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Messages - PALU

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Gameplay questions / Re: Skill gain in a skill at 100%?
« on: April 02, 2022, 10:26:42 AM »
Max 3 gains in each skills per day has been the rule for many years, and I have not seen any indication that it shouldn't be valid still.

As far as I know, there is no such thing as skill rust in the game, but if I understand it correctly, the algorithm that gradually reduces the chance of gaining a skill point does not reach zero at a skill level of 100, so you can still "improve" the skill, but the cap of 100 means that "improvement" does nothing, as the skill remains at 100. It does, however, have one application: there's a skill course task to improve a skill (or maybe several such tasks), and this "improvement" allows you to meet the skill course requirement even if you're already at 100.

Gameplay questions / Re: Feeding dogs
« on: April 02, 2022, 10:18:21 AM »
Yes, withes are very useful for food processing, in particular very early on when you don't have any alternatives.

If I remember correctly, salmon is the largest fish, followed by trout and then pike.

Gameplay questions / Re: Feeding dogs
« on: April 01, 2022, 10:26:27 AM »
Dogs don't die of hunger at all. However, a starving dog will eat from killed prey and damage the skin, which is a reason to keep them fed.

Dogs eat spoiled raw meat and fish, as well as bones. However, they won't eat spoiled prepared food (such as e.g. roasted meat).

This means that if you kill a large animal and is unable to preserve the meat, you can still save the meat you can't preserve and use it as dog food (so I'm not too worried about letting most of an elk spoil early on, before I get the means to prepare it, as I know I can use it for dog food later on). Thus, don't prepare more food than you think you can eat yourself (or trade away).

I leave a stack of bones out for the dog to nibble on, with most of the bones stored in a root cellar, because dogs eat bones in a round robin fashion, i.e. a little bit from each bone, resulting in lots of stacks of bones and thus item clutter. So once the bone pile has been eaten, I then bring out some more for a new pile.

After having lost a dog to a vicious reindeer (kicked the dog to death) I don't use my dog for hunting, but only for protection against enemies/predators.

Gameplay questions / Re: Unworthy trade items
« on: April 01, 2022, 10:10:05 AM »
Not exactly worthless, but definitely much harder to use, yes. If you were to buy something reasonably inexpensive, such as e.g. seeds, the value of your small stacks may be sufficient to reach an acceptable portion of the price. A single squirrel skin can probably be bought with small stacks as well.

It can also be noted that stacking works in both directions, i.e. a stack that isn't sufficiently valuable to be usable in a trade for an axe AND a bag of salt might still be usable in a trade against either object alone.

However, both axes and salt are expensive, so dozens of stacks of 2-3 probably wouldn't be enough anyway.

But yes, small stacks of low value food aren't particularly useful for trade. Skins are much more useful for that purpose.

General Discussion / Re: Flocks of Birds?
« on: March 02, 2022, 05:54:57 PM »
It's not that unusual. Sometimes you get lots of birds in a really short time, including, rarely,  too many to process fully (with tanning), and sometimes there can be weeks or even months without any catch. Obviously, it also depends on how many traps you have.

Gameplay questions / Re: Profiting off birds
« on: February 24, 2022, 09:24:16 AM »
Any "safe" killing of animals ought to be done with blunt attacks to keep the skin of the animal in as good a condition as possible. You can use blunt attacks with most (all?) weapons. It has the additional advantage of requiring more attacks than the normal sharp attacks, and thus gives you more chances to increase the weapon skill (and kicking trains the Unarmed skill).
You should aim all attacks at the head, as hitting the head is the only hit location that doesn't damage the skin (the neck does damage the skin).

If you're dealing with an animal that fights back you should obviously focus on minimizing the risks (I throw rocks at trapped predators, as that's both blunt attacks and out of the reach of the animal), and when attacking an animal that is neither trapped nor exhausted you may want to focus on actually harming the animal sufficiently that you'll be able to catch it, rather than preserving the skin on an animal that may get away.

However, as far as I'm concerned, production of bird leather is mainly a way to train the hide working skill, rather than a profitable action in itself (the leather can be used, of course, so it's not a wasted effort).

