UnReal World forums

UnReal World => Gameplay questions => Topic started by: June_June on August 13, 2017, 05:43:27 AM

Title: Short Questions/Quick Answers
Post by: June_June on August 13, 2017, 05:43:27 AM
There's a post like this on the previous forum, and I thought it might be nice to start a new one for simple questions and answers.

Is there a way to set up macros in URW to automate tasks? I'd like to stand over a big pile of meat and cords and process the cuts in small batches.
Title: Re: Short Questions/Quick Answers
Post by: PALU on August 13, 2017, 09:45:54 AM
I'm not aware of any macro functionality, but I very rarely use macros.

There are a few reasons I wouldn't recommend zipping off a macro to process all meat/cords:
- Processing takes time, and meat spoils over time. Thus, I keep all meat not for immediate use in the cellar.
- Processing takes time so you get hungry/thirsty/tired.

I generally grab two cords and 38 cuts of meat to process two batches of 19 (maximum number) cuts before returning to get more. Every second such trip I also top up the food (I try to keep the nutrition level at the maximum, even if it means over consuming food a little). For the last batch I might grab 57 cuts instead and process 3 lots.
Title: Re: Short Questions/Quick Answers
Post by: garettzriwin on August 14, 2017, 07:20:21 AM
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?
Title: Re: Short Questions/Quick Answers
Post by: Privateer on August 14, 2017, 07:23:12 AM
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?

There are no debuffs from heat (except fire), Cold does have some level of debuffs, numbness, frostbite (injury), shaking etc.
Title: Re: Short Questions/Quick Answers
Post by: PALU on August 14, 2017, 09:35:07 AM
I've had at least one case of hypothermia where my character started to get confused from the cold.
Title: Re: Short Questions/Quick Answers
Post by: garettzriwin on August 14, 2017, 09:48:49 AM
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.
Title: Re: Short Questions/Quick Answers
Post by: Privateer on August 14, 2017, 06:12:27 PM
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.

Depending on what you mean by "debuff" and having been in situations where I'm trying to get wood and light a fire while "hypothermia" is setting in.
Feels like the second biggest debuff behind and enemy "behind" you.
Title: Re: Short Questions/Quick Answers
Post by: LoLotov on August 15, 2017, 09:19:46 PM
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...
Title: Re: Short Questions/Quick Answers
Post by: Privateer on August 15, 2017, 10:19:27 PM
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...

Spoiler: show
There is currently no ill effect of heat in the game thru v 3.40 [stable]


Lone settlements are easy prey, as long as there is no road to other settlements.
Title: Re: Short Questions/Quick Answers
Post by: caius on August 16, 2017, 09:48:33 PM
How long does it take for human bodies to decay?  Do they every "go away" on their own?
Title: Re: Short Questions/Quick Answers
Post by: spamgoose on August 17, 2017, 08:15:15 AM

Lone settlements are easy prey, as long as there is no road to other settlements.

Do roads have some effect on this? I've noticed neighbouring villages sometimes know my evil deeds, but never thought to consider whether there was a road factor.
Title: Re: Short Questions/Quick Answers
Post by: PALU on August 17, 2017, 10:57:59 AM
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.
Title: Re: Short Questions/Quick Answers
Post by: garettzriwin on August 17, 2017, 11:18:37 PM
How training cap works right now? Is it some invisible xp bar with set max xp cap like few years ago, or its restricted to 1% per day or something like that?
Title: Re: Short Questions/Quick Answers
Post by: Privateer on August 17, 2017, 11:29:18 PM
Still 3% (ticks) per day per skill afaik
Title: Re: Short Questions/Quick Answers
Post by: June_June on August 18, 2017, 07:30:22 AM
Still 3% (ticks) per day per skill afaik

Is a tick a successful use of a skill?
Title: Re: Short Questions/Quick Answers
Post by: LoLotov on August 18, 2017, 07:47:30 AM
Ticks are the little plus sign (something like that) things that appear next to a skill when it has been raised that day. You may only raise a given skill three points in a single day, and every time you use a given skill you have a random chance to raise it. The lower a skill is the higher the chance to raise it, ie the fewer times you have to repeat the action for it to successfully go up.

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?
Title: Re: Short Questions/Quick Answers
Post by: Privateer on August 18, 2017, 09:21:39 AM
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?

He won't die of old age.
As to the ethics of attacking an unwitting victim can only be answered by you. Maybe he will be your best friend in the game, a reliable hunting companion, a comfort during flu season, Or maybe he's a giant douche.. Who knows :D
Title: Re: Short Questions/Quick Answers
Post by: Theroleplayer on August 18, 2017, 09:54:49 AM
@caius THe roleplayer suggests fire, fire fixes everything. Except loneliness.

You can burn corpses and they will go away, Saami added this as a way of cremating your dead dog, since you can't bury them.
Title: Re: Short Questions/Quick Answers
Post by: graider2001 on September 03, 2017, 08:20:29 PM
I am new to the game and have a question.  When I visit how do I know who has something for trade?  Do I have to talk to everybody?  I see that there is stuff I can trade in various houses, is that they same stuff that individual villagers would trade or me is it different?  Thanks!
Title: Re: Short Questions/Quick Answers
Post by: PALU on September 03, 2017, 08:26:42 PM
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.
Title: Re: Short Questions/Quick Answers
Post by: graider2001 on September 03, 2017, 08:34:34 PM
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.

