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Messages - Bärentill

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16
But I feel relieved to see that the bug isn't as serious as I thought at first. It is good to know that the sorrel plants do appear even when they aren't shown properly in the early stages of their growth. Thank you.

17
Sorry, I didn't explain it well. Even with the old behaviour it was possible to check the tiles with the herblore skill which indicates if there was a plant or not. For example, if you have planted broad beans you couldn't see them yet, but you could check with the herblore skill to see that there actually were some. This doesn't work with sorrel.

So, the bug is that the herblore skill doesn't work with newly planted sorrel and, thus, the herblore skill works inconsistently since it behaves differently for different plants. I wasn't aware of that (why should it behave differently?) and this led to my confusion and to this thread.

18
Suggestions / Re: Confirmation before eating unknown items!
« on: July 26, 2017, 12:45:20 PM »
I'd prefer the value to be initially OFF since it gets tedious when eating not fully identified plants.

Someone can avoid the problem of eating unknown mushrooms by simply not collect them before identifying them. I wouldn't even collect mushrooms which are poisonous in their raw state. It is a little bit annoying to survive a bunch of Njerpez Raiders and a whole winter just to die then because of having accidentally eating the wrong thing. But this is just the right thing which should happen if someone gathers poisonous mushrooms. Don't do that.

19
Suggestions / Re: Birch bark for crafting
« on: July 26, 2017, 12:32:29 PM »
Oh well, I am not into modding yet, but I guess I will try it later. I didn't expect it to be that easy either.

In general, I don't like mods very well, since they are often doing too much of the wrong thing. I'd prefer it to be in the vanilla version of the game, but I guess I cannot persuade anyone to share my opinion.

Thank you very much.

20
Not bugs / Re: Crafting staves and javelins
« on: July 26, 2017, 12:07:20 PM »
This sounds reasonable for clothing, but I don't think this applicable for staves and javelins which are weapons. The quality modifier for weapons has basically an impact on the functionality. This is why the best modifier for weapons is "masterwork" and not "beautiful". A masterwork javelin is just perfect considering its javelin fighting abilities and is not comparable with a spear which has completely different stats. It might be rather hard to forge a masterwork spear, but to create a masterwork javelin there is less work needed although it needs much experience and the right materials to create one of those.

In my opion, this would be a good choice to adjust this. The carpentry skills needs much time and effort to be improved and if it cannot be used to craft anything better than "decent" things it suffers from being useless later on. The skill mastery in carpentry is too weak compared to others then.

21
Not bugs / Re: Skills are not improving
« on: July 26, 2017, 11:46:23 AM »
Thank you very much.

22
Not bugs / Sorrel plants are not shown properly when planted
« on: July 26, 2017, 11:36:54 AM »
Thank you. Due to your answer I decided to leave the patches alone and the plants did sprout about a week later then.

That doesn't mean that there isn't a bug though, since sorrel behaves differently from any other plant which is misleading and confusing. Before game version 3.40 all the planted patches remained visually empty first, so I think that this probably might be an older issue which wasn't obvious then. I guess it still wouldn't matter if there was no visual feedback for any other plant now. But now it does matter. I have nearly lost my sorrels plants, because I almost made the decision to replant the patches.

Maybe someone should rename the topic of this thread then.

23
Gameplay questions / Re: Does fur spoil?
« on: July 26, 2017, 11:12:06 AM »
Thank you. This might be the reason.

24
Not bugs / Re: Can't plant sorrel
« on: July 25, 2017, 11:57:57 PM »
In earlier versions of the game you didn't even see the plants until they sprouted. But you could check the tiles with the herblore skill which indicates if there are (even unseen) plants around. In this case I did this, too. The plants weren't there.

25
Gameplay questions / Re: Does fur spoil?
« on: July 25, 2017, 11:50:56 PM »
In which version were the summer and winter furs introduced? I've made my observation in version 3.32.

26
Not bugs / [not a bug] Can't plant sorrel
« on: July 25, 2017, 11:06:34 PM »
The planting of sorrel seems to be broken. Whenever I plant some sorrel seeds the seeds are consumed but the corresponding patch of sorrel doesn't appear.

I had this issue in version 3.40 two times with two different characters so far. I planted the sorrel seeds in late seedtime month like I did with my clayweed seeds. The clayweed did appear, the sorrel did not.

27
Suggestions / Re: Directions to a sage
« on: July 25, 2017, 03:15:56 PM »
I'd already be happy if the villagers could tell if there is any sage in the same village. I don't like it when I'm looking for a sage which doesn't even exist in that village.

Directions aren't necessary for me. In fact, I think it's quite realistic that most of the time the villagers don't know where their sage is lurking around.

28
Gameplay questions / Does fur spoil?
« on: July 25, 2017, 02:45:19 PM »
To find out how fast something spoils it is advisable to observe how many item stacks are formed out of the same kind of stuff. I did this and found out that meat and fish spoiled very fast and that turnips and broad beans (almost?) didn't spoil (surprise!).

But it was weird when I noticed that furs of the same kind regularly form new stacks. That's why I have to ask: Does fur spoil?

29
Suggestions / Birch bark for crafting
« on: July 25, 2017, 02:29:17 PM »
Basically, I like the fact that not everything in Unreal World is craftable by the player very much, for example, that there is no iron forging or the preparation of wool and plant fibers for clothing. It feels realistic in the way it is. On the other side I don't like the "magic" that too many items appear in shops which can't be crafted. For example, there is plenty much birch bark around in the form of trees and there is obviously an insanely large need of birch bark in the villages for boxes and containers and you can peel the bark from trees for hideworking, but there isn't any birch bark. In this special case the game feels quite incomplete.

Additionally the player's crafting skills rely much on woodworking and hideworking, but I feel like there should be a little bit more, at least concerning the basics. The player's character is capable of crafting leather shoes, but he/she cannot even make simple birch bark shoes out of some cord and some birch bark which feels quite unsatisfying especially when starting in winter without any shoes. I'd like to have self-made birch bark shoes so much. Please add them!  :)

Maybe it could also be possible to create the most simple container out of birch bark, the birch bark boxes, to give another use to it. And I guess it would be nice to have a birch bark related quest since there is really much demand in the villages for it.

30
Bug reports / Acquiring items without trading
« on: July 25, 2017, 01:36:56 PM »
It is occasionally possible to aquire items lying around in villages without trading. To make this happen you must take an item unseen by any villager from the ground, drop it again and then leave it alone. The item must have the property "taken" then. After this you could leave the village and revisit it much later. Then you might take the item as yours without any trading.

I think technically it is stealing but if the taken items remain in the village the villagers should reclaim them.

I've already found this issue in version 3.32. I'm sorry that I didn't report it earlier.

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