I've traveled to the NW corner map marker maybe a year ago as a last action with a character (actually a post mortem one, as my character, annoyingly, died about a month before the intended retirement trip, so I brought out the backup and made the trip anyway). There's nothing there, i.e. you reach the edge and get a message indicate you can't travel further, but the in-game "info" that you can move over to a new world is incorrect (at least it is for that corner).
I "probed" the area around the corner multiple times, and each was met with the same message.

General Discussion / Re: Fire development?
« on: February 12, 2022, 04:35:28 PM »
So, you've never had the situation where your character has failed repeatedly to light a fire for actual in-game hours?
I have, multiple times. Failing to light a fire typically takes a lot longer than succeeding, presumably because you stop trying when you succeed... Failures usually take something like 5-10 minutes each (and may take even longer, I think), and I've had failed runs of at least 12 attempts before finally succeeding. Not fun when freezing to death...

Gameplay questions / Re: Hideworking task
« on: January 27, 2022, 10:19:27 AM »
Yes, it's not quite intuitive that the different tanning steps use the same command. Once you've learnt it it is convenient to have a smaller number of keys, though.

Gameplay questions / Re: Deadly poisoned
« on: January 19, 2022, 09:53:30 AM »
I'd definitely try medicine. I believe some plants are described as useful to get rid of toxins from the body, which definitely would help, and there may be other effects that might be useful too. A sage would also be useful.
If you've gotten herbal blends as a reward from a sage I'd try that as well. At worst it does nothing, while at best it helps.

Which kind of boiling? There Boil / Herbal beverages, which I think is what should be used, and there's Vegetable Recipes/Mushroom soup which definitely shouldn't work even if the only additional ingredient is water (it looks like flour/seasoning is optional).

After everything that can be done has been done, I'd top it up with a sauna bath (or a few).

General Discussion / Re: Ask about character's fatigue
« on: January 16, 2022, 11:22:28 AM »
Walking in snow builds up fatigue (as Privateer indicates), in particular very deep snow without crust. On bare ground I think you only build up fatigue while running or hauling heavy items.

Gameplay questions / Re: Is injury >100% supposed to guarantee death?
« on: January 13, 2022, 09:00:58 AM »
I don't think it's a bug as such. You ought to go unconscious at 100%, and won't be able to move if your fatigue/injury/encumbrance penalties sum up to 100% or more.
If, however, whatever caused the 100%+ injuries doesn't proceed to kill you it ought to be possible to heal and wake up, but if that was the case you'd have to have been unconscious for a day (past the next morning day turn over), in which case you'd be very hungry and very thirsty.

Are you sure it was the injuries that were over 100%, rather than the total penalties? It's certainly possible to have penalties above 100% and thus be unable to move, but still remain conscious (for a little while). If you wake up with 86% injuries that ought to be what you received, with the remainder stemming from encumbrance (some of which the robbers probably relieved you of) and fatigue (you probably fought them).

As far as I understand it's because this is a time when merchants didn't exist (except for the foreign traders, who have a restricted set of items they buy in the first place), so trade was bartering away things you didn't have a use for in exchange for ones you could use.

If you had a spare bike and was willing to trade it away, you wouldn't take a spare bike of lower quality and a case of beer in exchange for it, as you'd still have to get rid of an unwanted bike. The NPC is willing to trade away the item, e.g. a knife, because he has another one of at least the same quality.

Of course, you could continue the logic so you'd have to find a person who wants your X, another one who'd take your Y, etc. but I believe that was considered to drive it too far.

This has been suggested before.

General Discussion / Re: Should I be concerned?
« on: January 08, 2022, 10:57:33 AM »
Just consider it to be an ingredient not intended for human consumption (or something to be processed further into something that isn't harmful). I don't believe there's any reason for concern.

General Discussion / Re: help with hunting and trapping
« on: January 08, 2022, 10:54:53 AM »
Well, you can process about 5 birds in a day, and it will keep you occupied for most of that time. Also, the leather you produce initially is often of such a low quality that nobody will buy it.

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