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Messages - Matti-patti

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61
Gameplay questions / Re: The dog did not protect my sheep
« on: May 09, 2021, 08:47:11 AM »
I did once see that a lynx had become injured when it had killed a pig at my settlement. It might have been the dog that was tied to the same tree or perhaps the pig that it killed. The wild boars draw aggro, so perhaps the tame ones attack hostiles too?.

In general I find the animals way too aggressive against player's domestic ones, both in and out of settlement. It's the moment when the game's "I just want to live" animal AI switches over to the movie monster one. The player character, dogs and companions should be effective by their mere presence at dissuading predator attacks, particularly when around in numbers. I don't mind if I see occasional starving pack of wolves especially in the winter, but it's shouldn't be every encounter.

62
Gameplay questions / Re: Turnip for what?
« on: May 07, 2021, 06:07:26 PM »
Since we're expanding in the past I've struggled with weasel, pine marten, and ermines. Turns out that small dead fall traps are to big for them but light lever traps with meat work good. Also I've caught lynx's and gluttons with small dead fall. If you F1 big dead fall it says mainly for wolves but can catch lynx and gluttons. I've always used small dead fall anything small than wolf but bigger than a rabbit

Yeah, light lever trap seems to work for critters up to 4-5 meat cuts or so, it catches smaller foxes, eagle owls, capercaillie and hares too (never ravens though, another trap averse critter? and I have even caught snakes with light levers). I'm not confident that the encyclopedia descriptions are entirely accurate or up to date.

63
Personally I would prefer it if there was no option to resurrect characters, that is why I choose to only play or make permadeath games.

I understand a reason to load saves for testing/development purposes, but in normal play even in standalone single player games cheating death is still cheating yourself and I refuse to do it and would prefer if the temptation was not there. This is just my personal ethics and I realise others have different views.

Saving and reloading is not a feature in Unreal World or most roguelikes, so it is indeed literal cheating. Or rather, it's what's called "save scumming". It's the literal original definition of that term (using backup save games to save and reload in roguelikes where saving and reloading is not a feature otherwise) that was later taken by the larger gaming community and misapplied to any abusive saving and reloading (even in games where this is a feature).

I'm not sure what exactly you are suggesting though? There needs to be a save file somewhere in the system. Since there is a save file you can copy and backup it. Some roguelike have had some preventive measures, IIRC ADOM erased and rewrote your save every time you loaded it so you had to exit the program to save scum, but that did not prevent it. Are there any permadeath modes that actually successfully prevent save scumming (save by saving to a cloud, which IIRC was already available in Diablo 2 and was there for that exact reason as it would not have been true permadeath otherwise)?

64
Gameplay questions / Re: Turnip for what?
« on: May 07, 2021, 04:20:12 PM »
I've had elks eat some kind of root that wasn't bog bean (don't remember which one(s)).

Badgers can be trapped, yes. Small deadfalls are too small and bear traps are too large, as are pit traps. Fox pawboards might work occasionally, but it's definitely not the best choice even if it works (I've caught animals that weren't foxes in these traps, but don't remember which species). Badgers are omnivores, and so should go for meat, but I'd try turnips and/or berries. However, badgers seem to be fairly good at avoiding traps.

I use reindeer and elks for dodge and block sparring: Gear up in full protection gear and chase them to exhaustion. Then move around to stand in front of it to get a chance to get it to attack. The ideal is if you can chase them into a single tile dead end where the only way out is through your character. However, expect a training session to take a huge amount of time (and I kill them at the end of if). These animals also have the advantage that they don't aggro dogs, and so don't draw dogs into the conflict.

So big deadfalls (wolf/lynx/glutton trap) are the one to use for badgers? Actually what exactly is the small deadfall even good for? (Big) Foxes, eagle owls, capercaillie, swans and maybe kuikkas? Only one of those you'd specifically want are foxes and they have their dedicated trap already, so small deadfall seems kind of pointless trap. I presume beavers also go to big deadfalls?

When I see badger I immediately mark the spot on the map and then tie my dogs to a tree (always in that order lest I forget to mark it), that way the dogs don't get in the way. I keep my dogs leashed by default anyway, so it's fast for me to do so. Then I run after the badger. Luckily they are among the slowest and least enduring animals, arguably even easier to persistence hunt down than lynxes. The benefit of badgers is that they actually attack the player which results in much more frequent attacks from them and hence faster training. Sometimes they keep aggro on you until they pass out or die, sometimes they forget to attack you at all but taking a punch at their legs is usually enough to remind them of you. Single layer of bear furs is generally sufficient to block their attacks, so you don't need any special armor. Occasionally they'll leap about and bite at your eyes though.

65
Gameplay questions / Re: Turnip for what?
« on: May 07, 2021, 02:31:31 PM »
Turnips are good for hares, definitely. I've had badgers destroy my turnip patches, so, add them to the list.

Bit OT, but can badgers even be trapped? I have tried to trap them even with spot trapping, i.e. I saw a badger and then built few traps (one of every type plus few small and big deadfall each), baited them all with fresh meat, but nothing happens.

