Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Dungeon Smash

Pages: [1] 2 3 ... 14
Suggestions / Re: Improved trading system
« on: July 04, 2019, 06:30:00 PM »
Although I think the language is a little harsh, I agree that the trading could use some significant overhaul.  Trading is a real chore in the game for the reasons that the OP mentioned.  It turns trading expeditions from a fun and exciting endeavor, to a dreadful and tedious experience of searching house to house, adding small items, starting trades over and over...

I agree that URW villages should not be like modern shopping malls, but perhaps there is a happy middle ground that could be reached.  Surely a traveler could stop into a village and ask someone, "Hello sir - are there any woodsman axes around which you might part with?"   rather than having to search house-to-house, for example.  And with bartering, I agree it should be possible to "haggle" and little more and say "Ah ok, well then I will take back my 3 arrows and offer instead a knife?" 

However, I don't think it's necessary to have a built-in "cost" for each item, because I don't think this is especially in keeping with the Iron Age spirit.  The ideal would be a dynamic economic system where, for example, a farming village with a full crop of turnips in the fall season would not have any need for turnips, and a Driik village with plentiful iron might place less value on iron tools, a Seal Tribe village might pay a high price for iron but a lower price for furs and dried meat, etc.  However, that's a long way off and I think the current system of pricing works fine for now.

Development News / Re: Summer Sale, Summer opportunities
« on: July 01, 2019, 11:52:37 PM »
I've played this game for a few months (again after so many years) - I just recently installed Steam on Linux to buy the Mount & Blade bundle, and while I was at it, I bought this game, too. Listening to the newly-released album by Heilung and playing Unreal World just feels... natural.
I love Mount & Blade!

Modding / Re: New furniture item: "Chest" for storing things
« on: June 17, 2019, 01:52:25 AM »
Yes, I was a little surprised to learn this was already in the mod too. I built one in the game, and you can indeed make it display on top of the other items by dropping it on top (I roleplay this as "closing the lid".) It does appear that larger items like cloaks are poking out the sides, but my chest at home isn't that different...
I agree that it would need special coding, and probably belongs more in the suggestions area.

Suggestions / Re: Wound treatment suggestion
« on: June 14, 2019, 06:42:28 PM »
Is it currently possible for wounds to become infected?

Gameplay questions / Re: Rye and Barley are not good crop?
« on: June 05, 2019, 02:46:26 AM »
Hares seem to love turnips more than anything else.  If you notice a hare is eating your crops, try setting up a few loop snares and/or lever traps near your field.  there is also a certain ritual which can help you... with the ritual and turnip bait, you will soon catch the hare.

Birds are a little trickier but they are attracted to berries.  I don't bother to surround my entire field with traps, i just put a bunch scattered around here and there.  Sooner or later the bird gets caught, I might lose a plant or two but that's not a big deal.

Gameplay questions / Re: Rye and Barley are not good crop?
« on: June 04, 2019, 11:34:40 PM »
I would also like to recommend the Njerpez cooking mod, if you feel that rye and barley are not worthwhile in the basic game.  It adds so many fun and "flavorful" options.  I think it really increases enjoyment of the game.

I think I see the issue - the pliers recipe asks for "iron nails", but I think the game may be case-sensitive, and will only recognize "Iron nails" with a capital I.  I'm not sure though.  You could also change it to *nails

Gameplay questions / Meaning of [roast], [boil] and [bake] tags?
« on: May 24, 2019, 10:02:38 PM »
Apologies if this has been asked before.  I understand that these represent different cooking methods (roast needs only fire, boil requires pot, and bake requires stove) but are there benefits besides these, in terms of nutrition and such?  For example, since baking is harder than roasting, does it impart more nutrients to the food?  Or are properties of certain foods only unlocked through boiling or baking?

Yeah, it is odd.  I wonder if this is just an oversight, or if "Veil" has a different connotation in Finland.

On another note, I finally started messing around with the different punt construction methods. 

One thing I noticed - you might want to add the "remove" tag to the firewood used for the purpose of constructing dug-out hulls. Currently it has none, so the firewood which is supposed to be used for burning out the interior of the hull simply remains sitting there.

EDIT: also, "Shallow dug hull" does not require "Pointed log" to construct.  You can currently make it out of just axe, fire and firewood  ;D

I'm not sure if this is a bug or not, but "Woollen Veil" does not cover the face area.  I would have assumed that a "Veil" was specifically for protecting the face against cold, since few other items do so.  However, Woollen Veil does not seem to (Nor eyes, for that matter).  This may be a bug/feature of the original code, I'm not sure.

General Discussion / Re: How to get burn damage?
« on: May 15, 2019, 04:29:50 PM »
Standing inside a burning building would also probably work

Gameplay questions / Re: What craft skill is it?
« on: May 14, 2019, 12:25:22 AM »
the items in villages do change periodically ;)

Suggestions / Re: Couple of suggestions
« on: May 12, 2019, 03:10:57 PM »
I agree that a more "paper doll" aspect for the PC would be very nice, and I think it's something that's been in the works for a long time... It's just a lot of artistic work to render every different possible garment.  If somebody wants to volunteer I'm sure Sami would be happy, now where's Jaredonian when you need him ;)

Gameplay questions / Re: What craft skill is it?
« on: May 12, 2019, 05:26:41 AM »
Haha, there's really nothing the villages around me have that I even need at this point.. not much point in trading with them, when I already have endless hides, endless cured meat, and masterwork versions of Woodsmans axe, Broad knife, Small knife, and Handaxe (as well as basic/fine versions of all other axes & knives).  It's possible Driik might have useful goods for me, but I live in No Man's Land near Kiesse (my home tribe) and meat would spoil before I got to Driik.  Kiesse, Kaumo, Sarto and Reemi just don't have much that I need. I just smoke and hoard meats and hides, then perform trading missions in the winter when it's easy to ski over frozen lakes & rivers.  Right now it's late summer, so mostly not worth the effort for trading.

Gameplay questions / Re: What craft skill is it?
« on: May 11, 2019, 02:52:50 PM »
The nice thing is that the BAC mod provides many late-game challenges.  I'm currently working on collecting all the bog iron and charcoal i will need to make 120 nails to complete my clinker ship and sail the vast lakes to Kaumo territory!  In addition to blacksmithing, you can also get into advanced cooking, woodcarving, weaving, etc...  I like making kvass drink and fancy cheese.

But yes, I also just recently disabled all my trap lines - I caught 2 elk and a reindeer within a period of about 5 days and had more hides and food than I knew what to do with.  My larder is full of smoked meat and every time I leave the house it seems there's a rotten elk when I come back... just seems needlessly cruel to keep harvesting game at this point.

Pages: [1] 2 3 ... 14