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Re: Haft them axes, haft them spears
Will the weapon’s head quality be stored separately, retained through hafting and re-hafting?


Yes.

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Can we examine the axe in inventory to see the quality of the head?

No. Haven't been considered.

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Or will we see “fine axe with decent head”?

No, you'll see just "fine axe".

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2nd question is regarding to inventory stacking: will all various combinations AND wear&tear levels be stacked separately?

Yes, they will be stacked separately. That's the thing with stacking, if there is difference with the item properties the items wont' stack.

January 13, 2024, 01:05:58 PM
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Re: Haft them axes, haft them spears
Another question: will battle axe and woodman’s axe have long haft, or will all axes take same hafts?

There are only two generic haft types, one for axes and one for spears, that will suit them all.
Yes, in reality the hafts will differ depending on the axe/spear type, but in order to not make things overly complicated we'll just go with generic hafts.

January 13, 2024, 01:07:14 PM
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Haft wear out and breakage mechanics continued As mentioned in the earlier post we're working on axe and spear haft breakage mechanics and re-hafting features.
To come up with separate spear and axe head and haft items was the easiest part of the process. And that's fully completed by now.
To add mechanics and features to combine head and hafts into fully working weapons, ie. hafting, was a bigger thing to accomplish but it's also done by now.

What's been more tricky was to add active wear out mechanics when these weapons are actually used in the game world.
Be it crafting, building or in the combat. But we've gotten there by now and your axe hafts will actually wear out when the axe is used.
And eventually, when severely worn out, they will break.
(This coding groundwork can be later on utilized for making edged weapons getting dull in use, so that feature is also one step closer now.)


Here's Olaus. He has been using his axe for a long time, and now upon felling yet another tree its worn haft breaks.

It was one thing to make the haft wear out mechanics work for player character, but we also needed to put in effect for NPCs. That wasn't a piece of cake, but it's done by now.
And that opens up an opportunity for variety of new incidents to take place. It's not likely, but theoritically possible, that one day a player character finds an old axe or spear head from the woods. Dropped and left there due to NPC activity.


Here's a bear fighting scene with a companion called Aimo.
Aimo's spear haft breaks at the critical moment, but he wisely proceeds to grab the fallen spear head.
If need be, spear heads can be used as sort of substitute for a weapon, although far less effectively than a proper spear.

These are future features - not yet functional in current version 3.83.

January 27, 2024, 05:01:18 PM
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Springs Yes, it's springtime! (pun intended)
We'll be adding springs, water sources bringing groundwater to the surface, in the terrain generation. Springs can be found at varying environments on zoomed-in maps.
A spring found in the wilderness may provide a great spot for a homestead for those who like to live further away from the lakes or rivers. And moreover, springs remain unfrozen even in the winter.
   Some time ago there was also a suggestion to have village water supplies to remain unfrozen for easier spotting. Now we'll make it so the village water supply ponds will be actually springs from now on. And for the migrated characters, the existing village ponds will be turned into springs as you visit these villages.

I guess will also take a little browsing of the old Finnish spellbooks to see if there are inspiring magical means or remarks related to springs. Springs were traditional places of mystical powers and certain guardian spirits. New spells or quests potential is high.

These are future features - not yet functional in current version 3.83.


March 27, 2024, 12:12:18 PM
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anything