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Messages - PALU

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1516
Solved'n'fixed bug reports / Re: Pig in forest cover quest
« on: September 07, 2017, 02:39:41 PM »
Sorry if it's a bit of a tangent, but it definitely seems villagers are generated for at least some quest. I believe the weird message quests and the bird thief quests seem to generate new characters, as the message recipient and thief respectively tend to be people that have no known name, so either they're new or they've been stripped of their names for cases where the quest target is a village you visit regularly (I can't keep track of everyone in every village, so I wouldn't normally note if someone was pushed back to an unidentified state). Ah, yes, I believe the craftsman for the punt quest also seems to be generated.

1517
Solved'n'fixed bug reports / Re: Vanishing fire.
« on: September 07, 2017, 02:32:04 PM »
I'll be on the lookout when I start a new character (which will be after the next update). However, for my last character the fire was lit in the "sauna" stove, she went to the trap fence about 3 tiles away, walked around the single tile lake inside the fence, and returned back to to make a stew on the embers that were MIA. The stove was lit with the minimum number of branches.
There wasn't enough items around for an item overflow explanation, and I don't think tracks were removed either (I've never actually seen an item overflow warning, apart from the one for loading watercraft, animals/companions of burden, and the character with items, but that's a different one).
I'm fairly convinced it is a timing issue where the fire has to be in some specific phase when the day (and possibly month/season) ticks over. I'm not convinced the character has to be away, as I believe my character was doing some kind of crafting to pass the time the first time I encountered it, but cannot rule out that the character has to be absent from the tile.
A problem from a fault finding perspective is that the player has a rather hazy notion of what time it is, so it's hard to time the setting of a fire to a precise time (and there's no precise way of passing time to reach the desired time should we be able to identify it. At a guess, a large fire with a large burn time may be easier, if the condition is just that the fire is burning at the cross over time).

1518
Gameplay questions / Re: Easiest way to trap njerps?
« on: September 05, 2017, 02:45:59 PM »
There are some problems with you intended approach:
- My experience with traps vs warriors indicates they're rather useless for that purpose. It might work better to harass civilians, though.
- Killing them one at a time works only if your character is faster. Otherwise the first one will magically summon other villagers, and eventually the whole village is following you. If you're fast enough I guess you can run and lose them that way, but running with armor is a lethally bad idea (the running speed equals normal walking speed within 50 meters, and keeps dropping until it reaches zero).
- Engaging warriors equipped with bows without a bow and using trickery is very dangerous. The buggers are deadly shots. Doing it without heavy armor is probably lethal rather quickly, since it only takes one unlucky arrow to knock your character unconscious.

1519
Gameplay questions / Re: Easiest way to trap njerps?
« on: September 05, 2017, 09:23:28 AM »
Traps are virtually useless against Njerps.

I've conducted an experiment where I set up a number of pit traps (with spikes), a bear trap, and, I think, a wolf trap and lured Njerps into them. The results were quite disappointing, as they just crawled out of the traps with minor injuries (although the bear trap managed to knock the victim unconscious briefly). It also required quite a bit of manovering to the the buggers to get into the traps in the first place.

Trap lines are detected by humans, so they won't walk into those. If you're going to waste your time using traps you should make a mine field instead.

Trap lines are useless against Njerps. I had one come to my homestead and disable about a dozen pit traps before I finally killed him. At the same homestead I earlier had a vagabond visitor, and that bugger cut down a fair number of trees, including ones forming part of the border trap line. Once the trees were gone the trap line was no longer visible to him, and he stepped into one of the traps, broke his leg, and kept lying there for about two months, all the while insisting everything was fine.

Yes, you can burn down buildings (I tried once, but the Njerps woke up before I'd finished placing the branches I indended to light the fire with. I have, however, accidentally set fire to my own homestead more than once by hitting the wrong key).

I had a character I ended by raiding Njerp territory. He died after having depopulated up towards a dozen villages. The main strategy was to fire arrows at enemies coming rushing while backing off, and this usually succeeded in killing most of them off one at a time before they reached him (he moved fairly quickly). Occasionally he made a mistake and enemies caught up, but they tended to be injured and exhausted at that point, and not really able to do much against the thick layers of armor he wore.
It ended in one of these cases where a couple of lucky enemy hits injured him severely, and eventually he couldn't move, and was slowly beaten to death.

1520
Gameplay questions / Re: Short Questions/Quick Answers
« on: September 04, 2017, 07:16:00 PM »
Unfortunately not (yet). You can trade with them, but that's it normally. I've seen women being involved in quests to some extent, but I think the case where a woman was the quest giver had someone else direct my character to her, so that wasn't a "have to talk to anyone lest I miss a quest" case.
You're supposed to be able to give some info on traders in the vicinity (and a few other things as well), but I've never managed to get anything beyond the standard from anyone except when it is a quest.

1521
Gameplay questions / Re: Short Questions/Quick Answers
« on: September 03, 2017, 08:26:42 PM »
There are essentially two kinds of trade in a village:
- Trade of communal resources: Pick up what you want and talk to any (adult) villager to pay for it.
- Private property. This s a sub selection of what they're carrying that they're willing to trade away (you can't trade for characters' weapons and then attack and kill them to take everything). This is also a sub selection of what you can see a character is carrying when looking at it.

Note that occasionally villagers refuse to trade some kind of item because they already have more than enough. For communal resources you just talk with someone else, but for private resources you'll have to come up with something else to trade.

1522
Suggestions / Re: Add "wetness" penalty to clothes
« on: September 01, 2017, 05:49:16 PM »
Macintosh is a much later invention than the UrW time line...

