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Messages - d2shr6o8av

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1
Quote
By tutorial resetting do you mean that it got right back to first task?

Yes

Quote
what was the instance when it happened?
I rarely drop items on the overworld map and AFAIR I dropped both my woodsman's axe and handaxe on the punt while zoomed in on the terrain map and the punt was parked/docked on shore.

I noticed the woodsman's axe missing when I needed them to make a shelter inland. Prior to going inland I'm pretty sure I pushed both of them on a pack animal because when I needed to make the shelter I had both my masterwork handaxes on my pack animal. I don't believe I mistakenly selected the 2 unique handaxes (for some reason they wouldn't stack) instead of one handaxe and one woodsman's axe. I'm pretty sure I kept the spare masterwork handaxe on a pack animal out of fear that it would get stolen if I left it on my punt.

I triple checked all my animals and then went back to check the docked punt and when I couldn't find it that's when I started suspecting that my woodsman's axe was spirited away.

2
The game ate my masterwork woodman's axe after I dropped it on my punt, reset my tutorial, and increased curing time by about a little more than a year.

Save game @ https://www.dropbox.com/sh/m669o2pz1dhhvmc/AAAR8-60inf546HPIlf9akbYa?dl=0

Uploaded new save game called: TRILDAZER UPDATE1
In the updated save the tutorial reset itself yet again. A few furs that should have been ready or almost ready to be picked up had their 12 days timer reset and increased to as long as 19 days. I suspect my heavily loaded punt with spoiled raw meat cuts might have something to do with it.
This is all happening in the Islander area. You can find yellow markers with notes of the 440+ days of curing fur in the map.

A fur I had set to cure in Driik territory before I set out to explore Islander territory has had its curing time updated to 447 days.

3
Suggestions / Wishlist
« on: October 08, 2019, 10:29:58 AM »
Have all items on your animals be available in the trade screen.

An auto-pause when spotting wild animals. If not having an auto-pause is a feature to make stalking pray harder, then I understand.

Multi-select in the action menu. My use case would be to unleash/tie all or some animals at a time, equip ski stick/skis/paddle (my courtyard is only accessible through water or a gauntlet of traps).

Ask which animal you want to unpack/pack items from/to when multiple animals are standing on a tile.

Ask which target to attack when multiple beings are standing on a tile. Additionally have the attack repeat function (key: 3) remember who you last attacked and keep attacking them for each successive attack.

Allow non-weapons to be thrown when both hands are wielding something. My use case is throwing bait on traps. Currently I either drop bait and push it on a trap or un-equip one hand and throw the bait.

Crossbows should not require the 2nd hand slot to hold an arrow. Crossbow items if loaded should say what type of arrow is loaded in its name and you should be able to use the action menu (or some other way) to unload/reload them . Once loaded you should be able to swap an unloaded crossbow with a loaded one from your inventory.

Have a repeat the exact last crafting recipe key. My use case is smoking/drying/roasting batches of 19 per cord or 10 for roasting. Preferably it would be press shift-r, a list of what you are about to craft shows up in the message log and then press space to confirm crafting.
~Currently it is~: alt-c, d, select food, enter, space, 19, enter, select cord, enter, and space. Repeat this sequence for a big stag of meat cuts and feel your wrists curse at you. I've attempted to make an autokey script for it but Unreal World doesn't play nice with the program.

In the eating screen remember what you last ate and have it automatically selected.

Separate talk/command to shift-c for talking to people and something else for ordering/interacting with your pets. Unless all my dogs are visible to me, the chat selection is bogged down by all the names of dogs not visible to me.

Digging holes should be a resumable task. If you stop digging you lose all your progress and the dirt you dug out magically goes back in the unfinished hole.

Have items of the same exact type and weight stack with ones already packed on animals instead of making a separate entry.

Have animals/pets have the same unique item limit that a player has. Currently animals have a ~20 unique item limit and you’ll receive a “Burden of x is too much for “animal name” to carry!” despite having weight/load capacity left.

When walking over items you’ll see two different font colors, blue if there’s a single item and black if there’s multiple ones. Please use one font color (blue or something else) for both cases so that it is easier to distinguish items on the ground from other things.

4
Suggestions / Re: Rafts!
« on: October 07, 2019, 04:01:07 PM »
Mine used to weigh 80 lbs and now they weigh 1200 lbs.

5
Gameplay questions / Wearing a bandage.
« on: October 04, 2019, 01:06:18 AM »
I can wear and take off a single bandage in the wear/take_off screens. Is there a purpose to wearing one?

6
Gameplay questions / Re: Measurements for terrain map and wilderness.
« on: September 30, 2019, 07:41:22 PM »
For archery grinding without arrow loss you can aim at the ground tile in front of you. Note, though, that it requires a huge number of shots to advance the skill when at high levels.

I think I read something about having to aim at least 5 tiles away to get any experience points and the farther away the better. Does increasing the distance give you more experience points to eventually reach a 1% skill up or does it really make no difference?

7
Gameplay questions / Re: Measurements for terrain map and wilderness.
« on: September 30, 2019, 12:48:27 PM »
Unless I have totally misunderstood your question, the size of each tile is shown under the map, last line of the text box.
Terrain tiles are 2m and wilderness tiles are 100m.

