Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Matti-patti

Pages: 1 ... 5 6 [7] 8 9
91
Gameplay questions / Re: Angry Water Spirits
« on: May 25, 2021, 10:45:05 AM »
I always sacrifice fish right after I have picked up my catches and still on the raft. Seems to work every time and keeps the waterfolk happy. I think cooked fish might always go to forest spirits instead.

92
To be fair I think this applies to most things you do with the companions, they are rather underpaid. You take a guy with you to hunt a bear and let him melee tank it while you shoot arrows. He then helps to skin and butcher the animal and haul it all back to your settlement, where he possibly helps with the processing as well. What does he want for that? He's cool if you roast 5%-10% (depending on the size of the animal) of the meat cuts to him. Maybe if your hunting had been unsuccessful he should be cool with just food to eat and bit extra as reward.

Never seen them sleep (unlike with domestic animals), but I have never seen them chop/log through the night either. In my experience once you order them to do so they'll keep at it for maybe 3-4 hours, then they go on standby again.

93
Gameplay questions / Re: What exactly do the attributes affect?
« on: May 12, 2021, 06:48:11 AM »
Mostly they affect your initial skills and your aptitude for skills (you get 1-3 stars, I believe that just makes it level faster). But some of them have major effects beyond that. Notably speed affects your walking/skiing and running speed, while endurance reduces the penalty you get for carrying stuff and makes you more resistant to fatigue. Few of them (like will) affect how well you can resist falling asleep or passing out from pain. And I have heard eyesight and hearing make your more likely to spot or hear things.

Strength doesn't, perhaps surprisingly, have any effect on damage beyond making you better with weapons that use strength. It doesn't have anything to do with how much you can carry either. Your maximum carrying capacity is based on your weight, while the penalty you get for carrying things depends on endurance.

94
Not bugs / Re: Bug or insane lynx and lazy dog?
« on: May 09, 2021, 05:48:55 PM »
Almost slightly off-topic, but I'll comment with a real life story which took place near my home couple of months ago;

It was dark night, and one of my neighbours was driving home, about 80km/h speed on a quiet countryside road. Then, before he could react he saw sudden movement and the car went *THUMP* - being one of the local hunters with a lot of experience in identifying wildlife the driver could tell that it was a lynx crossing the road, got hit by the car. The driver thought it must have been an instant kill, or then the lynx was left suffering in the ditch next to the road. So he went to investigate. At that point I happened to pass by, stopped to see what is going on, and joined the search. We could not find a single hint of the lynx - surprisingly enough, it seemed that it didn't get injured that bad, and was able to retreat into the dark woods. So the neighbour alarmed the local hunting group.

After an hour the hunters had spread around, combing the forest looking for tracks. Also, a skilled dog was sent to track the lynx. After a while the hunters heard the alarm bark of the dog - and the sound was moving, so apparently the lynx was on the move and the dog was chasing it. Before the hunters could reach the location of the sounds they noticed that the sounds weren't moving. So maybe the lynx had collapsed because of injuries? The dog kept on barking, the hunters kept on approaching, and then suddenly they met the dog, who was fleeing in panic. The hunters followed the tracks for a while and found a place where the paw prints on the snow told a clear story; the lynx had been fighting with the dog, and the dog chose to flee - which seems like the most reasonable decision; the dog only has teeth, but the sharp claws of the fierce feline certainly are something to be afraid of.

The morale of the story; lynx are not to be messed with. It is realistic to assume that if a dog goes 1:1 fight with a lynx, the likely outcome is the dog either fleeing or getting seriously injured.

(I think the contemporary hunting dogs are trained to chase a lynx, hoping the lynx climbs a tree and stays there, so that the dog can keep it on hold and bark until the human companions arrive to relieve the situation.)

I think it depends on dog breed, training and also heavily on the situation. Put a shepherd's dog in situation where he feels he must defend his pack (of sheep or whatever) and he'll go against predators much bigger and scarier than a lynx and is prepared to die defending his pack. At that point the wild animal will do a quick cost-effectiveness analysis and will probably figure it's not worth the effort.

95
Gameplay questions / Re: Turnip for what?
« on: May 09, 2021, 09:08:23 AM »
Small dead falls are good for polecat, ermine, marten, badger as well as both types of foxes.
Oddly enough, I often get arctic foxes with light lever traps baited with crow berries, but for some reason I can’t get ermine with LLT, even baited with meat or fat. LLT will catch polecats, albeit infrequently.

I'm quite sure I have gotten an ermine with LLT, probably multiple times. In fact, I'm somewhat confident I have gotten every mustelid except the glutton in LLT. The arctic foxes presumably just walk in the lever traps, they don't actually eat the bait and hence are not attracted by it? I infrequently get small foxes of both types in my unbaited lever trap lines.

I'm surprised small deadfalls allows ermines etc. to even walk into them. Those animals are squirrel sized, if they let them to walk into them then small deadfalls would probably have no minimum size range at all. I don't believe I have personally gotten anything smaller than hare or fox in small deadfall and assumed they had some kind minimum size.

96
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.

97
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.

98
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)?

99
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.

100
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.

101
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.

102
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.

103
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.

104
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.

105
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

Pages: 1 ... 5 6 [7] 8 9
anything