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Messages - Dungeon Smash

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241
Suggestions / Re: More Signs of Robber's Camps in Overland Maps
« on: March 12, 2018, 08:31:40 PM »
I think pretty much all of these are good suggestions.  It would also be cool to occasionally stumble upon non-hostile camps, like an abandoned cabin, or a hunter cooking up his dinner.  Of course, maybe an abandoned shelter isn't so abandoned after all and a hunter comes back to see you have taken his things.  Things like this are featured in some of the quests and starting backgrounds, but it would be neat to have them randomly occur in day-to-day gameplay as well. 

Also, on the topic of smoke, I would love to see that in the game as well and it would also be cool to have wildfires.  I fight wildfires here in the US in real life and it's a lot of fun :)

242
Gameplay questions / Re: Robbers ruin my early game
« on: March 11, 2018, 05:51:56 PM »
I agree robbers are pretty harsh.  I really wish they showed up differently on the overland map, where you could see that there are multiple figures instead of just looking like a single guy who is gonna give you a quest to lead him back to a village.  I'd rather not have them disabled, but maybe if some areas of the map were safer than others, that would be a good solution.
i definitely agree with this.  honestly, i'd prefer if the robbers were re-vamped completely and made to be less hostile.  as it stands, it basically seems to be a "survivor tax", since running into them is almost unavoidable on a long enough time frame, and combat is very rarely feasible. 

but, if we must have robbers in the game, your suggestion certainly makes more sense than the current situation.  certainly your survivor would be able to differentiate between one "human-shaped figure" and 5 or 6.  even if the graphic can't support this, the description could make it clear when you "look" at them.

243
Stories / Re: Mik
« on: March 07, 2018, 10:48:29 PM »
RIP to Mik!  really enjoyed this story, your style of storytelling is very evocative and entertaining.  Inspires me to play a little more adventurously ;)  Definitely appreciate all the hard work that went into this and looking forward to more stories!

244
Carry on, then

245
You're not a real Kaumo until you kill a bear in melee  8)

246
Suggestions / Re: Equipped items should be visible
« on: March 05, 2018, 12:13:24 AM »
it would be nice, wouldn't it?

247
Gameplay questions / Re: "The forest around looks extremely hostile."
« on: March 03, 2018, 06:42:44 PM »
i'm not sure what effects this has either, although surely there are some.  it's kept mysterious on purpose ;)  i'm pretty sure it makes animals less likely to appear or fall into your traps, and there may be a chance for skills to succeed less often as well.

that being said, it's not the end of the world.  if you just offer a sacrifice every morning, it should be back to normal in 1-3 days.

248
Suggestions / Re: make dogs stop barking at birds
« on: February 27, 2018, 03:06:32 PM »
yes maybe you could have a "Hush!" command for dogs.  or throwing a shoe at them gets them to shut up for a few minutes ;)

249
General Discussion / Re: What's Going On In Your Unreal World?
« on: February 27, 2018, 03:03:47 PM »
the thing i always struggle with the most when it comes to multiple trap sites, is ensuring that they all stay baited.  do you have a set schedule for replacing baits, and what do you use for bait?

250
Gameplay questions / Re: Robbers ruin my early game
« on: February 26, 2018, 05:40:07 AM »
would be cool to be able to craft your own hunting horn, after butchering a bull or a ram

251
Off-topic / Re: Other roguelikes
« on: February 25, 2018, 05:55:12 PM »
has anybody ever played NeoScavenger?  I would say it's the game most similar to Unreal World.  It's at least theoretically based on real-world urban survival concepts.  Features a very robust crafting system, illnesses, starvation, cold, penalties for everything from injured hands to wearing ill-fitting shoes, and a combat system based on real-world combat.  it takes place in a post-apocalyptic futuristic version of Michigan, where your character awakes helpless from cryogenic freezing.  I recommend checking it out if you're into militaristic survivalism, it's not quite as interesting to me as unreal world but it also has very healthy modding community & infrastructure that produce a lot of cool stuff.

252
Gameplay questions / Re: Infection - does it exist?
« on: February 25, 2018, 05:48:01 PM »
i think caius is correct, infection is just modeled as part of the wound healing process.

i'm surprised to hear about influenza and plague - i didn't realize these were ever in the game.

253
Mod Releases / Re: URW sufficiency mod
« on: February 24, 2018, 08:20:23 PM »
@Dungeon Smash I count 17 items in the tailoring menu --- is that too many for you?  I don't have any problem seeing them all on one page, but if people running at different resolutions are having trouble, I can split it up.
I apologize, I actually was getting them all in one menu.  I just mistakenly thought there was more.

254
Suggestions / Re: make dogs stop barking at birds
« on: February 16, 2018, 03:20:17 AM »
i agree with your point of view, but i think this particular aspect is not really a matter of balance or flavor.  the dogs simply react to the predatory birds because there is something in their script behavior that makes them react to anything with the tag "predator".  in general, this behavior makes sense because predators are dangerous.  but, predatory birds are not dangerous at all.

by your logic, dogs should bark at all birds.  this would be annoying, but at least consistent.  as it stands, it makes no sense.  how can the dog tell a bird flying high in the sky is a predator, as opposed to a harmless grouse?

255
Mod Releases / Re: Njerpez Cookery Mod v1.01
« on: February 15, 2018, 04:30:09 PM »
awesome!! have always loved this mod.  Thank you!

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