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Messages - Matti-patti

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121
Gameplay questions / Re: Active hunting tips?
« on: March 16, 2021, 12:06:01 PM »
I don't ever really go out to specifically hunt (unless I'm going after some animal I spotted near my settlement), instead I simply hunt animals that I encounter when doing my regular activities like trading exploring, gathering and small game trapping. I then load the meat and furs (or sometimes whole carcasses) on my dogs for further processing.

To find animals, climb on hills and mountains on the zoomed out (world) map. If you don't have any, the lichen forests are the next highest elevation. If you don't have any of those or have very few (Reemi territory and the area around it has problems with too low elevation, notably), I recommend hunting elsewhere. You don't often actually see the animals around from your high vantage point, but you sometimes do and this is the most hassle free way of finding them. If you don't at first see any try the next hillock or recheck ones you have already been to. If you are really desperate to find animals right now, don't just randomly walk around on the world map, but zoom in occasionally to check if you see anything. Almost equally important is picking the right terrain where to hunt: I consider hunting animals in spruce mires and conifer forests act of desperation (excepting bears since they hold aggro well). Open mires on the other hand are great places to hunt as you often find yourself cornering animals against the numerous ponds that dot this terrain and they offer clear lines of fire.

Character wise, speed and endurance are the most important stats, even more so than the weapon skills as active hunting in URW does ultimately come down to some variety of persistence hunting. Some animals like lynxes and badgers can be simply run down with fast, high endurance character and some educated guesswork, even in the summer when they don't leave tracks on most terrain. Also keep mindful of your encumbrance, for example the difference in fatigue buildup between 1-2% and 5-6% is already huge and apparently non linear.

For archery the most important thing to ensure is to have a clear line of fire: don't shoot the pines. If you are after some forest reindeer for example it's a good idea to hang back a bit so that they don't start running and wait for a good opportunity. Though if you encounter the reindeer via the sudden encounter type where the game pulls you in a middle of the herd, don't waste your opportunity for the close range shot. I think shooting (with bows, javelins are short range only) at the max range is not to be underestimated. You'll often miss sure but this often doesn't send the animal running yet and you can make several attempts. Just keep the line of fire clear. Since the changes to cord economy some time ago arrows are really cheap up to whatever level you can craft them at with even modestly successful bird trapping.

There are also some kinks to keep in mind that you can exploit: for example animals often like to run in diagonal zig-zag pattern that you can learn to predict to a degree, and herd animals in particular like to rebound back towards you after they stop running. This is particularly useful when persistence hunting forest reindeer. First you scare the animal, then you alternate between running and walking after it using both your observation of the animal, it's tracks and some guesswork to minimize time loss. You'll soon see the animal again rebounding towards you after it stopped running. Run towards it to scare it again and then resume your usual mix of running/walking and following it. Rinse and repeat and you'll soon have an otherwise unharmed breathless forest reindeer.

Ultimately successful hunting can take patience and the "I think I'm going to give up on this animal. Too much of a bother. But no, not just yet! And now I finally killed it!" is the greatest gameplay experience in URW.

Lastly, if you are getting fatigued from just walking around you'll need a pair of skis and a ski stick, or you'll need to practice your skiing skill. I don't actually recommend starting in spring as new player since it really starts you in the last days of winter, start in summer and autumn instead.

122
4 branches and 30 firewood has been about the minimum for me. Mild steam after about hour and half of burning and proper steam for a while after three hours and the fire dies around the same time. Tested in end of Soil with temperature around zero, with a pre-existing burnt-out fire in the fireplace.

123
Gameplay questions / Re: 3.63 New fire mechanics
« on: March 04, 2021, 10:40:47 PM »
15 firewoods a day for how long?
This prevents from traveling and exploring the world.

 Well it takes less wood then that, like 3 firewood once per day.

I do agree that I felt much the same way about being lashed to my settlement. The old method was way OP, so I can't argue to much with the smoking change being more realistic/harder.

Next one up: cut the possibility of drying when the temperature is dry AND freezing. Or more generally, restrict drying to Swidden, Dirt and Dead months.

124
Solved'n'fixed bug reports / Re: Wool mittens don't spawn in shops
« on: March 04, 2021, 09:54:13 PM »
Ok, I completed my promised tour of newly generated Driik lands (actually two, just that the first one ended with a neck biting wolf right outside the first settlement :(), 38 settlements in total. Final tally was 1 masterwork linen cowl, 1 masterwork linen footrags and two regular linen footrags. Maybe slightly less than what I expected and I was bit surprised they were all linen, but ultimately sufficient. Zero woolen mittens (though there were 4 mail ones...), undergarments, aprons or veils.

