Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Sami

Pages: 1 ... 8 9 [10] 11 12 ... 83
136
Suggestions / Re: Villager exploit fixes
« on: March 09, 2023, 12:00:23 PM »
Some suggestions after finding a couple of quite nasty exploits involving villagers:

  • Villagers should be able to put out fires. It is possible now to trap a whole fortified village by setting a fire on the entrance tile and shooting the villagers down one by one through the fire.
Yeah, that's bit of a problem, for the villagers being attacked this way. Putting out fires is one solution to one issue, but there are also other cases where NPCs can be lured behind an obstacle they can't cross - eg. water - and then taken advantage of. So we'd actually need to add tactics to have NPCs seek cover and wait until there's sane way to proceed. Or to have only archers to participate in cases like this.

Quote
I've also been able to burn down village houses without the villagers doing anything but shout at me. (It would also be neat if the player could put out fires, but I'd say villagers being able to do so is more important balance-wise at the moment.)[/li][/list]
How did you manage in this, and was it with some previous version? They oughta warn you few times first, then ask you to leave, and proceed with almost an immediate attack if you continue with breaches. I did a quick try and managed to start two fires before getting attacked.

Quote
  • Villagers should react to violence even if it doesn't involve the (current) village members. After hiring someone from the village you are able to kill them instantly in the village right in front of the villagers. This contradicts a bit with the villagers not letting you hire them before the first companion has returned.

Oh, this was new to me, but that's how it appears to be. Companions themselves also react to being attacked by the player character in all too placid way.
Definitely something to tune here.

137
Development News / Re: Blacksmith NPCs and ordering their products
« on: March 09, 2023, 11:49:00 AM »
Will blacksmiths be able to produce all types of weaponry?

Iron weapons only. Culturally related.

Quote
Will they be able to produce armor in the future and if so, what is the use of foreign traders?

Maybe some helmets, but as we know armors aren't the thing among of the most cultures - so the blacksmith also don't forge what isn't culturally known nor relevant.
So the use of foreign traders remains the same, to bring in the foreign goods ie. armors.

138
Development News / Re: Blacksmith NPCs and ordering their products
« on: March 09, 2023, 11:44:46 AM »
How about modding Blacksmiths? Can we add stuff to the list of thing they can forge?
.

Nope.

Quote
Will they be able to forge pots even if they are from a culture that doesn't usually have pots for trading?

I guess no. They foremostly make culturally related items.

139
Development News / Re: Blacksmith NPCs and ordering their products
« on: March 09, 2023, 11:41:38 AM »
Great! Could villages loaded from old saves eventually get these blacksmiths? I mean, I have an old save from version 3.62 and the villages loaded from there still have gender-neutral kids and sauna scoops.

It depends in how much detail the villages have been generated in your save - which depends.
At least if you've visited them, their population is generated, and no blacksmith will appear there. If you visit new villages, then it's possible that you'll  find blacksmiths too.
But 3.62 is so old that some problems may arise as there's been a lots of new stuff since then. Why not to update.

140
Development News / Re: Blacksmith NPCs and ordering their products
« on: March 04, 2023, 05:54:33 PM »
2. How will quality be handled in the process?

It's not completely decided quite yet, but as the blacksmiths are highly skilled professionals I think you should able to ask them to produce a desired quality item - if it doesn't exceed their skill level.
Eg. "Make me a finest sword you can!" or "I'm okay with an any ordinary axe."
We're likely giving blacksmiths a level of expertise, so that all of them can produce at least decent quality items, some can produce fine, and some can produce masterwork. And the player character can then define what quality item they are after with their order - and will pay accordingly.

 

141
Development News / Re: Blacksmith NPCs and ordering their products
« on: March 04, 2023, 05:47:04 PM »
by the way, does it mean that iron tools or weapon can be repairable some day?Sometimes people will stint on blocking with their precious materwork weapon to save them from loss of durability or espically quality. but if high quality tool or weapon are craftable, there will be no need for such stint anyway.

Sharpening and re-shafting weapons is planned at least, so  in that regard repairing is to be featured somewhere in the future - and that is to be doable by player character. But if you mean if blacksmith could eg. repair a broken sword, we haven't given a thought for that yet.

