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Gameplay questions / Re: What stat determines...
« Last post by Roman Lodestar on Today at 04:54:16 PM »
The characters I tested were owl-tribe, I suspect Kaumo are the master race of the Unreal World since I think weight, height and physique are also taken in account. I remember one human companion fainting by just a single shallow cut to the abdomen, if only robbers were like that I'd justify their sheer numbers.
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Gameplay questions / Re: What stat determines...
« Last post by PALU on Today at 01:53:44 PM »
I suspect it's endurance. I had a character with a low starting endurance and an endurance of about 50% after both game courses. Apart from a significantly slow fatigue recovery than normal (which improved after the courses), that character also fainted a lot, basically every time taking a wound (mostly friendly fire while fighting robbers), which also resulted in the final demise (a bite in the arm by a wolf, fainted, never woke up. The dog apparently did nothing). It can be noted that that character was as small as you can get them and with a middling strength, which might be factors.

My other characters have had good or very good endurance and have rarely fainted from pain (they all faint eventually from a combination of fatigue and abuse when robbed and resisting, of course).

The first rule when it comes to combat on life and death is that there is no such thing as poor sportsmanship. Back out if you're unsure about the outcome (and are able to), as living to fight another day beats a career as a carcass. Attack from hiding and from range. Use hit & run tactics. Gang up on the enemy...
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General Discussion / Re: One shot, one kill...
« Last post by phoenixshenanigans on Today at 01:37:55 PM »
What if we imagined that the arrow pierced through his jaw/mouth? Devastating, to say the least but not fatal immediately. I always imagined the "skull" to be the whole facial area in Unreal World.
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Gameplay questions / What stat determines...
« Last post by Roman Lodestar on Today at 01:27:36 PM »
How much pain (or injuries) you can resist before blacking out? I have been testing some characters against robbers and they pass out after three or four minor injuries or one serious while NPC can resist many more hits (Njerpez are a good example of this). I find this unnerving since player character are fragile like a hare and can make combat more punishing.
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Suggestions / Some other minor suggestions
« Last post by Acolyte on Today at 06:58:15 AM »
1. Being able to see the 3 tiles behind and to the rear sides. Most of us are quite aware of anything that close and it would be a boon for leading animals and lost adventurers.

2. Having a greyed out icon on the map of what you are hearing if it's close enough and you can't see it. So a generic "thing" appears where you can "hear something running away to the..." or a generic bird for the "Flapping of wings to the....". Also, a greyed out version of the animal or adventurer that you're leading - you'd have a pretty good idea of where they were.

3. Have you looked at the game Neo Scavenger http://bluebottlegames.com/games/neo-scavenger? If not, you should. In particular the inventory system, it's fantastic. The only game where I've been looking through all my pockets for my multi-tool.
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Suggestions / Fractional bandages and cord.
« Last post by Acolyte on Today at 06:39:47 AM »
Hello! Love this game, Harnmaster was always my favorite TT RPG and I'm really happy to find a rouge-like using it.

So, my suggestion: Make Cord and Bandages work like virtually everything else in the game. When you use Bark for tanning, hide for cloths, food for hunger, ect it doesn't use 1 whole anything except by coincidence, everything uses a fraction of the item.

Arrows could use .1lbs Cord, Skis 1lb, rafts 3lbs, and so forth. Bandages could use an amount based on the injury and bleeding (representing you changing the bandage throughout the day).

The first you can get by simply editing the diy text file, so that's easy.
I'd also like to be able to turn Loop Traps back into cord, cause that's what it is, it hasn't changed, it's still a piece of string. It should be easy to disassemble it back into cord. Maybe make it like all the other traps except the fox board - you can assemble it from materials in inventory or on a tile nearby and the disassemble into it's component parts just like a small lever trap or some such.

Just some thoughts.
   - Shane
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Suggestions / Re: Foreign traders
« Last post by Acolyte on Today at 06:22:51 AM »
Hello! First post.  ;D

Any way one would be able to treat the pack animal like a village? So you press shift G to get, then talk to any trader to pay you're debt? No reason you wouldn't still be able to trade with the individuals, too. You can do that in a village as well.

   - Shane
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Mod Releases / Re: URW sufficiency mod
« Last post by caethan on January 19, 2018, 11:36:54 PM »
Yes, what you're missing is the coverage.  The hoods are directly comparable, but the others aren't.  The trousers cover the feet; leggings don't.  And feet are difficult to get coverage for, as socks are hard to come by.  Similarly for shirt vs. tunic - the tunic covers the thighs where the shirt doesn't (albeit the tunic doesn't cover the arms, as the fur shirt is long-sleeved).  And you left out the item where the weight difference is the biggest:  the cloak.  The quilted one weighs 10 pounds, the fur one 14. 

I'd be up for tweaking these if you have suggested improvements, but it's not meant to be an enormous benefit, just a smallish one:  warm clothes that are slightly lighter than furs. 
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Mod Releases / Re: URW sufficiency mod
« Last post by mlangsdorf on January 19, 2018, 11:24:55 PM »
As far as quilted clothes go, am I missing something?

Fur leggings: 3.5 lbs
Quilted trousers: 4.5 lbs

Fur shirt: 7 lbs
Quilted tunic: 5.75 lbs

Fur hood: 1.07 lbs
Quilted hood: 1 lbs

You're only saving 1 lb compared to using highly available elk fur, and the elk fur has marginally better protection against tear and squeeze damage (though less against blunt). And quilting takes a lot longer than tanning elk fur.
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Mod Releases / Re: URW sufficiency mod
« Last post by mlangsdorf on January 19, 2018, 11:13:27 PM »
So in my testing, the bloomery is a 1000 lb item, not a building. Which surprised me, but that meant I could slowly push it around. I have plans to make a covered patio on the south side of my house near the water and set up the forge there as soon as I finish charcoal and some other stuff.

I'd already purchased masterwork woodsman and splitting axes, so making the wood for 250 units of charcoal was only a few days' work. Burning 250 charcoal - even with fine and masterwork tools - was too long a task for my settler, so I'm currently burning 125 and I'll go back in a few days to finish the job.

I took your advice and collected extra nettles, so now I have ~600 rettles in the process of drying. Which is apparently more than I need but it'll give me something to do come winter.
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