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Messages - LoLotov

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46
General Discussion / Re: Blocking Weapons and Assorted Combat Discussion
« on: October 04, 2017, 04:06:45 AM »
Combat is my favorite part of this game, it's a very unique system and a lot of fun to mess around with. I start most characters on There Be Robbers!, so I frequently do a 3-6 on 1 fight with minimal clothing and a less than ideal weapon set. The key is to make sure your blind spots are blocked by trees, and always try counter-strikes to the legs with your weapon's blunt damage (if your weapon skill is better than your dodge, which for the purpose of this, it is). This will make sure you're still dishing out damage to the people trying to surround you, while you continue targeting whoever is the worst injured until they're unconscious and out of the fight. It's always better to counter-strike over dodge if at all possible, just target arms or legs to interrupt their attacks and limit their attack rate. The  most powerful thing in the whole combat system is Looking at your opponent and seeing where he actually has, or does not have, armor. Bandits rarely if ever have anything more than the odd piece of leather clothing or a ratty overcoat, so they're actually not too tough if you target on them correctly. However, the occasional Njerp will have ~40 pounds of decent armor and be extremely difficult to attack.

My attack combo, for the combat style of close to even (and quite high) spears and axes, and as much armor as I can find:

Open with as many javelins thrown as possible, targeting the body for random wounds and occasional instakills; sometimes you'll get 'em all off, sometimes you'll be caught with one held. Wait for them to be one or two tiles away, DROP your javelin if you still have it, and wield whatever you have the highest skill with. They should have moved next to you without attacking while you wielded, but you may have to immediately counter-strike, and you may have to wait a turn. Whatever you do, don't just move into the adjacent tile and give them a free hit. Your javelins should have weakened a few points of the first target if there are multiple enemies, so give him a primary attack attribute (most damage from the weapon) to the legs. Should put him on the ground immediately, and once he's there, attack his arms every time he tries to wield a weapon, and go for head shots and a quick knockout when his hands are empty.

His undamaged buddies should have rolled up by now, so turn to adjust if you have to, and wail on the first guy with all your might. Counter-strike to their arms and legs as needed to disarm/knock them down, but otherwise target the second (overall) enemy's head or body and try to get him out of it as quickly as possible. Finish up the third with the same legs/arms/head you gave the first guy, the others should just be milling around nearby swapping weapons and tiring themselves out until they get a clear route to run towards you. Your armor should be pretty beat up by now, so if there are more than three, you should start to expect increasingly severe injuries, and potential death, from now on.

However, you followed my combo, and aren't too fatigued, and you have enough armor to equip a small army, so you battle on, courage unwavering. It is time to be as defensive as possible. Attack arms, counter body for occasional severe damage and arm/leg shots, start dodging when you feel a particular target might have the upper hand on you. Keep them fumbling for their weapons, and pick at their ability to fight effectively. First three enemies you killed as fast as possible, as few individual attacks as possible, and everyone after that you kill with a thousand cuts while trying to avoid the same fate.

Edge damage is best for limbs and poorly armored torsos, as it can do quite severe damage to these targets (the infamous Nearly Severed knee is quite possible on a first strike with just a hand axe and results in instant unconsciousness). Point is excellent for piercing torso armor, and can cause occasional decent bleeding, but is much less likely to render a limb inoperable than edge. Blunt is best of all against armor, so it's your damage of choice when counter attacking. It rarely causes the kind of severe injuries the others do, but a quick knockdown/disarm on one bandit out of two or three of them midattack saves you a turn of double or triple hits later while he stands back up, or changes weapons.

47
General Discussion / Re: Blocking Weapons and Assorted Combat Discussion
« on: October 04, 2017, 01:55:34 AM »
As far as thorax, I think I've noticed this when I myself am hit there: A hard hit to the thorax may have added a small amount of stamina drain, lowering my overall combat effectiveness in addition to the injury rating. Plus, when throwing javelins at least, probably arrows or anything else rolling point damage too, a lucky hit to the thorax (presumably the heart) is an instant kill. That's for certain on Njerps, bandits, bears, etc. As stated, not sure about there being extra stamina loss because of a thorax injury, but it makes sense.

Was playing around with target locations while playing with a Njerp, and subsequent injuries to the same body part seem to make extremely traumatic injuries more likely. One minor dog bite each to the knee and forearm, and those targets were nearly cut in half by subsequent axe strikes.

48
Gameplay questions / Re: Bridge Building
« on: October 03, 2017, 10:54:25 AM »
My new dream is to build a floating village connected to the mainland by a strip of doors, but I doubt you can place other building tiles on water... surely you can't... tomorrow is going to be wild; anyone with knowledge of this please keep it to yourself for at least 12 hours...

