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 - Lin

Pages: [1]
1
Suggestions / Re: Spirit relation re-balancing
« on: April 18, 2018, 02:04:35 PM »
Thank you Palu, that is exactly what I meant, you phrased it much better than I. The mystery and fickleness of the spirits is desirable and has always been a great asset of the game. Having more of a clue of how my own culture's customs are "supposed to" be affecting my relationship to the spiritworld would take very little out of the mystery. But it would allow a more immersive and less game-y experience,imo.

2
Gameplay questions / Re: Short Questions/Quick Answers
« on: April 17, 2018, 12:55:36 AM »
Thanks both. Actually, Palu, Im pretty confident bear isn't the all around best. I've found plain fur, aka mixed to give me better values to some things, and I just checked, the wiki seems to confirm this.
EDIT: Colour me wrong, that was confirmation bias. :) Bear is mildly better than generic, according to wiki. Not by much, but still. Again, according to wiki, which should still stand though, havent read any changes to that in any devlogs. Apologies. I should listen to my betters. ;)

But Im still super curious about the clothes quality question, if someone else knows.

But yes, bones for dogs are only useful at home. But at home they mean I can save up on some meat, for the hungry hungry spirits, plus Im not attracting trouble by constantly having meat lying around the yard.

3
When any quest is available, villagers readily point us towards the quest giver. Would it be possible for the same system to be utilized when having to find a villager during a quest, like in the message delivery quest? The busy villagers don't seem to ever stand still, even at night, and the confusion becomes worse when two villages are close together - the system seems to be easily confused by that.

Case in point: My map showed a pointer for one village, after several rounds of searching I found someone with that name but a different profession, I went to the nearby village on a hunch, my map then promptly created a second pointer there, and there he was (that is, there he was after I searched the whole village 5-6 times, gave up, ate, fed my dog, made some torches, and searched again a few times). And then I had to go back to the first village and start the searching all over again. It wasn't my favourite type of busywork, but I guess ymmv.

I understand why the system would get confused between two close-by villages. But if there was a way to include a question for said person when I was in the right village, it would be a bit easier. Or if at least the villages had names, and I knew I was in the right one, that would at least be something.

After all these years, I still don't know why places have names but villages don't...  ;D

4
Gameplay questions / Re: Short Questions/Quick Answers
« on: April 16, 2018, 06:42:57 PM »
Thank you both, two walls one floor were correct and I should've remembered that. Tells you not to play games in your head while at work. ;)

Two more quick ones:

1) I have always known quality in clothes only affects value, not protection (as opposed to weapons, where quality affects damage). Then I stumbled onto this thread that says it actually affects protection too (https://www.unrealworld.fi/forums/index.php?topic=41.msg232#msg232). Now Im unsure. Can someone confirm?

2) According to the dev news, (some?) skulls and teeth are for rituals, bones are edible by dogs (and actually work brilliantly I found - great addition that one, esp. bear bones, they last forever and make keeping dogs feel more realistic). But antlers are just trophies, so not even sellable. Am I missing some other non-modded use?

5
Gameplay questions / Re: Short Questions/Quick Answers
« on: April 15, 2018, 06:26:50 PM »
What's the minimum req for building a fireplace? One wall and floor? Two walls and floor? Making tomorrow's building plans in my head away from my computer and can't test atm, but I'm annoyed I can't remember. :P Thanks in advance!

6
Suggestions / Re: Spirit relation re-balancing
« on: April 14, 2018, 07:18:42 PM »
Yep, what PALU said. #3 especially. I had a winter start and it takes ALOT of berries and heather flowers to fill up, but I can still only sacrifice one berry or flower a day. It feels weird that the spirits are pissed at a starving char for not being able to sacrifice one out of the 3 roaches that are his only food in 2 days aside from flowers. In short, the spirits are being super weird and a bit mean.

In addition to these great suggestions, I'm gonna go ahead and suggest that our folks should probably have a basic grasp of what the spirits want from them most of the time, at least when performing common daily activities. They are natives to the land after all and grew up with this lore and these spirits.