I doubt clothes rotting due to being wet is much of a practical issue, as they wear out due to wear long before that unless they're constantly wet. Clothes starting to rot will stink as well.

Various migratory peoples have managed to make fur/hide based dwellings that keep the interior sufficiently dry, so I don't think that's an insurmountable problem. Again, I think wear (if torn down and rebuilt frequently) and deterioration due to the sun is a greater problem.

1523
Modding / Re: Whittling away
« on: September 01, 2017, 10:03:49 AM »
You could try to implement decoration of things like bowls to make them into higher quality bowls. Embroidery on clothing is another thing that might be value/quality enhancing. A major problem for all of these reactions is that there is currently no mechanism for interrupting work and resuming it apart from for specific tasks. It can be simulated to some extent by splitting a reaction into several, such as e.g.
Reaction 1: Staff -> Thingie 10%
Reaction 2: Thingie 10% -> Thingie 20%
:
Reaction 10: Thingie 90% -> Thingie (which now gets some usable properties, while the intermediate steps ought to be useless)
but that takes up a lot of menu space.

1524
Suggestions / Re: Add "wetness" penalty to clothes
« on: September 01, 2017, 09:54:30 AM »
If the temperature is just a few degrees below zero the warmth from the body that penetrates through the clothing dissipates before it can melt the snow. If it's cold and you get water onto the clothes (such as e.g. drops from an exposed face melting snow, not soaking) the water freezes, so you'd get pellets of ice clinging to the hairs of the pelt.
Note that the situation is different if you have snow that's already wet at around zero temperature. That's the worst weather, in my view: wet and miserable.

I agree that it's probably a bad idea to implement sweating penalties due to the tedium of having to adjust the clothing all the time (all work; no fun). My comment wasn't intended to be takes as a suggestion to implement it, only a comment as to what's worse in reality.

1525
Gameplay questions / Re: Taking things out of bag?
« on: September 01, 2017, 09:40:31 AM »
No.

Currently there is no way to take things out of containers other than as part of reactions that indirectly remove them (e.g. cooking, planting, drinking). Emptying containers destroys the contents.

I guess it might be possible to create custom reactions to take things out (something like a fistful of rye grain reaction that generates a fistful of rye grain removing it from a container). Note that this is a guess: I haven't tried.

1526
Suggestions / Re: Add "wetness" penalty to clothes
« on: August 31, 2017, 10:12:46 PM »
Snow doesn't make you damp unless the temperature is close to thawing, as the clothing insulates the snow from the body warmth. You can just brush snow off you clothes when it's cold enough (a few degrees below zero) until you get indoors, of course. Getting wet from the inside due to sweating is a much greater threat (which I guess Privateer's first link explains).
Rain is more of a pain as "natural" textiles tend to soak up water. Wool and rain is not a great combination...

1527
Gameplay questions / Re: Yeah so my dog got in the way of my arrow.
« on: August 31, 2017, 02:53:15 PM »
No, the dog will flee, but eventually calm down.
I had an incident where I had a henchman and accidentally performed a melee attack against him rather than the intended trapped animal (me targeting the wrong tile, not my character somehow hitting the wrong target). This caused him to become enraged, after which the dog attacked him, he injured the dog so badly it fled, my character fled/retreated, and eventually everyone calmed down without any fatalities and things resumed as normal.

When firing arrows you ought to first put it in your hand and then fire it, rather than using the method to pick an arrow from the inventory and firing it in one command. Both methods take the same (in game) time, but the latter involves the risk of a free line of sight being blocked by someone you don't want to shoot while fetching the arrow. Obviously, there's also the case of intentionally taking the risk of hitting allies, but then it's a calculated risk (but be aware that companions don't care one whit about whether any or their allies are in between them an a ranged attack target. I've had robber fights where friendly fire have caused a lot more injury to my team than the enemies did. It's almost standard routine to get arrows in the back during robber fights...).

1528
Gameplay questions / Re: Atypical Build
« on: August 27, 2017, 04:47:36 PM »
I haven't made such a character. (and I suspect I'd find it boring and repetitive, given the limited number of crafts you can make)..
I assume you mean your character should be poor at hunting, farming, and fishing, and thus should be a craftsman (as you can't make a living from trading for profit, as far as I understand: bringing "civilized" goods from the coast to the remote inland and hides back would otherwise be an interesting career choice).
If so, I'd assume carpentry is the required skill, unless you use mods although you could probably use woodcrafting to make boards. As far as I understand you can't make a profit from making clothes.

A small character has a need for at least one animal of burden, and if the character can't fight there's probably a need for a sacrificial dog for Njerp encounters.

Another thing to consider is that you may very well have to travel, as I've had villagers refuse to trade for more of something I've already sold a lot of.

1529
Suggestions / Re: Increased and Expanded Valuables
« on: August 25, 2017, 06:24:04 PM »
@Mati256: My comment was intended to refer to coins, but I wasn't exactly clear on that in my wording.
Coins are useless (without intrinsic use, but not without value). If I was a barter economy character I'd most likely would want a bracelet than a few flat pieces of metal with some strange engravings.
My UrW characters certainly hoard jewelry...

1530
Bug reports / Re: Empty container and loose contents
« on: August 22, 2017, 09:20:08 AM »
It's a reasonable update to allow for containers intended as such (e.g. a backpack) rather than just "fluid" containers. I'm not sure if it's on the developer page, but it ought to be. The only "containers" you can take things out of currently are animals of burden/companions and the cellar.

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