Recent Posts

Pages: 1 2 3 [4] 5 6 ... 10
31
Development News / Re: Spring things, pausable things, future things
« Last post by Kouvostoliitto on April 10, 2024, 07:10:31 AM »
I suggest a new ability "assassin", which could be attached to the same menu as the strikes. This would be most effective against a target that has not yet noticed the attacker, or has turned its back. It could also include the art of poisoning. But since it is a relatively rare activity, I suggest that you can go and study it. And that reminded me that wandering merchants have a base somewhere in the middle of the world, from where it is a short distance to everywhere.
I have attacked the enemy with his back to me with the best sword, but I have only wounded him.
The possibility of killing the target at once is only possible for animals to be slaughtered, although understandably it is not always possible even in those cases.
I suggest changing the physical characteristics that can be searched with Random to be self-selectable - up to the length.
Hopefully ww3 won't start before these are done...
32
Off-topic / Re: Be ready
« Last post by kirfkin on April 09, 2024, 08:42:16 PM »
I'm assuming you're Ukrainian from the context of your posts, and it's really bizarre to me that someone thought you shouldn't focus on the war that's actively ravaging your presumable home. It's just a "distraction" I guess.

Though they appeared to register just to make that comment, so it's not really that surprising.
33
Development News / Re: Pausable weapon crafting
« Last post by kirfkin on April 09, 2024, 08:21:28 PM »
Shortbows for example will get an average production time of 12 hours or so. A skilled character with quality tools may still be able to craft a shortbow in a day, but with mediocre skill and tools it's a process of several workdays.
I like this a lot. It also gives a much stronger use case to the quick-bow, I think.

Stone-axe will get the greatest production time increase - we'll be talking about 50 hours or so. It really is a slow process to get the stone blade knapped and grinded out to shape that is efficient for felling trees. Thus, stone-axe will become a survival option which you won't take up too lightly.
For other weapons the changes won't be that dramatic, but changes are still to be expected.
Makes a lot of sense too.

But what if I get really lucky and find a nice, sharp rock? :P
34
Bug reports / Re: [3.83] NPCs wandering farther from village
« Last post by Plotinus on April 09, 2024, 06:49:22 PM »
update: actually the new character is experiencing it, so it's not about migration-- the village he's in is near some thin ice, so that constrained where the villagers wandered, but there are more of them in the woods, farther north than i'd expect
35
Bug reports / [3.83] NPCs wandering farther from village
« Last post by Plotinus on April 09, 2024, 06:44:39 PM »
"He's around here somewhere, but I'm not sure where exactly"

When I visit a village lately, most of the villagers are not home at first -- they're 2-3 tiles away, but they start coming home as I spend more time in the village, and if I wander around the perimeter of the village, I'll usually see them coming back and can run into somebody who can tell me where the quest giver is.

I don't know if this is a bug, it could be that they're out tending their fields or pursuing their own interests, and they do come back eventually -- and it probably makes attacking peaceful villages harder., though I don't play that way.


I'm mostly noticing this with migrated characters, and these characters are all over a year old. I just tried it with a new character from 3.83 who is 17 days old and just tried taking him back to a village he'd previously visited, and update at first i thought it wasn't happening but actually the blacksmith is almost a full tile away and there's a lot of footprints much farther afield than i'd expect. So probably it's not about migration after all.

I recently sent you a character for a different bug; if you take him to a previously visited village (there are map markers, and a small trap near each village to track how long it's been since last visit), you might be able to reproduce it with him. otherwise i could save the game the next time i notice it happening.

It isn't happening all the time, but most of the time. i could provide a save of this newer character if needed
36
Development News / Re: Pausable weapon crafting
« Last post by Plotinus on April 09, 2024, 07:33:02 AM »
That sounds great!
37
Development News / Spring things, pausable things, future things
« Last post by Sami on April 08, 2024, 08:43:26 PM »
Springtime is busy time - both out in the nature and inside the development chambers. We're preparing for a new version release still this month.

Pausable crafting additions is proceeding strongly. Quite a batch of craftable items will be using the pausable crafting mechanics in the upcoming version.
At this point the pausable crafting mechanics will cover all the weapons, lumber items, hafts and  item traps such as paw-board fox trap and loop snare - and some more are likely to be added.  So, with the upcoming version more than half of the craftable items will become pausable tasks. And in the version after that we'll likely manage to have all the crafts pausable, allowing it also in all the diy_*.txt modding.

A new skill, bowyer, will be also added. It's quite self-explanatory that this is the ability and knowledge to make bows and the craftable bows now call for bowyer skills in their crafting. And longbow will be made available as a new craftable bow type for the player character.

So, for the next few versions we'll be working mostly on item related additions, and hope to have these released in decent pace. After that, when all the crafting is pausable, we'll move into adding new quests. Some of these will be small and casual, but some will be most exciting for the  players who'd enjoy the presence of marriage or permanent companions.
Let that be a sneak peek in advance further into this year's plans.
38
Development News / Re: Pausable weapon crafting
« Last post by Sami on April 08, 2024, 07:58:58 PM »
Will there eventually be a modding tag for marking a task as pausable? I don't see it on the development page yet.

Yes, there will, in a few versions - likely to be reached still this summer. When we're there the pausable crafting will be the default, so the tag is likely to be [unpausable] etc.
39
Development News / Re: Pausable weapon crafting
« Last post by Plotinus on April 08, 2024, 02:47:27 PM »
Will there eventually be a modding tag for marking a task as pausable? I don't see it on the development page yet.
40
Off-topic / Re: Be ready
« Last post by Dark Art on April 07, 2024, 02:00:32 AM »
Another cruel and bloody year goes by and still we stand, so I might as well keep the post going. Its funny... Sometimes priorities change so dramatically that its completely unpredictable. if someone told me that my major life goal would be to visit a family cemetery and be able to pay my respects to those who went before me, I probably wouldnt conciser that person fully sane. And yet here we are... 

Learn from our mistakes good people of the world. Learn and never, ever let your guard down. Dont let yourself get complacent, this world is full of evil. Be always ready to defend your home and your loved ones. You can always buy new things, new stuff... But if you lose a relative, the only place to visit him or her would be a family cemetery. And that would be if you are lucky and your family nest wouldnt be in occupied territory.

Please be ready. Always be ready yourself and teach your kids.
Pages: 1 2 3 [4] 5 6 ... 10
anything