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Stories / Re: Rauko
« Last post by JEB Davis on Today at 03:13:15 AM »
The villagers are happy to let him smoke the meat in exchange for 1 of every 5 pieces. Rauko sleeps in the common building and returns to his camp in the morning. He spends the day making & setting some loop snares, and making fibres from elk tendons he's been carrying since the early part of his journey to the sea. These will be useful for making arrows.

He also makes a nice club and finishes tanning the deer fur, but he is not happy with the result.

Rauko's dreams have not plagued him for a couple of nights and he wonders if being among the villagers has anything to do with this. He's exhausted and hopeful for a good sleep.



Waking refreshed from dreamless sleep, he thanks the spirits. What would his father do now? With only 7 roasted meat cuts, the answer is obvious... HUNT.

He gathers his bow and arrows, then stops in the middle of eating because a reindeer wanders near his snare trap, grazing.



Apparently the spirits have brought the hunt to Rauko!
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Suggestions / Re: Defense in a building
« Last post by PALU on April 19, 2018, 11:01:46 PM »
I'm not sure a dog would actually help against Njerps, based on my experience: I had a Njerp who tore down my bear traps around my homestead, so I repaired them while stealthed. I saw something "in the corner of my eye" flicking past, and sure enough, when done and turning around, there were footprints from the bugger passing about 5 tiles away from my character. The dog had been completely silent (this was before the introduction of bones).
The problem is that dogs only react to Njerps when they (the Njerps) aggro, not before. Dogs bark in alarm when robbers close in to demand your stuff, though, as well as at the sight of predators (but their hearing and smell is really poor: a predator can be just a few steps behind a dogs back without it noticing).

Njerps can, and will, destroy traps in trap lines. It's possible to make "mine fields" of traps, but my test of those while fighting Njerps (moving so they'd move into the traps) wasn't encouraging: pit traps with and without stakes caused some minor damage and delayed them slightly, but passing through two or three of them didn't neutralize them. A bear trap rendered a Njerp unconscious for a few turns, after which he broke free and resumed the attacks.
However, in my current game I've found a dead trader in one of my stand alone pit traps (no stakes), and in the game above, with the Njerp burglar, I had an adventurer/woodsman arrive, chop down two trees in my trap array, and then proceed to step into the pit trap that was in between them as he'd broken the line. He claimed to be fine for the two months it took to heal up...
However, it seems Njerps wear less armor now than they did, so they won't tire as quickly, but on the other hand they have less protection against trap damage.

As a final note, I've got a fox trap trap line around my current homestead (I don't really want to trap stuff with it, but just keep birds and other small animals out), but a vagabond woodsman has been observed crossing that line without any issues a lot of times, without disturbing the traps, indicating a Njerp ought to be able to do the same.
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Suggestions / Re: Defense in a building
« Last post by Privateer on April 19, 2018, 10:39:38 PM »
There used to be a few methods in previous versions, I've had similar encounters with; robbers, and bears entering my cabin while I slept.
Dogs are the one true home defender.

 Where and how you use them could be detailed or as simple as having at least one dog inside while you sleep.
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Suggestions / Defense in a building
« Last post by caius on April 19, 2018, 10:25:01 PM »
I recently had a Njerpez warrior enter my cabin in the night and almost kill my character.  (See Stories --> Topic: He was in my cabin!)  I have never had this happen through multiple other characters.

Having said that, is there anything that can be done to make a building more secure?  I'm sure others have ideas of how to make this work. 

For example, can a new "lockable" door be constructed either be modifying the existing door OR by creating a new craft-able item of a "Door Bar".  The Door Bar could be made from 1-2 boards and tying equipment.  It is then applied to a closed door to secure the door.  It would need to be picked up from the adjacent door (and enter the character's inventory) for the door to be opened OR it could be hacked through using an axe to break the door (which would then create firewood?). 
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General Discussion / Re: What's Going On In Your Unreal World?
« Last post by MrMotorhead on April 19, 2018, 05:13:22 AM »
I found this very secure house.  Is the builder still trapped inside?
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Bug reports / Re: After power outage bug
« Last post by Privateer on April 18, 2018, 11:37:05 PM »
TBH, I'm sorry to say you're probably best off to just start a new character.

Curruption due to stopping the game by choice or happenstance can cause problems both immediate and unforseen.
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Bug reports / Re: After power outage bug
« Last post by PALU on April 18, 2018, 11:09:11 PM »
Only Sami can give a definite answer, but UrW isn't as good at handling crashes as one might want (although Sami took some steps lately, which I think is for the next update). UrW writes things to file at check points, and in addition to that the OS may decide on its own that it won't actually commit the written data to disk for some time, and if the power goes at that time what was committed but not written is obviously lost. The OS might not like incorrectly terminated files either (as happens when the application gets killed before it has closed the files).

If Sami says he can try to help you, it would normally be the complete folder for that character that should be zipped up.

The standard recommendation for UrW is to make regular backups of the character folder (I typically copy it after every sitting) in case things go horribly wrong. Obviously, that doesn't help you after the fact, though.
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Gameplay questions / Re: Utility knives and axes in 3.50
« Last post by PALU on April 18, 2018, 10:58:35 PM »
Does anyone know what type of knife the broad knife represents in real life?  Why is a knife with a wider blade preferable for hideworking?
Given its usage I'd say it would be some kind of skinning knife. As I don't hunt and am not a butcher I have no real life experience of skinning.
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Stories / Re: He was in my cabin!
« Last post by Dungeon Smash on April 18, 2018, 10:44:12 PM »
I always wondered if this were possible!  Astounding!
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Gameplay questions / Re: Utility knives and axes in 3.50
« Last post by Dungeon Smash on April 18, 2018, 10:14:15 PM »
Does anyone know what type of knife the broad knife represents in real life?  Why is a knife with a wider blade preferable for hideworking?
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