 2020, 06:19:24 PM »
Namely, I'd love to be able to add minor macro/toggle for certain things. Keys 4,5,6,8 are not used. Plenty of letters are unused as well.
Not sure how tedious it'd be to enable functions such as:
    4. get skis and ski stick from this location
    5. toggle apply/Take-off for skis and ski stick
    6. Take-off and drop skis and ski stick
    8. apply ski stick (for those skiing archers)

    4. Take-off and drop everything. (easier sauna/swim time)
    5. get all items and Wear all clothing and armor

    8. toggle(or manually select) and wield between arrow/javelin/rock/other throwable weapon stack in the inventory. Then default to that type for further throwing (possibly use other customizable key for the throw and ready next missile, keeping the throwing as manually selected action)

And so on.

When you exit your settlement, and press ‘.’ the game zooms in on your settlement like you’d approached it from any of the 8 surrounding tiles.

It’s minor inconvenience, as often there are other tall points nearby to wait for game move in the distance. But building on lonely hill or mountain effectively eliminates the spotting of game.

(The auto zoom-in can be turned off which helps, but adds inconvenience to zoom in manually every other time entering settlements)

General Discussion / Kill counter?
« on: October 27, 2020, 06:17:56 AM »
I took a hiatus from URW for couple months. Now playing again, my character has killed 6 more Njerpez and his big dog 2 more. But I lost my piece of paper I had the kill tally on. Maybe 40-50 something.

So, is there a non-encrypted / clear text file game file, that I can filter/grep for njerpez/human kills? (my guy hasn’t killed any non-njerp humans, so that might make it easier to count)

Modding / Is it possible to mod in a garment, that boosts a skill?
« on: October 27, 2020, 04:40:49 AM »
As per subject.
E.g. is it possible to have 3lbs pair of ‘pieksut’ (proud nose toed leather boots), that give a minor bonus, (malus for low quality) to skiing.
I.e. decent pieksut to give 3% skill increase to skiing, fine pieksut to give +5 and MW to give +7

Extra bonus if there’s a way for wearing/applying skis to require wearing pieksut first. (So those harsh or even crude pieksut might have to be used.

Or maybe this should go to Suggestions?

Suggestions / Sub-categories for food in cellar
« on: October 25, 2020, 02:41:50 AM »
I find it tricky at times to find the stuff in my cellar.
There's all herbs/seasonings, vegetables, meat, fish, stews and soups all in one big... pile?

I like the fact that top most items are the oldest in there, so using those first makes sense.

But what I'd like to see is add additional food categories for cellar:
  • herbs and seasoning
  • roots and vegetables
  • berries
  • mushrooms
  • raw meats and fishes
  • cooked/cured meat and fish
  • cooked meals (and with that, blanched mushrooms
  • herbal drinks, water, milk

Making the change for character's inventory, less needed as no one carries hundreds of food items on them. Also to keep keyboard jockeying in check.

Suggestions / Graphical representation of known people.
« on: May 27, 2020, 05:37:11 PM »
When someone gets aggressive, we see the red “ “ above them.
What I’d like to see is green, blue, orange or yellow “ “ or * or ! or ? on them

But more specific, if an unknown/not yet introduced villager has a quest, or has something to tell or suggest to the character, have them display e.g. yellow ! Or ?

If that character was known to the character, display the icon in blue and if friendly, in green.

It’d also be nice if known NPCs were similarly identified, so character wouldn’t need to manually look at them, just to see if they’re known, or if that’s the NPC quest giver or not.

Characters* / icons, colors all open.

*a-z, “!? and so on

Suggestions / Collecting embers
« on: May 21, 2020, 04:18:02 PM »
In the light of fire mechanics change, I suggest picking and packing embers for portable fire source. Should work with wolf hide or bigger, using dirt* as insulation. Or collect the embers in a pot.

Given the frozen nature, heh, of winter, the soil around extended burn campfire could be thawed enough to be used.

Not bugs / [not a bug, slow down JP...] Forum posting limit
« on: May 20, 2020, 08:27:24 AM »
Looks like I can’t post on the Suggestions. 

Either I got too many ideas, or the system wants status quo upkept.

Suggestions / Butchering and tanning agents
« on: May 20, 2020, 06:14:27 AM »
I'd prefer to get entire muscle groups, fat, brains and other organs, even blood, tendons, full skeleton as butchering products. Not just 1lbs cut of meat, 4 bones and fat. (with possible skull and antlers)

Especially for tanning, brains would be nice. For vitamin source (not yet implemented... eventually? cooking and eating liver shouldn't be overlooked. Lungs less usable, kidneys and spleen definitely. And I've personally always liked the flavor and texture of stewed elk(alces alces) tongue, delicious with cranberry jam and truffle mashed potatoes... mmmm  :D

But to the real suggestion:
Can we please simplify the 'fat/brains' received from butchering animals?

I.e. get "fat or preferably brains and lump it into a single inventory item.

Pros: less inventory clutter. No tanning agent shortage if character used capercaillie fat to tan hazel grouse skin (it gets fully used, yet hazel grouse fat isn't enough to tan capercaillie skin)
Cons: folks using bark to tan and fat as baits would lose their weight gaming "optimization"/option.

My character Antti went to look for Traders with some furs, popped by at forester village, they had wounded adventurer there. Bear had mauled him, you know the drill. Anyway, bears aren't easy to find in winter and previous one resulted in 200lbs+ of awful dried bear cuts.. dog food, eh.
So figured why not look up the handaxe, kill the man-eater bear and get winter hide and better jerky.

