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Messages - PALU

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31
Gameplay questions / Re: You Think You Might Hear Some Kind of Rustle
« on: June 25, 2023, 09:08:29 AM »
There usually isn't anything there, but very occasionally there is. I guess it's an attempt to provide the experience of being alone with potentially hostile wildlife (or even worse, human life) that may show up at any time. You wake up at night for no discernible reason, but in a safe environment you can just say that it probably was nothing, or a car passing by, and go back to sleep.

32
Suggestions / Re: Sightings
« on: June 23, 2023, 08:04:53 AM »
I can certainly imagine villagers readily sharing news of sightings of bears and wolves, as those are serious threats. Wolverines and lynx, on the other hand, might depend on the culture, with cultures focusing on livestock more interested in culling the threats to their animals, while hunting oriented cultures may be more interested in their valuable pelts.

I don't think they ought to share info about reindeer and elks with anyone other than people they consider to be their own.

33
I've modified the colors of my arrows and javelins to an orangeish color to make them easier to spot.

34
Gameplay questions / Re: Effin' lynx.
« on: June 21, 2023, 09:00:24 AM »
My protection method is to build a stable (a 3*3 or other shape building with one or more fence tiles "inside" to allow you to tie down animals inside of it). Bears can open doors, but not other predators.

The immediate solution is to build appropriate sized deadfall traps and bait them with fresh meat (or fat). I'd build them so they're in the various directions the nuisances can approach from.
I think lynx can be caught in the two mid sized deadfall trap types, but not bear or pit traps. My current character has caught a lynx in a wolf trap (the second largest type, after bear trap).

35
Gameplay questions / Re: Caves
« on: June 19, 2023, 10:09:53 AM »
I have caught seals with bear traps by placing them at locations where I've seen seals. However, this was before the latest modification to traps (where animals can pass through traps of the "wrong" size, rather than being blocked by them).

36
If the unspecified 1-2% refers to encumbrance, my experience from swimming is that 1% is "free", i.e. you can swim as far with an encumbrance of 1 as with 0, but with a significant penalty to the range at 2.
That was some time ago, but I don't think this has changed since.

If someone could be bothered, it should be possible to test by counting how many tiles you can run before reaching a fatigue level of e.g. 10 at various levels of encumbrance.

37
Suggestions / Re: Add recipe command [helpful10] etc
« on: June 18, 2023, 09:01:12 AM »
A problem with your suggested optional tool support is that it focuses on quality but doesn't address time (except implicitly by lowering the rolls). I suspect trying to make a net without a netting needle would primarily increase the manufacturing time dramatically, but I'm not sure it has much effect on the quality.

38
I've started making arrows using bone tips, and I realized the "repeat" box showing what craft you were making last is empty after making arrows, but pressing "r" still repeats the action, so the functionality is there, but the display is missing (much of the time I don't look at that box, as I know what I did last, a few seconds ago).

39
Development News / Re: Craftable fishing nets and more
« on: June 14, 2023, 08:06:34 AM »
Both net making and pausable crafting are great improvements.

The obvious follow on question is whether net maintenance is to be included as well. As far as I understand that's a rather significant active part of "passive" net fishing in the real world, and I assume the netting needle is the tool required to mend the nets, and it's already defined.
The game play reason for maintenance would be to counter the net quality degradation (rather than just a boring step to prepare a net for use again).

40
Suggestions / Re: The forced drop should tell us what we drop
« on: June 14, 2023, 07:56:49 AM »
I stopped building traps around my homestead and my (unfortunately too close) farming area when I received clutter messages. I've since cleared up the area (an adventurer went on a wood cutting spree in the area, so I just had to collect all the trunks to build most of my homestead).

Regardless of that, my crafting layout is to have organized piles of "stuff" in 8 of the 9 tiles of my crafting cabin, with the center tile being free. That's where I craft, after dropping all the stuff carried (to reduce penalties). After crafting (range picking up materials if the crafting requires it in the inventory) I walk to the appropriate tile and drop the results (I could drop and push instead, but I avoid pushing/pulling stuff after the incident where I tried to brush aside a pile of stacks of thousands or so feathers, getting blocked for hours for an activity that should have taken a minute), return back to the center, and pick up everything in that tile (as it is the stuff I dropped there before starting). The typical next step is to walk out to the rapids outside, check the weather (for training purposes), eat, drink, and return back in for a new cycle.

41
Development News / Re: Version 3.80 released
« on: June 11, 2023, 10:33:05 AM »
Yes. I posted it as a suggestion earlier because the blacksmith's response was confusing https://www.unrealworld.fi/forums/index.php?topic=6979.0.
It turned out the order was cancelled, not delayed.


42
Suggestions / Re: Future update for eye injuries and loss of eye
« on: June 11, 2023, 10:27:55 AM »
I haven't noticed any degradation from the working eye, and there shouldn't be any range effect. The effect you'd get is loss of stereoscopic vision, and thus a reduced ability to determine distances.

43
I've seen that many times throughout the years, but haven't bothered reporting it.

44
Development News / Re: Version 3.80 released
« on: June 10, 2023, 08:14:17 AM »
I'd definitely want my master blacksmith to actually be a master. It will really suck to travel across the world to find a "master" blacksmith and then receive the same quality that the skilled blacksmith a single day away produces (after having either waited for the work to be done or spent weeks traveling back and forth).

It's bad enough suffering the risk of the bugger saying that he didn't perform the commission, while not allowing you to remake the commission (I don't know how long you have to be away to "reset" the blacksmith, only that a couple of weeks was sufficient to determine that the vague wording meant cancelled, not delayed).

45
I've looked for robbers after such a prompt in the past, without finding anything in mires (walking back and forth on the zoomed in map), and now I received such a message as I left my homestead. I scoured the area on the zoomed in map back and forth to a depth of about 4 world map tiles, without finding any trace of them, either in person or in the form of tracks.

How far away are they supposed to be? It will be some rather uneasy sleeping in the near future, as well as tense trap checking routines (should I armor up to the best of my ability, or should I beggar down to only use worthless stuff and let them rob me so I know where they are? Dealing with robbers in spruce infested forests is a pain at the best of times...

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