142
Development News / Blacksmith NPCs and ordering their products
« on: March 03, 2023, 06:40:59 PM »
In the next version we'll be featuring blacksmith NPCs, and possibility of ordering various iron goods directly from them. You order, they'll forge, and you will then pay and obtain the item when it's ready. This will be a fundamental new addition, and although there's still lots of work to do we're hoping to have the new version out this month.

Not all the villages will have a blacksmith, but it will still be easier to find one to make you that knife, axe, sword or tool you need than to run through several storehouses in several villages in a search for a missing equipment. The available blacksmith products will vary a bit depending on the cultural areas, but all the blacksmiths can make at least the most basic and essential iron goods, tools and weapons.





These are future features - not yet functional in current version 3.72.2

143
The issue found and fixed.

It was about inventory slot usage tags not being cleaned often enough.
The interval had gotten changed when we fixed the issue with random stuff appearing in inventory after rod fishing when a bait was used all up.

This isn't necessarily an issue that too many characters will encounter, but as a manual remedy (before the next version is out) try manually dropping an item or two
- that should clean up inventory tags. After that, you should be able to pick things up to normal amount.

Fixed - persists in 3.72.2

144
Solved'n'fixed bug reports / Re: 3.50 villagers dying in wells (again)
« on: February 28, 2023, 06:58:48 PM »
We believe this is now fixed, as a spin-off result of this:
https://www.unrealworld.fi/forums/index.php?topic=6900.0

Fixed - persists in 3.72.2

145
Alright, we found the cause!
The issue was a result of creature body temperature calculations not properly taking into account the creature's true chances of staying out of the water, and even wading in the cold water gradually kept lowering their body temperature until hypothermia was reached which then lead to drowning.

It's fixed now, and there's a good chance that the issue of NPCs drowning in village puddles has been of the same origin.

Fixed - persists in 3.72.2

146
Indeed inventory should be bigger than 30 or so items.
Plotinus, feel free to send the savegame. And Tinker also, if you manage to get the bugged condition trigger again, the save would help a lot.
Thanks. There are no changes to inventory handling in the latest release(s) so it's a puzzling condition to start with, but we'll see how it goes.

147
Bug reports / Re: Speeding squirrels
« on: February 27, 2023, 03:30:25 PM »
I tried chasing and hurting the squirrels to see how it works, and it truly seems there's something to tweak. To me they also sometimes appeared too fast considering their condition.
The squirrel movement is prone to same injury related checks than all the creatures, and those seem to work. But it appears their initial movement rates may be too high, so that they remain super fast even when injured.

However, with my tests the squirrels that were labeled "crippled" slowed down to extent where I could easily walk to reach them.
Will run some more tests with "crawling" state squirrels.

148
Seems all too harsh! The good news is that I managed to reproduce it.

I tied one dog to a tree at open mire, with open water next to it. I observed the dog wading in there normally, with no ill effects.
Then zoomed-out, waited for some time, and returned - and the dog had drowned. So it seems the idle-time checks, when the player is not on the map,
are to blame for the creature drowning. Now this is likely a same mechanic that makes the NPCs still sometimes to drown in village ponds.
Chances to fix this for both the dogs and NPCs are now very good.

Sorry for your loss, thanks for the report.

149
Development News / Soundtrack released on Bandcamp
« on: February 27, 2023, 02:46:12 PM »
Composed and performed by the devs themselves,
wished for by the adventurers,
the primeval musical journey into the far north is now available also on Bandcamp.

And hey, this means Enormous Elk itself is now on Bandcamp. We trust this will be not our last music release there so all you bandcamp adventurers feel free to follow us there at will.


150
Development News / Re: Animal droppings - an indicator and a fertilizer
« on: February 27, 2023, 02:41:06 PM »
I can see other uses for this new product, I hope it will be available tp modders.
For example there is a mod for digging a hole to collect worms as bait, and in my experience worms love to live in manure piles.

Hmm. The worms used in rod fishing in Finland are, and likely also were back then, most often common earthworms.
I've never witnessed people actually trying to find worms from manure piles, even though those are always plentiful at the countryside.
But nevertheless, droppings can be mixed with modding too.

Pages: 1 ... 8 9 [10] 11 12 ... 83
anything