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Re: [Suggestion] Metric measurements The kilometres used on the world map can't be the same as a modern kilometre though:

"There is a cave in the north east, it is 10 kilometres away, about an hour's walk"

10 km/h through unmanaged forest and up a mountain?  I don't think so!   ;D

January 22, 2020, 05:33:59 PM
NPCs to use exactly same movement rules as player character. Be it walking or running in snow or swimming, paddling on raft, enable exactly same movement for NPCs as character deals with.

No more skiless robbers running in waist deep snow to catch up to grandmaster skier.
No more character peppering Njerpez from watercraft without chance of the hostile to swim over and climb or capsize the vessel.
No more NPCs waltzing through traps. Have them at least kick the trap 1st to trigger them.

December 31, 2020, 05:58:18 AM
Adding Custom Music? I've been wondering if it'd be possible to add custom music to play in-game? I see that the audio files are pretty self-explanatory, but I don't know if it's possible to add more music (as opposed to replacing existing music) without getting into coding, or how difficult it'd be to code that in? I noticed there is an 'audio.txt' file in the game folder, but all it says is 'start'...So not sure that's what I'm looking for. Any pointers?
January 01, 2021, 07:08:19 PM
Re: Dynamic character sprites This would be nice to have. See if that Njerpez is carrying bow. Or if Woodsman is carrying an axe. Of course, it’d still be limited to see what NPC are wearing and carrying.

@Night has released Character Designer. For custom character sprite.
But it’s only for PC, not NPCs. And needs to be manually updated for equipment changes and for additional characters.

January 06, 2021, 03:36:33 AM
Romance/Husband/Wife Quest Mod Idea Hello,

Inspired by Privateer's quest idea, I wanted to float the concept of a multi-stage "quest" mod in which you would woo, or otherwise prove yourself worthy of, a wife (or husband; if interest was sufficient there'd be one version for each).

The "quest" would essentially be a story told through the F1 key, where each stage of it would be a single menu item, and the entire mod would be contained within one menu. There's be certain things you'd have to accomplish before reaching the next stage, though a lot of that would be left to player enforcement.

For example, the start item on the menu would give you a token, which when examined with F1 would describe the woman you were trying to woo, with a picture. Some of her traits. Probably some warrior maiden would be the most apropos? It would then describe the first task needed to win her affections. Such as, "fell a squirrel with thrown rocks near a village".

When you accomplished this, you would activate the next menu item, which would give you a new token with a new F1 entry. This one would describe how she witnessed you felling the squirrel, and was impressed by your aim, and how you spoke for a while, etc. The entry could then describe you and her having a throwing competition, which you barely won.

The next task might be something like "Come to town wearing a full set of fur clothing, to show that you are self-sufficient." Then you'd trigger the next step in the story/quest, which would describe (via the F1 key) her noticing your styling wardrobe, and further conversation with her, now becoming somewhat flirtatious.

It would go on like that. one of the final steps would be to build a house nearby the village for the two of you to live in. The mod could not actually create a new NPC, unfortunately, so this would be the closest it could achieve. The player could, if they wished, imagine one of the "Maiden" NPCs in the village corresponded to the one talked about in the story.

So basically I want to start by seeing if there is actual interest in this idea, because it's not something I would create solely for my own use. Thoughts/feedback/ideas are welcome, too.

January 13, 2021, 12:23:00 AM
Making sleeping more safe. I have read a few stories about people getting attacked in their sleep, and I don't think it's very realistic.
Wild animals have very light sleep. Even my dog wakes up pretty much always when I just try to just get up from a chair while she is sleeping.
People back then were probably quite a bit more similar to animals, and they probably knew something could possibly kill them in their sleep if they didn't wake up, so I bet they would wake up if they heard something suspicious.
Even I myself wake up every time someone enters my room when I sleep, and I know why I woke up, so I think if something opens door to your cabin in the middle of forest, or gets really close to you it should be 100% chance you wake up (unless you have very poor hearing). Especially if you have seen e.g. a njerpez warrior, or a bear, the day before (or, a few days).
Also I think you should be also able to bar the door. It's not that hard to make something that allows you to prevent door from being opened from outside.
And for now the wake up messages are very general "You think you heard some rustle" or "You think you saw something move in the distance".
Considering, that I myself often know what I am woken up by, I think our character should also know it. Not always, but the closer the sound source is, and the more dangerous it feels to character, the highest chance there should be he knows.
So if you hear another human is close to you, and approaching you in your sleep, you should wake up and get message "You think you hear footsteps". If it's a bear, "You think you hear walking big animal". But if it's either far away, or just a squirrel/some bird, then it would make sense to not know what woke you up, because your mind doesn't put much attention to it.

April 09, 2021, 09:10:57 PM
Re: Romance/Husband/Wife Quest Mod Idea i mean it would certinly help with getting lost in the Finnish woods
May 03, 2021, 04:14:45 AM
Re: Does food burn if cooked on the same tile as the cellar? I suspect so. Never tried it though.

When the game creates an item the recipe includes a timer for how long before you can pick it. I suspect the burned code would work the same.

It should be safe from spoiling though, as AFAIK, the spoiling code considers if its on a cellar.

May 07, 2021, 03:46:29 PM
Re: Does food burn if cooked on the same tile as the cellar? I’m of similar perception as Brygun; the food will burn, but as long as the fire goes out, it’ll be fine and gets checked as “in cellar” for the daily spoilage check.

You can easily test it by roasting a cut of meat, while standing on cellar, with 3 branches. Leave the cooked cut untouched, add considerably more firewood to the burnt out fire, light it up: if you get note stating it smells like it’s burning soon, you’ll know it’ll burn up.
It does do that elsewhere.

And on the other hand, if you drop any cooked and picked foods, say at your fishing shelter, then roast fresh catch, none of the previously cooked foods, including roasted, will give you the message of burning smell.

May 08, 2021, 01:38:27 AM
Show statistics without needing to die... Hi,

As the title says, only when you die you can finally see some basic stats about your char: distance traveled, days adventuring, etc. Why not implement a "Statistics" screen, to see your current stats? It can have the following info:

- Start date of adventuring
- Days adventuring
- Distance traveled
- # of animals hunted (per species). Don't display zero kills, to have it cleaner, or fish!
- # of animals trapped (per species)
- # of Njerpezs killed
- # of buildings and/or total area of buidings
- # of traps (per kind)
- Total length of fences
- # of quests completed
- Total value of inventory
- # of cultures met
- gain per skill since beginning (ex: +10 bow, +15 hideworking, etc.)
- Whatever other interesting things you desire  8)

Shouldn't be too complex. Thoughts?


May 08, 2021, 06:37:43 PM