125
Solved'n'fixed bug reports / Re: Wool mittens don't spawn in shops
« on: March 04, 2021, 08:05:36 PM »
In my current game I have visited essentially every settlement in Driik, Koivula, Sartola, Kiesse, Reemi and many in Kaumo. Of those Driik, Koivulais and Kiesseläis settlements have been revisited once they have had their first major restock (happens after x amount of time, generally several months after you first visited it, rather more muted in Driik, but immediately obvious in Koivula and such when you suddenly see tons of metal armour around where none was before). I have seen maybe half a dozen pairs of regular woolen footrags (I bought two and have two more on my map notes, but I kinda stopped taking notes on that), one par of fine woolen footrags, two pairs of woolen socks at least two pairs of regular linen footrags and a pair of fine line footrags. I have also seen at least two woolen cowls, one masterwork and one fine, but since I found the masterwork early I might have skipped noting one or two regulars.

This matches my previous experience, which includes at least two other games of similar extent and few ones I started just to check on all Driik/Reemi shops. The socks/footrags are there, they may be as rare as masterwork tool axes but you can consistently find them. Cowls are occasionally around. Woolen mittens, never. I think I'll throw another Driik shopping test right away to see what I find.

It's quite possible I'm wrong and I have had unusually unlucky experiences, but at this point I'm kinda begging evidence of someone having a pair of (taken) or (unpaid) woolen mittens in their inventory. If I'm wrong, then take this as suggestion to increase spawn rate of woolen mittens in settlements.

126
Suggestions / Re: More ancient weapons.
« on: March 04, 2021, 11:36:29 AM »
A casual look at Oakeshott type XIIs seems to indicate some longer bladed swords did exist in the period, they at least belong as much here as mail mittens/leggings and kneecops and coudes. I would kill the battlesword as anachronistic though, make bastard sword the big sword (though I hate the name, I'd use great or long sword) and buff it with +1 edge damage to make up for removal of battlesword (I'd also cut the weight of bastard sword by a pound).

While atlatls weren't used as throwing aids in historical Europe, leather straps (called amentum by the ancient Greeks) were used for same purpose in antiquity at least. The wiki page states they have been found in 200–450 CE Danish bog finds. Barely plausible I suppose?

127
Suggestions / Repurpose fisher's knife as boning knife
« on: March 04, 2021, 10:54:09 AM »
Currently the fisher's knife doesn't really have a point. It's not a fighting knife like Kaumolais, northern and hunting knives are. It's not the skinning knife the broad knife is and it's not crafting/utility knife the small knife is. It's not cheap and cheerful like the regular knife is.

In practice in real life there is some overlap between filleting knives and boning knives, with the latter tending to be more stiff but often not to the degree it doesn't work for filleting anymore. As such I'd suggest to rename the fisher's knife to narrow or narrow-bladed knife and treat it as a boning knife that also works for filleting. In present state make it the optimal knife for cutting a carcass for meat, and if in future an actual filleting knife role is added that can then be applied to the narrow-bladed knife as well.

128
General Discussion / Re: Hardest things to find...
« on: March 04, 2021, 10:36:03 AM »
Throwing axe. As far as I'm aware the only way to still get one of any quality in the recent versions is to start the game with the shelter scenario and have one laid down as one of the useful items before you.

Getting any of the cultural weapons in fine or better is indeed annoying. The only one's I'd count on are fine Northern Spear and maybe fine Northern Knife.

I'd actually suggest to:

Make northern settlements spawn occasional masterwork melee weapon, just like they currently do with bows. Their current weapon repertoire is pretty restricted already (northern spear, staves, tridents, northern knife, fisher's knife, handaxe and maybe regular knife and woodman's axe) so it shouldn't be a biggie.

Give Kaumo a similar weapon inventory as above, just replace the two Northern melee weapons with the Kaumo ones.

Add Ango and Skarmasaksi to regular repertoire of foreign traders. I have certainly not ever seen them carry any despite going through what must be several hundreds of them in recent (post Steam release) versions. Both weapons are clearly foreign in URW as they have loanword names (Angon and Scarmasaex).

129
As per title, wool mittens do not seem spawn in shops in settlements. I have gone through all the towns in Driik and Reemi in multiple recent versions including the current 3.63 and they are never, ever available, I have kept close eye on them. As wool mittens are a rare supplement to fur mittens for for winter wear (it's easy to get frostbite with just fur mittens when the temperature plunges) and are also involved in a spell, I think this qualifies as a bug.

Other piece of clothing that I have never seen in shops is undergarment, though perhaps that's intentional since it has rather imba weight-warmth coverage. (Veils and aprons might be, but I'm less sure, I think I might have seen them rarely though there are none anywhere in my current game)

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