I'm wonder if this is just bad luck, an intended feature, or a bug of some sort (e.g. many badgers might sit in terms of size in some kind of blind spot between small and big deadfall traps).

As badgers are the smallest and weakest animals that draw aggro from player sparring with them is the best way to raise dodge and block in unmodded game. Having one trapped near your settlement would be useful.

66
Gameplay questions / Re: Problems with finding a cave
« on: May 06, 2021, 12:35:15 PM »
No cave there, if the map zone is correct (it displays the cave map type in the upper panel) and there is indeed no cave structure anywhere in that zone, it would be a good idea to submit a bug report with save game to Sami.

67
Gameplay questions / Re: Problems with finding a cave
« on: May 06, 2021, 11:22:53 AM »
If you have found a rock wall you have found the cave. As in you found the rock structure in the cave map but just can't get in? It's possible the one you found has no entrance. I think I have seen that happen rarely. If you didn't find the rock structure yet, keep looking for it on the cave map zone, you should know it when you see it.

Edit: I think when you first enter a map with a cave in it it will spawn you on the edge of the map zone (like when entering a village) rather than in the center of it. So you might need to walk a bit to find it. In my experience the cave structure tends to be located in the central eastern part of the map zone.

68
General Discussion / Re: Hardest things to find...
« on: May 06, 2021, 11:11:37 AM »
try finding master work kamuo spears it doesnt help that the tribe is very poor in the first place

Save for random loot from buried treasure, it's currently impossible to find masterwork:

Northern Knife
Northern Spear
Kaumolais Knife
Kaumolais Spear
Ango
Skramasaksi
Njerpetziläis Scimitar

I can't recall if regular scimitar belongs to stock of Driik and Reemi villages so that might also be impossible to find. There's also the throwing axe, but it's not really supposed to be in the game anymore. As you can see the best weapons for spear and knife users are not readily available at masterwork quality at the moment, which is rather annoying. My suggestion few posts above would largely correct this.

69
General Discussion / Re: my first proper hunting kill
« on: April 28, 2021, 12:52:05 PM »
i have also claimed my first settlement when rng blessed me with an settlement with a single person. im not sure if i should bother with planting the seeds from it. and i dont really want to live in the buildings as its not a good location for my hunter too far from water and other towns

Only a very naughty person steals a settlement from an old man.

70
Suggestions / Re: Adventurer Gear
« on: April 28, 2021, 12:43:51 PM »
At least he has a cloak, I have seen an adventurer who was butt naked. He also refused to wear any clothing I traded to him, so it was probably some philosophical stance of his.

But I'd like to see adventurers have a bit more warrior like getup compared to woodsmen and hunters. Helm and shield typically, maybe some body armor occasionally

71
I'd presume so. There are instant kill wounds in the base system of Harnmaster and in practice you can insta kill mobs yourself in URW. I have made countless insta kills with chance neck or eye hits (even against something like otherwise unharmed bears), but occasionally you see one with something like chest hit as well.

72
General Discussion / Re: Tree sap/syrup in spring?
« on: April 10, 2021, 12:49:45 PM »
There's actually an article on birch sap on website of the National Museum: https://www.kansallismuseo.fi/fi/kuukauden-esineet/2008/mahlakourut-kalannista

Stated uses:

Drinking it straight
Allowing it to ferment into mild alcoholic brew (with 1.1% sugar this seems rather shaky option without reinforcing it)

Flavoring barley gruel
Flavoring small beer

It's also stated that it can be reduced into syrup, but it's not very definite if this is actual historical usage from the wording. The page relates a statement from the Kalevala composer (and botanist) Lönnrot for 60:1 ratio for birch syrup. If birch sap has 1.1% sugar in it then 60 kilograms would have 0.66 kg sugar so that sounds about right.

73
General Discussion / Re: Hardest things to find...
« on: April 10, 2021, 12:38:36 PM »
@Matti-patti did you see Njerpez encounters post by @Edico
He reports to have found both ango and throwing axe on his extensive Njerpez camp purging.

Damn. And you only need to clear 40 camps for it. Now that you mentioned it, I think I have seen someone say they saw one in the Njerp slave starting scenario.

74
Suggestions / Re: Using Fishing Skill to Find Good Fishing Spots
« on: April 01, 2021, 04:56:50 PM »
1) Learning patterns of migratory fish (even something like Pike-Perch can be a local migrator with preferred wintering and nesting areas).
2) Learning good and bad times to fish for particular species of fish.
3) Learning good and if not bad at least less good methods of fishing (for particular fish) depending on time of the year and for example water temperature.

Perhaps bit broader than what was being talked about, but fishing can be bit more than just tossing the hook and bait into water and hoping for best. That being said, I think that falls more into the category of hunting elk during snow crust that Sami talked about in latest development update than roll of dice. There could also be a more extended array of fishing implements, such as a weighted line for the rod for fishing deeper.

75
Development News / Re: The Moon and The Crust
« on: March 31, 2021, 06:22:50 PM »
Moonlight cycle and animal and NPC winter movement being normalized with the player sound great. Overall looks like next one is turning out to be quite an update.

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