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Topics - Matti-patti

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Suggestions / Add hotkey for switching traditional movement on/off
« on: November 11, 2025, 12:03:07 PM »
Sometimes, for instance when you are checking through villages building or navigating through lots of thick forest you might want to switch to traditional movement to save on keystrokes. It would be handy if we could toggle it with hotkey rather than going to the menu for it.

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Suggestions / Price of skis should be increased
« on: November 09, 2025, 08:20:07 PM »
The price is now less than the cost of it's raw materials, 6 pounds of decent summer elk fur is 7 squirrel hides by itself. Something in region of 10-20 squirrel hides would be more reasonable, 23 squirrel hides would put them in similar category as longbow in value generated per hour of labor.

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Suggestions / Making it harder for animals to escape from indoors
« on: November 08, 2025, 11:44:25 AM »
Presently animals often accidentally escape from building while you are leaving it, especially if it's a small building. What typically happens is that while you move out of the door tile the animal moves to the door tile behind you and is on the door tile as you close the door. The animal is now on the door tile with the door closed, but this does not prevent it from moving outside.

If it was made so that an animal who cannot open doors could only move inside the building from a door tile when the door is closed, this would prevent most cases of animals accidentally escaping from buildings.

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Suggestions / Increase average cow size a bit
« on: November 06, 2025, 11:01:14 PM »
Currently they are in bit awkward middle ground where they may or may not be able to lift a log (400lb) as many have carrying capacity in the 350-399lbs region. There isn't even a large difference in cost but there is a large difference in utility, especially now as the introduction of springs has made non-coastal settlement locations more practical.

Currently it's a roulette if the cow you are investing your ~80 squirrel hides in will lift a log, so practically you really should save scum to check it out. In addition cows aren't that common, especially in the eastern parts so poor rolls may result in none of the animals being suitable. The average size of cow (the regular, non small, non large one) should be increased a tad so that they will lift at minimum 400lbs.

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If you make a batch of arrows using multiple types of feathers from different birds, none of them are consumed.

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Bug reports / Staves are still in inventory generation as weapon
« on: November 01, 2025, 02:41:09 PM »
Meaning they appear as "weapon" PC and NPC may get in their inventories, though staff is no longer a weapon as of recently. The staves are also generic whereas proper staves now have a tree type.

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The practice of anasyrma (harakointi or pyllyttäminen in Finnish depending on context) was quite widespread in Finnish folk magic. Meaning ritual exposition of ones genitals for magical/supernatural effect, in Finnish context the magically potent female one. Currently there is one spell featuring it, one that buffs pawboards by having women walk over them. However while a female PC can get her pawboards buffed by other woman she is unable to do it herself. This should change, for instance there could be seperate female specific version of the ritual (gender specific rituals would be cool in general now that I think of it).

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Not bugs / [Not a bug] Steam beta branch missing
« on: November 01, 2024, 06:36:14 PM »
At least it didn't use to require any special code to access it. Did this change or is there a hiccup somewhere?


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Suggestions / Allow pre-loading of crossbows without nocking
« on: January 09, 2024, 11:34:16 AM »
Currently it's only possible to load crossbow in advance by wielding it and then wielding an arrow in the other hand. Problem with this is that it makes crossbows practically unusable with skis. In addition if you change the nocked arrow to one of different type you need to reload the crossbow for some reason. I'd propose that it should be possible to load a wielded crossbow in advance by using the apply action. The load action should be the default selected action in the apply menu (over the bowstring one) to save bit of keystrokes. After this the crossbow persists in loaded state until unwielded or shot with. If you load the crossbow by wielding an arrow at the same time as we currently do, the crossbow should also maintain the loaded state even if the arrow is unwielded or changed to a different one.

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Suggestions / Give the "arrow-tip" treatment to javelins
« on: December 16, 2023, 09:17:05 PM »
In other words, allow us to manufacture bone javelin-heads, buy iron javelin-heads and ability to manufacture javelins using them. Then we can choose to use simple sharpened point as now, or make a more proper javelin with the new heads. With this I believe javelin making should also be moved under the carpentry skill, allowing player to manufacture fine and masterwork javelins with proper tips. Possibly staff making should too, to make it harder to get the proper materials for good quality javelin.

I don't think the stat line of the weapon needs to change, as the point attack is already excessive for sharp wooden stick.

11
It's not just matter of having to smash the ice yourself, I can almost never find the things during winter since they blend in with the snow.

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Suggestions / Add cooking with wooden bowls
« on: November 28, 2023, 12:23:17 PM »
There has been traditional usage of wooden containers for cooking in Finland, and this could theoretically go back to URW's times. I.e. särä: https://areena.yle.fi/1-50799207

In practice it would involve wooden bowl or similar new speciality item that would be patched a bit with quick dough and then placed in fireplace (which represents traditional Finnish chimneyless ovenstove) with burned out fire and cooked for hours, akin to meat stew and porridge recipes. The container should suffer wear in the process and be good for only few usages.

As pot is rather large investment early on, this would allow some basic cooking to be done by starting characters.

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Suggestions / Birds should be less intimidating
« on: June 20, 2023, 08:45:45 PM »
This is something that has been bothering me for a long time. Please make it so that we can zoom out to the world map even if there is some random grouse hovering in the air nearby. Birds in the air tend to be chill about the player's presence so that they can stick nearby and you need to run away from the bird before you can zoom out. None of the birds are ever aggressive to the player either. The only potential exploit cases I can think of is that the player might zoom out to prevent a bird of prey from killing another bird or prevent it from stealing a meat cut you left lying around on the ground, which are of doubtful utility.

Similarly I'm not sure dogs should be so hung about birds of pray (i.e. bark in alarm) as they are insignificant animals to the player. It's unnecessary info clutter.

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Suggestions / Add more "manufacturer" NPCs
« on: June 19, 2023, 10:32:05 AM »
In the category of super obvious suggestions: now that there is presumably some kind framework for the orders systems, it would be nice to see other relevant NPCs.

For example bowyers who make bows and arrows (possibly player would need to supply the arrowheads?), rough/decent clothing from female npc from villages (possibly with rather long manufacturing times as they have other things to do than make you clothes), rare dedicated seamstress NPC who make fine and masterwork clothing in at least Driik and Reemi villages. Maybe (already present) craftsman NPCs should be able to supply you with more general items like paddles, punts, yarn, snares, nets etc.? The readily available stock in villages could then be revised to be more basic accordingly (though I think they should always have some stuff there, a desperate player might want to steal an axe, for example).

It's worth noting that there would be some thematic issues with ordering fur clothing, since furs are mechanically player's prime loot and currency, but fur clothing isn't priced accordingly. For example fine reindeer fur goes for 250 value (25 value/pound) while fine fur shirt is 200 (28,58 value/pound). Maybe (forest) reindeer furs should have the price cut down to half to bring them in line with elk fur for value/pound, though I feel the added value from the expert manufacture is still rather small. The fur clothes could be also made more expensive, but fine furs (warmth 6, but very heavy) are already bit iffy for warmth when compared to rough nettle and linen clothing (warmth 2, but much lighter), so they aren't terribly useful for players except for the items for extremities.

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PC height is given incorrectly when using metric units. After conversion it's 15-20cm taller than what is given in imperial units. Example from test case: imperial height 79 inches (200,66cm) vs. stated metric height 219cm. Using 3.71 Steam version, tested on both Win 7 and Win 10 systems. Worth noting the conversion was working fine in 3.63 and earlier and when importing a character from that version to 3.71 the imperial units were the ones that remained correct.

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