49
Gameplay questions / Re: Bridge Building
« on: October 02, 2017, 10:01:19 PM »
It definitely looks cooler than just a strip of land. My practice-run bridge to nowhere by my cabin proved to me that you can only deconstruct doors if they're built in the shallowest shade of water (which fords are, but it indeed looks cool). You can keep building them forever, but only take then down close to shore... the whole thing feels pretty glitchy, but it's not my fault the vastly-more-realistic pontoons didn't work.

50
General Discussion / Re: What's Going On In Your Unreal World?
« on: October 02, 2017, 10:41:44 AM »
Just walked into a badger looking for forest robbers with ~30% encumbrance from snow and armor, and had him decide to attack me. Entered the map tile very close to him, missed my first javelin (from the high penalty, he should have been toast...), tried to throw a second without wielding it, and he took advantage of my turn penalty to give me a 20% injury Serious Tear in my unprotected left eye, which I tend to imagine as a very badassly-permanent injury. Flailing with a hastily equipped handaxe, I missed three more attacks against him, answered by failures to penetrate my armor, and he ran off into the forest, unhurt, and without having broken a sweat. I had to limp home in embarrassment, unfit to fight bandits.

On the topic of bandits, the ones I'm looking for are Owls in Kaumo lands, and the quest givers were super racist about their tribal affiliation... Makes me wonder if the Reemi I usually trade with are thinking of me as "one of the good ones" behind my back, since I'm a foreigner in their lands. Anyone else notice this with other tribal combinations?

51
The best places to farm IMO are the natural clearings and bushy areas you'll find scattered throughout the woods. They're generally clear of all but a few trees, might have a few berries and herbs, and you just have to start your burning near the border of one of the forested tiles.

Alternatively, you can search for settlements that consist of one or two buildings and are populated by a single old man; he'll usually have several tiles that are at least clear, and frequently several planted fields. Wait til winter so he does all the harvesting for you, kill him, then come back and plant in spring.

52
General Discussion / Re: Culture Poll
« on: September 30, 2017, 09:38:56 PM »
I'm going to have to try living on the islands, this sounds wild... my only question is, do Noaidi mushrooms grow in the archipelago? :D

53
Gameplay questions / Re: Bridge Building
« on: September 30, 2017, 10:59:42 AM »
Here's my successful door-bridge, shorter than expected once I scouted a new spot, and a view of the map. Hard to see, but I am in the southeastern corner of the visible area, and the bridge is built at the more southerly shelter nearby. This bridge goes over the only water crossing between my cabin and the cave I'm going to fix up as a hunting lodge in Kaumo. Should be about four days trip each way, though I know for a fact it's only three by boat. The important thing is that I don't need my cow to carry a punt now, and the several weeks of changing seasons when I couldn't use it anyway won't prevent me from quickly traveling between my homesteads.



54
Stories / Re: Don't Go to Stumpmire
« on: September 30, 2017, 08:19:50 AM »
I stayed up all night reading pastas, decided we needed a somewhat spooky story on the board haha. But I could totally see it as a short film, super desaturated colors, bunch of realistically dirty and unkempt people, no background music...

https://m.youtube.com/watch?v=gviofDcypzE

Anyone interested should check out this audiobook of HP Lovecraft's Shadow Over Innsmouth, scroll to about 55 minutes in (spoilers! Actually listen if you've never read it, one of the best), and listen to the voice used by the narrator for Zadoc Allen's story. I was trying to recreate that tone and inflection. Why an old Finnish man would speak in a New England accent is beside the point.

55
Gameplay questions / Re: Bridge Building
« on: September 29, 2017, 03:44:45 AM »
Plotinus you're my hero

56
I have one piece of information to add to PALU's excellent active hunting advice: only hunt in pine/open mire. The increased visibility of potential prey is good zoomed out, but once you're on the ground endurance hunting, it's downright overpowered. Your prey will have difficulty getting completely out of sight range, and the large number of odd shaped water features are as useful as fences for coralling a fleeing animal.

57
Stories / Don't Go to Stumpmire
« on: September 27, 2017, 04:25:51 PM »
So, you whipper-snappers think you've worked sixteen winters, and know all the rituals, and heard all me stories, and think you're ready to head out alone, eh? 'Alf you kids will starve in two weeks and the other 'alf o' ye will drown in a damn puddle, come the wet ice! But jist a rare few of ye might end up wishin' ye died natural-like, if'n you think THIS is just another story.

