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.


Topics - Grand Sage

Pages: [1]
1
General Discussion / Activity list
« on: May 19, 2022, 03:32:54 AM »
Heyo!

I thought it could be fun for us to compile a list of short-term activities, that you can do in this game. I have notices that most suggestions for fending off boredom are large scale projects, sometimes involving a larger degree of danger. Im thinking more along the lines of "I need a break from building my 3 houses and maintaining 2 cellars of food".

There are the obvious ones, like fishing or ice-fishing, hunting trips, crafting arrows and splitting firewood. But i want to hear your ideas for more than that.

I got:

Scouting for herbs and other ressources. You could even keep a list of interresting places that you have/need to check out.

Building Cashes. Cellars with food and a few other ressources, that help you get around the world.

Creating your own ritual site. Top of a mountain or middle of a forest or marsh. with a few stone piles, bones and a place for a fire, that "general" sacrifice can be a little more special.

Seal-hunting. I dont know why I distinguish it from other hunting, but for me its more of a fun/traditional activity than a foodsource.

Lets hear what you guys do or can come up with!

2
General Discussion / Fire development?
« on: February 12, 2022, 02:32:54 PM »
Hey everyone,

Do we know if there are any plans to revisit the fire mechanics of the game? I couldn't find anything in the development goals, but it seems like there is a lot of room for improvement. Especially if you consider how advanced the game simulates wounds or using a sauna, something as basic
and important as fire surely seems to lack behind. For instance:

Fire lays: just because you add more fule to a fire, doesnt mean it has to burn bigger. it could simply go longer, like with the sibirian log fire or the swedish log torch.

Ignition: starting a fire is pretty simple, even in full rain. Considering that even professionals sometimes struggle for hours to start a fire with a fire bow, there is certainly a lot of potential here, to make fire as rare and important as it probably was.

General mechanics: Right now, i can start a fire with 3 small branches, and then put a felled tree on top and call it a fire. Obviously, that would be unlikely to happen in real life, especially not without a lot of preparation and attention. A system for checking heat requirement to ignite new materials would be great for that, I think, and it would make it extra realistic if items could get wet during rain, and therefore require more heat to catch fire.

So, do we know if any of this is in development or under consideration? its the kind of thing that could really improve the immersion for me.

3
Bug reports / Minor bug: Stores in storyline text
« on: July 03, 2021, 11:14:34 PM »
Version 3.61

The storyline quests that you can play you, mention that larger villages have stores, while in smaller villages, you can "only" trade with the people. As I understand it, this hasn't been the case for a while, so its probably just something that wasn't updated.

4
Solved'n'fixed bug reports / Game Crash
« on: February 11, 2018, 05:03:16 PM »
My version of the game keeps crashing with a windows report saying "urw.exe has stopped working". The crashes are mostly tied to zooming in and out of the the world map, but it doesn't do so reliably, only something in the lines of 80-90% of the time. It also has crashed when making a new character, though that is less common for me.

I tried removing the .40 stable release and installing the .50 beta, but that does not seam to fix the problem.

My guess would be that it is the same kind of problem that I have run into playing Dwarf Fortress, where windows decides that the program is unresponsive when saving/loading a bunch of data, but I am no expert.

Im running the game on windows 10.

Pages: [1]
anything