Day later, big male bear killed on a ice of a lake. Packed 90lbs on the dog, had to leave 60 lbs behind as fur load was limiting Antti from hauling it all in one go. (he's big guy @ 217lbs, max strength, high endurance) battling tiredness, dark of the winters night and fatigue, popped into a Njerpez. And he's standing mere 5tiles/10m away, facing towards. Oh crud.
Antti has so far killed 31, his dog 4. But this one might be fatal, the wrong way. 45% fatigue, 39% encumbrance. 7% injuries from bear bruising. Oh well, at least the dog's deep cuts healed 2 days prior.
Drop the excess load, furs, meat, all other food items, water. Anything but battle gear: broad sword, bow&arrows, handaxe, broad knife

And what does the Njerpez warrior do? Mind you, he had shortbow, plenty arrows, Njerpez scimitar, knife...

The Njerpez, turned away and fled. He literally hightailed outta there.
With Antti's load at max, decided to let him run. Which he did.
But, what's changed? Like the guy in red, running away?  :o

I guess massive guy clad boar armor, bear and elk fur, metal helm and long coif, steaming like bull from the near black night over knee deep snow; dropping ~150lbs fresh bear cuts, stack of hides and grabbing masterwork hunting bow with handaxe, broadsword and two knives on the belt, roundshield strapped to the ruck... could be intimidating. Especially if there has been a hidden scout to witness what happens to any of their ilk.

Suggestions / Functionality change salting
« on: May 19, 2020, 12:17:00 AM »
Main attraction for salting vs smoking or drying is the time it takes. Yet, you need to come back 5 days later to collect the salted protein. And coming back deducts usability that we can get by smoking. I.e. if I have to come back for the protein, why not take it to cabin to begin with?

As salting doesn’t require water and tub, we presumably heavy salt in-game.
So other than game mechanic from all other cooking, why can’t our characters pack the salted protein and let it cure in the rucksack?

In short, allow salted food to be picked up, before it’s “cooked”/cured. Don’t allow eating it before cooked/cured.

Apologies as the linked wiki article is only available in Finnish, but reading through the "false gods list" in Dauidin Psaltarin aka Finnish translated and adapted book of psalms back in 1551.
It lists 12 western (hämäläinen/tavastian) and 12 eastern (karjalainen/karelian) gods.

Western gods, briefly:
Tapio, forests and game
Ahti, waters and fish
Väinämöinen, sage-wizard demi-god with power of singing spells
Rahko, thief waning moon (with bucket of tar and tall ladder painting moon darker every night)
Liekkiö, grasses, roots and trees. Also bastardized to be phantom of murdered children by catholic church.
Ilmarinen, original god of air&weather. Smith of ... everything?
Tursas, Turisas, bastardized to be also the iku-Turso. First being god of war and battles, second a malign sea-monster. The latter is also a primordial beast generating diseases.
Kratti, god of possessions and hidden wealth. Name derived from Swedish 'skratta' 'LAUGH' a phantom laying above hidden treasures and wealth, laughing and laughing?
Tonttu, aka elf. Various spirits, one for house, one for sauna, one for dry barn (riihi, for dry grains), one for yard, one for yule etc)
Piru, or after christian religion demonized Finn beliefs = devil, god of celebrations and fun.
Kave/Kapeet, spirits of air, often projected as avians. "old man Kave" was carried in his mother's womb for 30 years, and when born came out with his blades and mounted on a saddled horse! Rumored to be Väinämöisen father and possibly also the original iku-turso (not Turisas)
Sons of Kaleva, were giants that shaped the land, shifted boulders, cleared meadows and so on.

Eastern gods were:
Rongoteus, who gave harvest of rye
Pellonpekko, gave barley and brews
Virankannos, gave oats
Akräs, gave peas, beans and turnips
Köntys, created meadows and gave hay
Ukko, was the supreme god, lord of weather
Rauni, Ukko's wife, family and ... fornication
Kekri/Käkriäinen, the god of pleasure/hedonism, with his 2 pronged penis...
Hiisi gave victory in battle (Hiisi was later bastardized to be malign water dweller. Similar to Turisas)
Vedenemä, gave fishes to the nets.
Nyyrikki gave squirrels from the woods.
Hittavainen gave hares.

Western gods seem to have affiliated more towards property, spells /lunar cycle and weather. Eastern gods more towards agriculture and carnal pleasures.

TL;DR; in-game western gods lean towards farming, historically to weather. Eastern gods in-game lean towards hunting, historically to farming and f#cking.

Here's wikipedia article, in Finnish, about the recorded gods, Ancestral finnish gods
This was written in 1551, several hundred (6?) years after the time window for Fantastic UnReal World game world closes.

(If there's any interest into pre-christian gods here, I can translate, if given some time. I'm agnostic myself, if that makes any difference. If someone likes any one/multiple sky-pilot(s), that's their choice, I'm not one to deny it)

Personally I found it interesting that Elks decided to put Eastern cultures towards hunting, not farming.
I guess the thinking were: the Karelians being southern(south-eastern) Finns and Savo-folks to Kuusamo, further inland in the east and more to the north, as the basis for the hunter type the Kiesse & Kaumo are in-game.

And sadly Mr Agricola*, didn't record Northern beliefs in his... crusader... translation works.

*he's the original Finnish language literacy figure, first to write down, any Finnish language, so can't really dis him too hard.

Gameplay questions / Varied handaxes?
« on: May 16, 2020, 07:37:31 AM »
I just noticed I have somehow differing/varied handaxes. They're all collected from Njerpez as ... tributes to Turisas... ?
Any ideas what the differences are; they keep stacking repeatedly the same, so there's something, but what?

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