Where debuffs from sweating start and how big are they? Are there any debuffs for cold temperature except being woken up during sleep and frostbites in more extreme cases?
I've had at least one case of hypothermia where my character started to get confused from the cold.Its warning you will die very soon if you don't get warm. I don't think it does debuff us somehow if sweating does not though.
I've had at least one case of hypothermia where my character started to get confused from the cold.Its warning you will die very soon if you don't get warm. I don't think it does debuff us somehow if sweating does not though.
Definitely not as severe as hypothermia, but I think that if you've been Sweating a Lot for too long your fatigue goes up faster... thought I noticed it a long time ago so I'm careful to not get too hot. Its probably not real, but I'll start watching for it.
I also have a very quick question, should I murder a lone old man for his two buildings and 5 field tiles? He doesn't even own a knife...
Lone settlements are easy prey, as long as there is no road to other settlements.
How long does it take for human bodies to decay? Do they every "go away" on their own?As far as I've seen there is no such thing as natural decay (of any bodies). However corpses CAN be eaten, but it doesn't seem to happen often (as bodies tend to just lie around for years). It's been mentioned that starving dogs eat corpses (including human ones), but to do that you need to starve the dogs first (which, apart from animal cruelty, involves keeping up with constant barking), and I've experimented with feeding Njerp and robber corpses to the carrion birds (i.e. raven), to some effect. It takes something like 3-5 raven "sessions" to eat a Njerp corpse completely, leaving nothing left, but it's not that easy to get them to feast.
Still 3% (ticks) per day per skill afaik
snip..
Also, for my previous question about murdering an unarmed old man, that was not an issue of ease, it was an issue of ethics. Is it right? Some would say he doesn't deserve two houses and five fields, but some would say I don't either, and they're already his. Will he ever die of old age?
There are essentially two kinds of trade in a village:
- Trade of communal resources: Pick up what you want and talk to any (adult) villager to pay for it.
- Private property. This s a sub selection of what they're carrying that they're willing to trade away (you can't trade for characters' weapons and then attack and kill them to take everything). This is also a sub selection of what you can see a character is carrying when looking at it.
Note that occasionally villagers refuse to trade some kind of item because they already have more than enough. For communal resources you just talk with someone else, but for private resources you'll have to come up with something else to trade.
Hunters and woodsmen are almost always willing to trade, and usually have pretty generic but useful trade goods. Most others won't normally trade unless they have a lot of gear. Press the L key and click on individual villagers to see what their job description is and their complete inventory. Works for foreign traders especially well too, just use the look function to find the one with the item you want rather than go through chat dialogue with each and every one of them.
Is there any way to make more than one serving of porridge at a time? I have an entire cauldron, but it doesn't seem to be possible to prepare multiple batches unless I have multiple cauldrons.Not in vanilla. The Njerpezit Cooking Mod contains recipes that are designed to make use of the full capacity of cauldrons. You can either use that mod or use it as a starting point to adjust the vanilla recipes to produce larger batches (I think some of the recipes are just adjustments in size).
I believe I noticed something similar, I'm not sure how intentional of a difference it is... but to me it seems like you spawn with more armor and lower quality/less desirable weapons. For example, just my most recent one who specialized in spears and axes with a point each in unarmed and clubs as well. Spawned with a hard staff, a rough hand axe and a rough kaumo knife, but much more importantly for the start condition, a fur overcoat and mail mittens, with enough other clothes for decent armor coverage. On second thought, that was winter... which I don't frequently do, but might have made the difference that I noticed.Hey at least you started with a spear (i.e. hard staff). Robbers is all kinds of frustrating on its own though....for example, losing all of your valuables because you were knocked unconscious from a hit to the...upper arm?
EDIT: Nope, hits to the neck (only applies to large animals) seems to not affect the hide, tested with an elk falling to a spiked pit and once it fell unconscious with blunt attacks I performed a hit to the neck with a battlesword using the edge, it died later by bleeding and the result was a "elk carcass", no mangled, harmed, grisly or any negative message regarding the condition of the hide.
Does anyone remember that what is the village goods restocking frequency? One season? Every year? Some months? Or randomly?
Would the "map maintenance" refresh the goods?
26 Oct 2016, 18:26 #4
No problem.
It's quite hard to say the average time interval, as there are random factors and NPCs wander their own routes. It's so that wandering Njerpez may start building war camps occasionally, and that occasionally was toned down a bit from what it used to be. Maybe the building frequency was reduced by 1/3, if I recall correctly.
War camps can appear in Reemi for sure. Only the 1/3 western area of the whole map is 'camp free' zone. The rest 2/3 of the map width can have Njerpez camps.
but still I think they were "toned down" to the point they are non-existant.
Are the penalties act as Skill *(1-Penalty), or (Skill - Penalty) ?I'm not quite sure what you're asking, but if you're injured and attempt a task affected (probably anything heavier than light), you reduce the skill with the penalty, so a skill of 50 effectively becomes one of 40 if you've got a penalty of 10 through encumbrance, exhaustion, and injuries. I think that corresponds to your second alternative.