To name an example, they should probably have a clue of whether the rod fishing ritual is a request for help, aka something that puts them in debt to the spirits, like in the old system, or good practice in accordance with custom, and thus pleasing to the spirits (which seems to be implied by the new descriptions - but doesn't seem to be the case? Maybe? Who knows). Though if it is a request for help, and requesting help makes you indebted to the spirits, who are already looking for any excuse to be angry, we would be using them a lot less and that would be a pity. Because I really really enjoy the way they enhance the game.

7
Mod Releases / Re: Njerpez Cookery Mod v1.01
« on: April 10, 2018, 10:03:50 PM »
Just chiming in to say I love this mod and very much appreciate how well balanced it is. It's been a staple of my games since you first made it. I've owed you a nice korovai loaf as a thank you for a while now, I'm gonna go make one now. :)

8
Bug reports / Re: My cellar is magically generating bags of grain
« on: April 10, 2018, 09:39:53 PM »
Yep, you might be right on the money with that.

I built on a river and there's a settlement opposite my cabin on the other side of the river, maybe 2-3 tiles diagonally. A few tiles away from me, on my side, is some of their communal land. For what it's worth, I didn't have a punt for the first few months and only visited that village once, and that only to talk to their sage. The first bag appeared before I ever made it there. I never bought or even touched any of their stuff. But all that may have nothing to do with it, if as you say the system just generates produce randomly in nearby tiles.

So, Sami, we may have narrowed it down for you, ball is in your court. :)

I'll either resettle or just retire this char in the meantime. Thanks to both of you, good to see familiar names around still.

9
Suggestions / New look of rain a bit hard on the eyes
« on: April 10, 2018, 12:31:49 AM »
I find rain looks great in 3.50 but makes it really hard for me to see enough details to be able to play comfortably. To the point of eye strain actually.

At first I was pleased to be forced to stay indoors crafting, from a roleplay perspective. But then I realised that autumn kept progressing and there were weeks were it was raining more than it wasn't. I found myself waiting for the rain to break to do anything, just because it wasn't comfortable moving and looking around, let alone trying to hunt. The thing is, I'm definitely not advocating against the feel of realism it adds to the game. Same as it makes perfect sense not being able to see at night, an occasional heavy rain shower that completely blocks visibility would also make sense. But sometimes rain is just a little bit of water. It seems to me that the kind of rain that impedes visibility as much isn't all that common most of the time.

Of course it could just be me, I don't see anyone else complaining. In which case, I'll be doing some heavier roleplaying. :) But if not, maybe there is a way to soften the visual a bit?

10
Bug reports / Re: My cellar is magically generating bags of grain
« on: April 09, 2018, 11:43:40 PM »
You had me wondering for a sec, cause actually I did use it, I wanted a lazy run. But that's not them. Those were like 4-5 seeds per variety, Im talking 21lb worth of grain, plus another bag, plus 2 full boxes. And it was much later.

Im mostly responding to this to wonder whether doing the tutorial was related. I think the items popped after it was finished. I also chose to do the advanced one afterwards, just cause I haven't done it in years. So while none of this *appears* related, what do I know, maybe it's worth noting it.

11
Bug reports / My cellar is magically generating bags of grain
« on: April 09, 2018, 10:55:06 PM »
Version 3.50. A month or two ingame I noticed a bag of grain in my cellar I didn't know I had. Figured I must've bought it at some point while scatterbrained, ignored. A few weeks later I built a cabin and wanted to move the cellar, so I deconstructed it with the items inside, rebuilt one tile further away and pushed the items back in. Immediately after doing that, a bag of peas and 2 boxes of seeds of some variety or another have also materialized in my cellar. All 3 magic items, including the first bag of grains are now tagged Taken. (The tag wasn't there when the first bag appeared). I have a hunch it's related to the pushing more than the deconstructing, because the first bag may have also materialized after some sort of a push & sort day. Kept a save file if you need it.

Admittedly I didn't look past the first 2 pages of bugs to see if this has been reported, was distracted by all the newness, so apologies if this is an old one. You stop checking in for a mere year and everything changes, tsk tsk tsk. ::)

So very pleased to see things never seem to stop moving forward around here.  ;D

Pages: [1]