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Messages - PALU

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Gameplay questions / Re: How long in game?
« on: June 18, 2019, 05:11:48 PM »
Yes, at least roughly. The log ('L') time stamps entries.

I believe the logic behind player made clothing being capped at decent quality is that higher quality items would require a considerably larger work investment, and the current system supports interruption/resumption of only a few tasks, so higher quality items would need support for working on the items for several days.

Gameplay questions / Re: Craft question
« on: June 15, 2019, 03:38:42 PM »
A broad knife is the preferred tool for hide working, and so this tool provides a greater benefit than other knives of the same quality. I'd expect the difference to be approximately one quality level, so a Masterworks knife of a different kind being about equal to a Fine broad knife.
You can experiment by having both a Masterworks "other" knife and a Fine broad knife in your inventory when skinning a carcass, observe the text to see which one the game selects, drop and pick the knives up such that they end up in the reverse order in your inventory, and then observe which one is selected for another skinning task. If the same knife is selected in both tasks that's the "better" one, and different ones are used they're equally good.

If I remember correctly, a Fine broad knife is sufficient to be able to make Superior hides, while a Fine knife of other types fails the equipment test. However, I may remember incorrectly and that's for Decent knives, but anyway, a Broad knife can be of one quality level lower than other types to allow for the same best result.

Thus, I'd expect a Masterworks broad knife to add an extra bonus to your success roll over a Fine one, which matters a fair bit when the chances are so low.

Suggestions / Re: Wound treatment suggestion
« on: June 15, 2019, 10:50:30 AM »
I've had bleeding stop on its own without treatment both on my characters and on dogs and companions (and a lot of cases on enemies and prey). I think it's safe to clean wounds prone to reopening if you know the blood staunching incantation and apply it immediately unless you're almost completely out of blood, but without it and being seriously low on blood I don't take the risk (when in a somewhat better shape I make sure to have suitable blood stemming herbs on hand).

Gameplay questions / Re: Craft question
« on: June 15, 2019, 10:43:56 AM »
My experience indicates that a 100% skill, zero encumbrance, top quality materials, and top quality tools still only produces top quality results somewhere in the range of 1/4-1/7 of the attempts, although I think there may be modifiers that increase the chances for some actions. Some tanning stages seem to be more prone to retain the quality of the skin than others.

Suggestions / Re: Wound treatment suggestion
« on: June 14, 2019, 11:22:08 PM »
I don't think so. It's never happened to me, anyway.

Nice additions.

The only downside I can see to have footwear wear out is that it would be rather pointless to put in the effort to try to hunt down Masterworks quality (or even Fine) ones, as they'd wear out and you'd be back to the ones you can craft yourself. It's bad enough when the only "wear" is battle/injury damage...

Suggestions / Re: Wound treatment suggestion
« on: June 14, 2019, 11:34:38 AM »
You can treat wounds once per day (or twice, of you consider cleaning and dressing to be two attempts). However, once a treatment attempt has resulted in the best treatment state you can achieve, further treatments can at best succeed in not making it worse, and often result in a worse state, so the only benefit from further treatment is meta gaming by training the Physician skill.

Wounds can kill you through bleeding, but if that is staunched (through treatment or on its own) it will eventually heal completely on its own. Poison can kill you, but I don't believe disease can, currently. If you've suffered severe blood loss treatment can be dangerous, as it can reopen the wound to cause it to start to bleed again.

The current wound model is definitely fairly basic, and I believe the dev page mentions expansions to it, at least in the form of scars.

The most basic improvement to the current model would probably be to let the effects of treatment fade back to a basic "natural" level so you're encouraged (beyond training) to clean and re-dress wounds regularly. From there it could expand to include worsening effects and negative effects from the lack of treatment.

Gameplay questions / Re: Craft question
« on: June 14, 2019, 11:17:20 AM »
Yes. It means that the success roll was sufficient for a better result than the material used allowed for, so in that particular case, having use a perfect board would have resulted in a top level trap.