Anyone notice when traveling by punt that the punt disappears?Nope. I have no issues with my purchased punt (using "normal" mode, beta 2). You should probably get hold of a standard punt to compare. Do you have the same issue with a raft (and with a home grown raft clone)? If your machine can handle it, I'd also try normal hardware mode for a short while to see if there's a difference.
I'm using a modded dugout canoe, which uses a copy of the new 3.50b2 punt graphics.
When zooming in or out, the canoe is visible, but disappears when moving.
(edit) This is in "old hardware mode".
(...) He doesn't even own a knife...
A few random questions:
1) For physician skill, does being injured incur a penalty to the skill like other skills? Is heather the best herb to use for cleaning/dressing? If I have a wound subject to bleeding, do I use nettle for cleaning/dressing, or just when it starts to bleed? Does fine pot of water help or doesn't matter for cleaning?
2) Are skillups per day limited to the number of stars listed next to them in skills page, or is it 3 across the board? Are skillup chances penalized for fatigue,injury, encumbrance?
3) Other than initial skill values, how do stats affect character abilities? Speed, eyesight, hearing seem obvious. I guess endurance affects how much of an encumbrance penalty you suffer? Does dex affect how often you fumble weapons? Agility something about not getting knocked down as easily?
what does work as seasoning? Tried salt but it does not seem to work
Has anyone figured out how bones are referenced in the game? I tried to create a carved bone using a "bone" and a "Stag bone" as reference but neither was valid. Ended up using a Brooche and setting the material as bone.
{Bone}
Has anyone figured out how bones are referenced in the game? I tried to create a carved bone using a "bone" and a "Stag bone" as reference but neither was valid. Ended up using a Brooche and setting the material as bone.
Just tested this:Code: [Select]{Bone}
Seems to work fine: uses up a single bone (of any size).
Hello everyone, I recently started a quest in which I had to take a villager to a village in my homeland, along the way I seem to have lost him, reviewing my log I saw an entry mentioning that the villager fell through the ice, since I can't remember where we parted I'm returning to the place of this log, hoping for the best but is it possible that he drowned even though he was following me and I never stepped through the ice? If he did the quest is forfeited, right?Your dog comes with you regardless when falling through the ice, and I haven't had issues with hirelings either. Falling though the ice implies you were traveling on the zoomed in map, and if you just move on I guess he can drown. If you zoom out and the escortee cannot follow you you should receive a warning.
How do you find the nutrition for a given food item? I'm modding in some recipes for bread and I want to look at the standard flatbreads for reference. (I know the game can automatically create the values for modded food-items but I think the way I've structured it will make it a bit funky, if not non-existent.)
Hi PALU, thanks for the answers, I checked the log again, there's no mention to the fact that when I zoomed out my escortee couldn't follow, so I presume he was already dead, I returned to the place where it happened but can't seem to find his body nor his items. It's a pity, the reward was a treasure location :(.A pity. The treasure is still out there, somewhere...
Just found the body, yep, he's dead and none of his items compare with a treasure.
I'm stuck in playing this game. How can I survive as a newbie without using fishing?I personally trade for a dog in the beginning, keep your knife. You can trap without bait, but like I said in the start I make javelin or paw board traps to get a dog. They make everything easier, atleast until you get your main traps/ trap lines up.
I'm stuck in playing this game. How can I survive as a newbie without using fishing?I personally trade for a dog in the beginning, keep your knife. You can trap without bait, but like I said in the start I make javelin or paw board traps to get a dog. They make everything easier, atleast until you get your main traps/ trap lines up.
What can you use bones and antlers for? Are they good for trade?Bones can be used as rather poor dog food, while antlers have no vanilla use at all (you can use them as decorations). They are there because of modding demands and for future expansion into using them.
New rituals can be gained by doing quests or completing a game course.
There are no vanilla recipes for cooked meat, but if you want to there is a neat mod you can install https://www.unrealworld.fi/forums/index.php?topic=1106.0 (https://www.unrealworld.fi/forums/index.php?topic=1106.0) This does have some recipes that use cooked meat in new recipes and maintains a good balance in the game.
What regions have the most animal activity? During summer or winter?
I know it seems like no mans land has more, but I'm planning on having a lone hunter, so I'd like the best spot.
Do domestic animals (cow, dog) need a building to survive the winter?No. Animals without protection can fall victim to predators, though (but bears can open doors and smash fences, while wolves and smaller can pass through/over fences).
bears can open doors
I haven't played much in ages, so the new spell system and quests is new to me. How often do villages generate new spells? Is there any way of finding out which village has a quest without checking each of them individually? Do some cultures have more quests than others?
Also, how on earth do you learn new spells?
(oh, and is it really not possible to upload an avatar to this new forum?)
What's the differences between longbows, hunting bows and northern bows?Longbow is best, Northern bow is better than hunting bow