On another subject why are measurements like distance in metric and other things not metric? It would make sense for all to be metric or all some other system.

Right under today's date. Somehow I've managed to ignore that section for a looong time.  :-[

I was testing how grindy it would be to train my bow skill by shooting over a frozen lake so that no arrows would break.
My longest shot with a masterwork longbow and a bow skill in the 50s is 257 tiles or ~514 meters.
Seems like bows and maybe crossbows need their max range to be nerfed. I know I won't be training my bow skill this way anymore. If my dogs could fetch me the arrows that would be nice.
I aimed at the farthest middle point in the map and counted every tile/column I had to travel east to reach an arrow.

According to this website the average medieval longbow could shoot an arrow up to 249 yards (227 meters). If each tile was a square meter than my current game record for longest shot would be above average.
https://archerycloud.com/how-far-can-you-shoot-a-longbow/

8
Gameplay questions / Measurements for terrain map and wilderness.
« on: September 29, 2019, 10:18:45 PM »
I couldn't find this information with a quick search so here are my questions:
What is the area or length of a terrain map tile (zoomed in)? My guess is 1/10 of kilometer.
What is the area or length of a wilderness tile (zoomed out)? My guess is 5 meters.

This information should help with understanding directions when you ask where is village/lake/cave/etc.

9
Gameplay questions / Does cooking with a quality pot have any benefits?
« on: September 22, 2019, 09:44:16 PM »
I have a beautiful and fine pot and I'm wondering if their higher quality makes it easier to get higher quality food and/or shorten cooking time. If not I'll just buy decent pots.

10
One exception was the wool mittens which is two pieces so someone can work or prep for that.

Footwraps, shoes, boots, gloves and maybe their metal counterparts in the future.

11
Suggestions / Re: Fish for credit.
« on: September 20, 2019, 07:54:28 PM »
they restock once a week but only when you're not looking, so spend some time away from them while you are fishing, or visit one on even weeks and the other on odd weeks

This was my mistake as I was staying close to smoke my fish cuts (BAC mod).

Just found an adventurer and he was never heard from again... I magically have a handaxe now, thank you axe spirit!

Quote
i traded fresh roasted fish for anything they had: smoked fish, dried fish, leather ropes.
That's pretty much what I did in the village I stayed in.
As soon as I had to pick an island village (spring start and ice melting making it suicidal to swim in early spring to island hop by swimming) to be my temporary home I sold my mail mittens and it paid for everything the lucky village had.

12
...because now there can be multiple creatures in one tile, I had split my dog's skull in half instead of finishing off the fallen reindeer. Luckily she got better.  ;)

This has also been a problem when attacking a njerp village - there was a pile of unconscious fallen men, and I could only attack the one standing on top of them all.

A simple menu: "Attack which target?" please!
+1

I thought it was a bug that I was getting multiple attacks while standing at a chokepoint.

13
Suggestions / Re: Quality of Life Improvements
« on: September 20, 2019, 05:58:57 PM »
  • When displaying inventory for selecting an item, only display items that can be selected for that task. For example, when setting a net, only display nets.
  • A 'move until interesting' command. I often find myself walking in straight lines a lot, and my pinky wears out. Being able to move in a direction until the character spots an animal, the player hits escape, or another event that would normally interrupt crafting would be superb. (Suggested hotkey: Alt-8)
  • A 'sort inventory' key. Keep the categories, but allow them all to be sorted alphabetically, by weight, by freshness, or (if fancy) by type (meats, fish, herbs, vegetables, etc).
  • Assigning hotkeys to items. Setting my bow to '1', arrows to '2', and paddle to '3' means I can type 'w1' to grab my bow, 'w2' to ready an arrow, and 'w3' when it's time to go rafting. This would be a big saver on inventory time.
  • Indoor cellars
  • A 'gate' item that costs more than a fence, and acts like a fence to animals, but can be moved through by humans without a climbing check.
+1

- The "gate" item already exists in the form of the door. Only bears know how to open doors, and yes, you can build a door in between two fence sections.
I didn't know this. Odd but useful use of doors.
Do you mean they bash the door in? I haven't had the pleasure of having a bear visit my home yet.

14
Suggestions / Re: Cord to rope and back
« on: September 20, 2019, 05:45:10 PM »
+1

I only need so many rafts.  ;D

15
Suggestions / Fish for credit.
« on: September 20, 2019, 05:42:28 PM »
Currently the following quests will reward you with # of furs of credit to purchase village wares:

Gather stones.
Gather branches.
Find the lost sheep. (not sure)

Since there's already a credit system it would be nice if it was extended to trading.
I think the easiest implementation would be to add another dialogue option as
Trade Items > Get Credit for Items.
For this option you can only give items for credit, so you would select what you want to give and after confirming the selection the villager tells you that for those items you will be given # of x furs in credit.

Using credit would remain as is.

In my current game I'm stuck with no axe to buy from the 2 island villages I can reach. So getting credit for my extra fish would be nice for when the village has things that I want to buy (an axe).

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