The same logic applies to other cases as well. Tanning stages often result in that message for me, for example, and you can also get it when making javelins, as it's very hard to get hold of staves of better than normal quality (you can very occasionally buy them, but you can't craft them).

It can also be mentioned that there's a similar (but different) message when it's the quality of the tools used that holds the result back.

As far as I've seen, they never use throwing weapons (like javelins and rocks), at least not for throwing, and when I gave a henchman a weapon he was good at he still kept the one he didn't have any skill in equipped.

Gameplay questions / Re: In the forest cover Quest
« on: June 11, 2019, 03:42:08 PM »
Once you've located the tracks you shouldn't need to burn twigs on all tracks, as you can follow them to see where they end, but given that you can miss tracks I agree you may need to try multiple possible "ends" (I've had to do so in the past), and burning the tiles surrounding the suspected last one in the possible movement directions sounds like a smart move.

I agree there's a need for something to help you to find the general area of the tracks (i.e. an area much smaller than the current circle) as long as you have to stumble on the tracks to find them. I have no idea if there's anything of use for that purpose in Finnish folklore, though.

For the bird thief quest I use the technique of walking along the border indicated within sight distance of the "other" type of tile mentioned, and so far I've managed to do them all, but it's easy to be unlucky and have all the traps and feathers blocked by trees. (I've also been lucky with search quests a couple of times with the "other" tile type being a river, limiting the number of tiles to search significantly).

Gameplay questions / Re: In the forest cover Quest
« on: June 09, 2019, 10:53:21 AM »
It's probably the most tedious of the area search quests. It MAY be that track origins are only found in forests, but I've at least followed them out of it.

My search technique is to visit each tile in the area by going back and forth (or up and down) one world tile at a time, zoom in, turn 180 degrees, zoom out, turn again and move one tile...
However, it's very easy to miss tracks in spruce infested forests because of all the vision blocking spruces.
I've given up of such quests at least once after visiting all tiles in the area.

I've tried searching for tracks on each world tile, but gave up on that because it more or less doubled the in game search time. Since I've never actually searched for tracks on the world tile level and then zoomed in I don't know how good that method is for locating the tracks, although I suspect you may both fail to get any report and get a report of seeing some uninteresting tracks.

Gameplay questions / Re: Rye and Barley are not good crop?
« on: June 05, 2019, 12:40:49 AM »
Something has "picked" barley/rye for me in the past, and since you can't do it yourself even accidentally, I suspect it's been done by birds, but it's been nothing like badgers eating most of other crops.

I keep animals away by a fence (with a few bear traps in gaps to actually trap big ones), with a complete line of fox pawboard traps inside of it (I enter/leave the area by zooming in/out). I'm not sure animals have ever gotten themselves caught in the inner traps, quite possibly because a fence with traps inside aren't considered pathable to animals. I do catch large animals in the bear traps, though, even with the pawboards inside of them.

Development News / Re: Bark stuff, birch-bark stuff
« on: June 03, 2019, 10:40:57 AM »
@Prae: Introduction of iron working would probably do nothing to help you getting a starting axe, as you'd probably need a fair bit of infrastructure in place (probably requiring an axe to make) to prepare the stage for iron working, so it would probably be a mid/late game activity, not a starting game one.

Gameplay questions / Re: Rye and Barley are not good crop?
« on: May 29, 2019, 07:03:12 PM »
Yes, the long shelf life of grain and vegetables is an important reason to produce them as backups (although dried/smoked meat works well too).
In most cases there's not much point in trying to alternate with other food stuff to use up meat slower, as the meat tends to spoil before it's all used up anyway (and then be used as dog food).

I basically never carry a pot around, as the contents of the pot is poured into a bowl as soon as the cooking is done, so carrying a pot is either a mistake (forgot to change the container), or because I'm going on a longer trip and have a little bit left from the first bowl (I alternate between two bowls). As soon as the bowl is empty I then pour the contents of the pot into it and let the dog carry the pot.

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