Must a been nigh sixty winters past, when I was greener than you lads, some o' the men that was comin' and goin' tradin' back then took to talkin' about how they was gettin' heaps o' treasure fer workin' up north in Stumpmire. Always somethin' about a new settler, with piles o' loot, givin' it away if'n you was willin' to come to 'is 'ouse 'n chop his trees fer 'im. He'd even feed ye, and give ye an axe, and let ye keep it, if'n you promised to come back. Well, after a while o' this, the men that 'ad left town jist stopped comin' back from Stumpmire, and the ones that was still in town took to stayin' there more permanent-like. Wouldn't say why, they was all quiet about it, and we let them be, seein' as now we was the only place they would trade the pay they was still holdin' onto.

After a couple weeks o' that, the new settler came to see us. He was near seven foot I'd say, and looked like he carried a lot o' weight on his bones, but 'adn't eaten in a few days. Was wonderin' why no one was comin' up to 'is place, still 'ad work needed doin' and still 'ad plenty of goods to pay. The men that 'ad been workin' for 'im before kinda looked down, gave back their axes, and made excuses why'n they couldn' go back with 'im. He got real mad, and offered up a sword fer the man that would go with 'im.

Well, my old cousin Jaqqa visiting from the next town over 'appenned to need himself a sword, and thought he might go with back to Stumpmire. Old Jaqqa was always slow on the uptake, like most of you kids these days... The men that 'ad worked for the settler all sat down to talkin' real hushed like once he and Jaqqa left, and got their things together, and followed after 'em. Yours truly figgered followin' the men who left would be the best way to see what was really goin' on, but now I figger it's best not findin' out some things too direct.

Stumpmire's just north, goes on for miles. Felt like hours walkin' it, but I was bein' careful o' makin' too much noise, and lettin' on to the men that they was bein' followed in turn. They finally got close up enough to the settler's buildsite that I could see it from where I was hidin', but then I heard Jaqqa screamin'. Not no regular screamin' like when you babies see squirrel guts, but real screamin'. I ain't never heard anything like it before or since, and then it just stopped real sudden.

The men was runnin' up to the house then, and I started hearin' shoutin' and noises like a big fight was startin', but then those stopped too. I got as close as I could, hidin' in the trees that was left, and what I saw was worse than all Jaqqa's screamin'. 'Is eyes was put out, and 'is legs was broke, and 'is 'ead was smashed open, and 'is arms was still twitchin'. The new settler 'ad killed the men who followed 'im too, and was cuttin' em up fer meat with 'is back to me. I cracked a twig backin' away and he turned right around and looked at me with these hollow eyes, and what he did was smile. Smile, and hold up a cut of meat from one of the men, and set it on the ground, and when I ran away like anyone with 'alf a brain woulda done, I 'eard 'im recitin' our ritual for sacrificin' an animal, like those men was sheep.

And that's why whatever you boys do on yer way to some bear's belly, don't you go trustin' strangers, and don't you go to Stumpmire.

58
Gameplay questions / Re: Bridge Building
« on: September 27, 2017, 03:23:25 AM »
It takes two whole rafts to find it does not work, to my infinite disappointment. Spent all afternoon making cords and prepping for the trip, let's hope someone makes a mod of some sort, cause altering raft mechanics to allow pontoon bridges is likely a low priority. Perfect spot for it, couple little sandbars to lower the raft total and everything.

Edit: My character is also at the point in the year where it's about to start to freeze, so I don't really want to actually finish going where I wanted a permanent route, just heading home in disappointment.

59
Gameplay questions / Bridge Building
« on: September 27, 2017, 12:24:50 AM »
Story first: I have only settled an island once, but found the several months of unwalkable ice and entire days spent carving out a path for my punt completely unacceptable. For a suggested settlement option on the wiki, this is a very important detail to leave out.

I am now about to try building a bridge across a strategically placed ford that would open about a quarter of the map, using about twenty rafts. My goal is to prove the feasibility of the project, but my questions are:

1. Has anyone else tried this and encountered problems?
2. If this is as necessary as it seems for settling islands, and actually a very common project, why is it mentioned nowhere?

60
Gameplay questions / Re: Witnesses/aggression?
« on: September 26, 2017, 09:20:24 AM »
For the most part yes, you'll be fine. As long as a character isn't linked to a village and known to be your hire, there are no consequences. However, the spirits frown upon such behavior. Once you've killed enough innocents, you'll receive a message warning you of the sense of unease you experience. This sense of unease is a very real negative luck effect on your future endeavors, designed to karmically punish you for your murderous ways. Njerps don't count.

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