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Messages - White Hair

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Suggestions / Let us automatically use tools carried by leashed animals
« on: October 08, 2022, 09:56:57 AM »
Got me a tool pig but it's annoying to constantly manually grab tools off of them, drop, and push back onto them after each action, etc.

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General Discussion / Most effective weapon to pair with a shield?
« on: October 02, 2022, 01:10:18 PM »
I would imagine a shield would improve survivability over sheer dodging and weapon blocking or counterstriking. Not sure how much though. But if they are, which weapon do you think is most effective to use alongside a shield? The notable contenders I know of:

* Battleaxe: It has 9 edge damage, so perhaps the most damage potential in the game provided you take the time to examine enemies and hit their exposed areas. One-handed it has a 15% skill penalty, but masterwork will bring it to just 5%. Seems like the best option as far as axes go, purely from a combat perspective.

* Bastard Sword: Might be a more versatile option? Only 6 edge but it also has 4 point damage. I'm kind of surprised as I figured sword and board would be the go-to, but it doesn't really seem worth it for point damage and the same attack and defense bonus as a battleaxe. It also has a one-handed penalty of 10, completely offset by masterwork.

* Spear (and Javelins): A spear has 7 point damage, 4 attack (higher than Northern) and 2 defense bonus. Masterwork will bring the penalty down to 10%. Point damage really only beats out edge if you can't find any lesser armored areas to hit effectively, which is pretty rare. With that said, this character would likely have high spear skill and could throw javelins prior to melee contact with great effect. Throwing javelins is faster than shooting a bow and even if you get caught with one in hand, it still serves as a decent one-handed weapon with 6 point damage.

* Mace: Only 5 blunt, 3 attack bonus, and 1 defense, but no one-handed penalty and more effective against heavier armors. Also, clubs are... strange. Supposedly they have a hidden bonus towards body part hits? More likely to KO with the head, disarm with arms, and knock down with legs. Some say this only applies to the actual club and not the rest of the class. I can see the mace being a particularly tactical choice if it does have this bonus, however. Much easier to kill a disarmed, fallen, or KO'd man. But then again it might also be easier just to gash them open or chop off limbs with a battleaxe. I suppose since it's club skill, you could also throw rocks prior to melee contact lol.

What do you guys think? What do you believe are the best (or your favorite) weapons to pair with shields?

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General Discussion / Re: How to get Warflail?
« on: October 02, 2022, 11:23:36 AM »
This was a recent discussion on the URW discord.

URW has a discord? What's the link?

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Have NPC stack caps always been a thing? I don't recall it from the last time I played, but I might just not have loaded them with much stuff.

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I just obtained a big bull named Moostache. I tried loading him up with my gear but it seems he reaches capacity at only 55-ish pounds. Pictures and save file upload for reference:

https://i.imgur.com/LDrLrY3.jpeg

https://i.imgur.com/usCwM68.png

https://i.imgur.com/kW8Omsw.png

https://ufile.io/s2f2q35c

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Modding / [Mod Idea] Selling captured Njerpez
« on: August 03, 2020, 11:12:32 PM »
Just thought this might make for a higher risk and higher reward alternative to outright killing Njerpez, especially since slavery exists in Unreal World (although not mechanically). The player would have to knock them out and restrain them. As for restraining, the player could use rope and it would take an allotted amount of time to do so. During this period, the Njerpez might wake up and attempt to flee or attack you. Even if you restrain them, they may succumb to their wounds if not patched up quickly enough. Upon successfully capturing the Njerpez, it would become an entity like an animal companion. This would allow them to be leashed, require food, have their own carry capacity, and have a value to be sold for at villages (or possibly foreign traders). Their value could be static or could vary depending on their stats, like with animals.

7
I would like to train combat skills in a consistent manner. I also tend to have spare weapons lying around my camp. I figured a decent way to solve both issues would be to "sacrifice" weapon condition in order to train a skill. The amount of experience you get from each session and the number of sessions a weapon would provide depends on the type of weapon and its quality. For instance, a crude stone axe would train the axe skill very slowly, whereas a masterwork battleaxe would be far more effective. What do you guys think?

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Gameplay questions / Re: 3.63 New fire mechanics
« on: August 03, 2020, 02:56:29 AM »
What if you smoke meat in a village sauna building? They light the fireplace pretty much every day. Would that be tracked and allow the smoked meat process to succeed?

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General Discussion / What's the warmest fur?
« on: May 14, 2020, 06:47:06 AM »
I've heard that bear fur is the strongest and warmest fur. However, others of have said that it's changed and now elk/reindeer are warmer. Does anyone have evidence of what's the warmest fur in the most recent patch?

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I walk into a village and collect some items I want to trade for. I was in the process of cooking when they demanded that I pay for the goods. I know there's a hidden relations mechanic and that I probably pissed off the village. So I close the client and try to fix this. When I appear in the village, however, the villagers still demand that I pay for the items even though I no longer have them on my person. If I pick the items up and try to trade, they seem to think I have two of each item, so I have to pay double.

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It doesn't seem to work with BAC. If you click on the Kalma menu, it shows crafting recipes from BAC's barkware section instead. Know of any way to fix it?

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Gameplay questions / Re: Rope used up
« on: February 03, 2020, 10:00:18 PM »
Be nice if it would just automatically cut the rope according to the task at hand. Or at least have it as an additional menu in that task, rather than make the player exit out of that menu, go into tying equipment, and then shorten/tie each cord for what they're doing. I believe it's better than the previous system, but it adds a lot of unnecessary key presses for a rather trivial process.

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