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Messages - PALU

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General Discussion / Re: I swear by shutters!
« on: April 13, 2019, 11:04:42 PM »
Robbers (and Njerps) pick up things they stumble upon, so if they walk around after dumping your character they'd probably loot the place, but since they enter abstraction limbo when the character is away (i.e. has been dumped) they probably won't do that. I'd expect the robbers to remain in place if you return from where you were dumped and zoom in to your homestead.

I've considered exploiting the picking up behavior to load potential hostiles down with excessive loot, but haven't been very successful at it.

Bug reports / Re: Villager asks for items quest bug
« on: April 13, 2019, 09:54:37 AM »
My guess is that your character entered the village earlier, the quest was generated, but you didn't encounter the character at the time and then returned after selling the arrows, at which time you encountered the character.
As far as I know, saying he can't have the requested item "fails" the quest, but I don't know what happens if you don't have the requested item anymore. Thus, I'm not sure you can fulfill the quest by finding the requested arrows and return with them later, but if the quest log shows the quest is open I assume you can. Thus, check the F2 log to see if the quest is open before going through the process of searching (and given how rare superior arrows are, you'll probably run out of time before finding any anyway).

Bug reports / Re: 3.50 villagers dying in wells (again)
« on: April 12, 2019, 08:06:49 PM »
The robbers/Njerps that have drowned in combat against my characters have done so after first tiring themselves and then getting injured into unconsciousness, which I find rather reasonable, but I've never seen someone/something tiring themselves into unconsciousness.

However,  drowning due to exhaustion is a completely different issue from drowning in single tile water sources without any tiring factors involved.

Gameplay questions / Re: How to keep an animal alive in a trap?
« on: April 11, 2019, 02:07:32 PM »
1. Trapped animals die after a while, and presumably death comes faster if they were injured by the trap. It ought to be possible to build a containing "wall"* around an animal and then release it from the trap, though. Such catches have been reported to just disappear eventually (just as creatures can spawn in places where they wouldn't actually be able to path to).

2. Damage to any body part except the head will affect the carcass "quality". Thus, aim for the head and use blunt damage (to limit the damage if you miss the head).  Large animals can take a fair bit of damage before the skin gets injured, while smaller ones can get a damaged skin by a single hit not on the head. I've noted that a shaft hit by a javelin usually doesn't damage the skin of birds, while a shaft hit by a spear often does, so the force of the impact probably affects the outcome as well.

*"wall": A fence for a large animal, and traps that can't target the type of animal for smaller ones in a trap line. Actual walls should work as well, but your prey will be dead by the time you're done if starting from scratch.

Modding / Re: Earthenware: some PNGs and thoughts
« on: April 10, 2019, 06:00:07 PM »
I've heard the same thing as Credit, i.e. that if you want multiple kinds of tiles you'd either have to skip it and assume the player role plays it properly (informing the player of that, of course), or make multiple, almost identical, recipes.

Development News / Re: Colorful domestic animal summary
« on: April 10, 2019, 03:30:26 PM »
And a natural follow on question is: Can I select an animal based on its color when I buy one so I can be sure it has a different color from the one I already have (an image of the animal in the menu, for instance)?

Nice addition regardless, though.

This happens from time to time without player interaction as spring or autumn thawing causes the ice to break under villagers while the player isn't present. The frequency is supposed to have been reduced, and it probably is lower, but it's happened after the fix went in. You visit a village and find a dead villager in the "well", and years later the clothing still remain there.

I assume you haven't tried to ask questions in the "Gameplay questions" sub forum? That ought to be sufficient to get answers to questions that might have been answered on the old forum, but that obviously won't work for lurkers.
While there isn't a huge amount of posting on the site, there's still activity.

Gameplay questions / Re: How could I change the weight of log?
« on: April 07, 2019, 06:14:11 PM »
I believe a standard size cow is just a little bit too weak to carry a log, so yes, I think it needs to be a big one (and I suspect a small bull would be too weak too).

Gameplay questions / Re: How could I change the weight of log?
« on: April 07, 2019, 03:14:10 PM »
A large cow is (or can at least be) large enough to carry a log (but not a trunk, in the case of my character's cow), so it doesn't have to be a bull.

I'd rather make two trips with a cow* than drag one log and have one carried by the cow, though (and you can't drag [or push] things on the zoomed out map, but you can lead a cow along that route).

*cow: Used as a generic term in that sentence for either gender as long as it can fulfill the task.

(And I don't know if you change a log's weight with a reasonable effort).

General Discussion / Re: Sheep killed a glutton?
« on: April 07, 2019, 03:05:51 PM »
I've had a dog die in a similar way to Saiko Kila. My character ran into a Njerp while returning from a trip and the dog was injured sufficiently to be rendered unconscious. Despite that, it followed my character home (without being leashed) which still unconscious, always on the world tile to the east. When back at the homestead, I checked some of my traps in the nearby tiles (by zooming out move, and then zoom in), when I suddenly saw the dog wasn't with my character anymore. It was found dead on the tile to the east, which was a water tile. I don't remember if the dog carcass was on the zoomed out map or the zoomed in one, but I think it was on the zoomed out one. I suspect there's something going on with unconscious animals (and, presumably, companions) when traveling on the world map with a water tile to the east (or possibly only zooming in/out with a water tile to the east).

Gameplay questions / Re: Broad Knife vrs Hunting Knife
« on: April 05, 2019, 08:53:02 AM »
UrW uses the "first" item of "equal" quality for a job, so if you shift the knives in your inventory (e.g. by dropping and picking up) I'd expect the broad knife to be used for skinning and the hunting knife for butchering, i.e. a broad knife is the preferred tool for skinning, while butchering only cares for knife quality, but not type (possibly with the exception of a stone knife, which may be deemed unsuitable for the task, and tends to be of a horrible quality anyway).

I suspect a hunting knife is a better weapon than a broad knife (although I wouldn't chose to use a knife for fighting).

It can also be noted that the Fishing Knife has no preferred use at all currently (it would presumably be used for cleaning fish, but that task is currently abstracted away in the game, which sort of results in the lack of fish cuts).

General Discussion / Re: Sheep killed a glutton?
« on: April 04, 2019, 03:54:21 PM »
I know you can train combat skills by throwing (except dodge...), but I don't do that (nor do I fire arrows at the ground as training, using Nerps as pin cushions instead, and blunt arrows at captured animals), because it's a self imposed restriction. On the other hand I set and reset a snare trap while waiting for fatigue to go away before skinning an animal (I've never claimed to be consistent...).

I don't train against wolves and bears because they're simply too dangerous. I assume it would be possible to use Njerps if you checked that they didn't have too dangerous weapons beforehand, though.

I suspect the distance at which you can zoom out depends on whether you're in the same world tile or not.

I don't expect a released elk to be more or less prone to attack than one you've chased to exhaustion: most of the time will be spent trying to get away. but if you build a fence around the trap so the only way out is through you, once you release it it will probably attack reasonably often.

Without knowing, I suspect the corruption is localized to that stack of items. It doesn't seem like your items are particularly important, while in my case it was my entire set of provisions for the journey that was destryoed.

General Discussion / Re: Sheep killed a glutton?
« on: April 03, 2019, 08:22:53 AM »
And I bet the wounded character wasn't up to the maximum protection level in clothing/armor...
Most of the times my character gets injured I've forgotten to put on the max protection gear.
I don't think fatigue affects the impact of a hit, just the likelihood of a strike connecting.

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