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Messages - PALU

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Development News / Re: NPC hunters gone wild
« on: Today at 06:50:32 PM »
For a difference in access time between the free version and the paid version to make sense with regards to donation incentives, donating users ought to be treated on par with third party platform purchasers, at least when the donations are above some threshold (probably around when the developers get about the same amount). That can be achieved either by introducing a new tier between free and Lifetime Member, or by lowering the threshold for the latter, possibly discarding perks that aren't sustainable in the process.

It can be noted that the Lifetime Member category is in a somewhat uneasy position currently, because releases are supposed to be discussed in the members only section before they become available as freely downloaded, but as far as I know the third party platform purchasers aren't given access to that section, which means those who have payed for a license to use UrW and want to discuss the game in its own forum end up doing so in the open section.

The UrW nutrition model is a bit simplistic, so nutrients are neither gained nor lost by (poor) processing, but some (drying and smoking in particular) concentrate those nutrients in a smaller package, allowing characters to eat more nutrients before the belly gets full.
Water, naturally, doesn't contain any nutrients at all, and so is merely a filler. However, some foods need to be processed in various ways, and all kinds of processing are not available to all foods (you can't roast grain, for instance).

Development News / Re: NPC hunters gone wild
« on: May 24, 2019, 12:12:38 AM »
Sounds like a nice piece of ownership logic.

If you were to make your home in a cave I assume you'd either build a wooden floor (which probably doesn't match how things were done in reality), or just use "carpets", i.e. hides, which I think have been used by cultures using mobile structures (yurts, kotas, tipis, etc.).

General Discussion / Re: How to get burn damage?
« on: May 15, 2019, 02:13:19 PM »
You've got a useful answer already, but I'll add mine as well: The time I accidentally burned my character I'd set fire to a line of branches for a future set of farm plots, while standing at a tile beside the line cutting new branches, with one lot already at my character's feet. Apparently the process of cutting branches (and thus being occupied doing something) prevented the character from immediately jumping away (dogs get out of the way when I've set fire to branches underneath them, and do not get injured in the process).

Suggestions / Re: Rules of engagement for adventurers in the wild
« on: May 13, 2019, 02:56:42 PM »
While the requirement to unwield weapons when entering villages makes logical sense, it's a pain in the posterior in practice, as shown by games that have such rules: it adds busywork and you're likely to forget either to remove the weapons before entering, or forget to reequip them while leaving (or both).

Having weapons at the ready while traveling makes sense, as you can easily stumble upon aggressive wildlife, so a traveler not being armed would probably be seen as somewhat reckless.

General Discussion / Re: Exploit - overloaded traders
« on: May 09, 2019, 02:28:23 PM »
The problem with traders having beasts of burden is that it requires the implementation of logic to handle the "inventory", so there's an implementation technical issue. In addition to that, I'm not sure the ships of the era were suitable for transport of cows/horses, so there might be an issue with historical accuracy there. On the other hand, Scandinavians definitely used their ships/boats on water ways.

General Discussion / Re: Exploit - overloaded traders
« on: May 09, 2019, 09:02:41 AM »
I tough Foreign traders didn't accept Elk furs.
I haven't had any problems with that (and this is the first time I hear about such a restriction). I've never tried to sell leather to them, but furs have worked well.

General Discussion / Re: Exploit - overloaded traders
« on: May 08, 2019, 11:49:06 PM »
Hm, that may cause a problem, since jewelry is expensive and hides are heavy (and heavier than armor and weapons as well, value wise). To buy some of the more expensive things I've had to resort to moving up to the trader, cow of burden in tow, offload a sizable part of the cow's inventory onto my character, rooting it in place, and then trade a large pile of (piles of) hides for a couple of trinkets. Unless care is taken, there's a risk traders won't be able to sell their expensive stuff because they can't carry the payment in the only currency they accept, perhaps with the exception of superior hides, but you don't get those that often even with top skill and tools.

Suggestions / Re: Rules of engagement for adventurers in the wild
« on: May 07, 2019, 11:36:31 PM »
- The PC hires Jurkka to help out with the the village's quest to get rid of a robber band.
- Jurkka drops his axe during the battle and gets killed a bit later (possibly by Osmo, who made a pin cushion out of Jurkka's back during the fight, as the player was too careless/inexperienced to realize ranged NPCs are bad for the group's health).
- The PC pick up all the stuff laying around after the fight and gives Jurkka a fire burial.
- The PC returns to the village and reports that the robbers are all dead, but unfortunately, Jurkka was lost as well (that part is not available in the game).
- The PC tries to get rid of the junk collected, and gets lynched by the villagers for murdering Jurkka.


The PC encounters the dead body of a hunter in the forest (which ought to be a possible outcome of the hunting the more active NPCs are going to engage in), takes farewell of him through a funeral pyre, picks up the items dropped by the body and goes to the nearest village, tries to get rid of the items he's got no use for, and gets a summary execution.

Suggestions / Re: Rules of engagement for adventurers in the wild
« on: May 06, 2019, 11:41:57 PM »
It won't work because half the times you encounter an NPC in spruce infested forests it's going to be bloody, because you won't see them until your nose bumps into theirs as your round a tree, not to mention zooming in right beside the NPC from the overland map.

Gameplay questions / Re: Do villagers and livestock respawn?
« on: May 06, 2019, 06:31:18 PM »
As caius said, village populations don't respawn (and that includes both the human and animal population), with the exception of the addition of new people to fill the role of remote quests targets.

Gameplay questions / Re: What craft skill is it?
« on: May 06, 2019, 06:28:30 PM »
I'm currently on a plodding slow mega project of building a wall (a palisade in my eyes) around my homestead sitting at the outermost edge of the tile to keep undesirable creatures out. The decision to do that came from vagabonds hanging out in the neighborhood and cutting down a huge number of trees in the area, so it's basically a way of cleaning up most of the trunks (half of the logs used come from my previous bear trap defense line).

When done, which probably takes another year, I plan to travel to the top left corner of the map to see what the marker up there is...

Gameplay questions / Re: What craft skill is it?
« on: May 05, 2019, 07:02:25 PM »
Also note that clothing can never be better than average quality, regardless of the quality of the hide used (which means using Superior hides/leather for clothing is a waste, although it probably does increase the chance of not producing poor quality items). In addition to this, produced item quality is limited by the quality of the source item, so you can not produce high quality bowl, and high quality javelins require high quality staves, which can not be made, only bought (and they're quite rare).

Nice! Does the "active" cooking means they won't process skins of killed animals, or will they do what I do, i.e. first process the skin and then cook (in my case it's typically dry/smoke, but roasting is plenty good enough for the time being) until the skin is ready for the next step? It's a natural extension of the system (as well as something that would be useful to order companions to do), but might be a bit of a scope bloat currently.

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