Thanks for answering my question.  Is there away to know who is trading private property, or do I have to just talk to different villagers?
Title: Re: Short Questions/Quick Answers
Post by: LoLotov on September 03, 2017, 08:50:02 PM
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.
Title: Re: Short Questions/Quick Answers
Post by: graider2001 on September 04, 2017, 12:58:16 AM
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.

Thanks!!!  Never thought about using the Look button.  Happy Trails!
Title: Re: Short Questions/Quick Answers
Post by: The Jester on September 04, 2017, 05:13:39 PM
Howdy folks! First post for me, and while I've got plenty of questions as a newbie in my first year, I'll keep this one simple...

Are the women in the village useful for anything? I've heard they can alert you to certain dangerous things going on nearby, but I always check in with them and they're never feeling chatty. Once, I could see a Njerpez fellow who was wandering just a few tiles away from a village for weeks. Thought somebody might have wanted to warn me about it, but alas...
Title: Re: Short Questions/Quick Answers
Post by: PALU on September 04, 2017, 07:16:00 PM
Unfortunately not (yet). You can trade with them, but that's it normally. I've seen women being involved in quests to some extent, but I think the case where a woman was the quest giver had someone else direct my character to her, so that wasn't a "have to talk to anyone lest I miss a quest" case.
You're supposed to be able to give some info on traders in the vicinity (and a few other things as well), but I've never managed to get anything beyond the standard from anyone except when it is a quest.
Title: Re: Short Questions/Quick Answers
Post by: LoLotov on October 24, 2017, 05:08:25 AM
Found on the corpse of a skilled and well armored Njerpez that nearly killed one of my two companions in the dark, was an object called a "hunting horn" that has no encyclopedia entry and is listed under tools in the inventory screen. I have never seen this object before and am afraid to use it for anything.  Before I try it, has anyone else found one of these and noticed any effects? I would hope it is some kind of ritualistic item for boosting hunting success in the same manner as the early morning Hunting Incantation.
Title: Re: Short Questions/Quick Answers
Post by: PALU on October 24, 2017, 10:51:07 AM
I've seen a description for it somewhere (the wiki?). If I remember correctly, it's used to recall hunting dogs from out of shouting distance. At least one of my characters had one, but I've never used it.
Title: Re: Short Questions/Quick Answers
Post by: PoisonPen on October 24, 2017, 01:10:04 PM
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.
Title: Re: Short Questions/Quick Answers
Post by: PALU on October 24, 2017, 02:01:03 PM
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).
Also, as soon as one batch is ready I pour the contents over into a bowl to make the cauldron available for the next batch. I typically try to have 3 of these full batches at a time, as that is about the amount I can have without it degrading in quality before it's eaten (assuming it's stored in a cellar).
Title: Re: Short Questions/Quick Answers
Post by: PoisonPen on October 29, 2017, 11:48:06 AM
Now that I have some experience in URW, I've been trying more challenging starting conditions.  The Robbers start is really starting to piss me off.  I understand that you're more likely to start the game with weapons you're better skilled with, which makes sense, but is it deliberately inverted for certain starts?  I've now done eight Robbers starts, which seems like a statistically significant number, and in every single one I've started the game with weapons with which I am completely unskilled.  It doesn't seem statistically likely that this can be just the RNG.  I've tried switching around which weapons I'm trained in, but no matter which I pick, I always start with a different set of weapons -- none of which I'm trained to use.  In the latest game, out of frustration and curiosity I created a character with maximum skills in every weapon class except knives and axes... and the only things I started out with were a knife and an axe.

Am I just cursed by the RNG, or does the Robber start deliberately give you terrible weapons?
Title: Re: Short Questions/Quick Answers
Post by: PALU on October 29, 2017, 03:25:29 PM
I don't think there is any active anti character activities going on. Characters ought to start with equipment that's appropriate to their culture. I suspect the game doesn't take the skill points into consideration one way or another.

Regardless, the normal outcome from meeting robbers is that you get robbed, in which case they'll take your weapons unless they're of very poor quality, and beat you up if you resist. The normal outcome of such a start is to start without weapons, as they're taken from you (although there is a chance to run away). Killing a band of robbers at the start is almost impossible without significant save scumming (and is never without danger, although some tactics can make it almost safe, given appropriate skill, equipment, and abuse of the rules).

Usually "good" starting equipment is a knife and an axe, since those are required to do just about anything. For endurance hunting you can use whatever weapon you have, including a rock, but to process the kill you need a knife, and to build anything you need an axe (and you can't even get off an island without either a real (not stone) axe to make a raft, or swimming (any you may have to train a fair bit to get sufficiently proficient at swimming to get more than two tile even with zero encumbrance, and the water has to be sufficiently warm, which it is only for a fairly short period).
Title: Re: Short Questions/Quick Answers
Post by: LoLotov on October 30, 2017, 12:46:02 AM
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.
Title: Re: Short Questions/Quick Answers
Post by: Shadowdweller on October 30, 2017, 01:06:51 AM
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?
Title: Re: Short Questions/Quick Answers
Post by: PoisonPen on October 30, 2017, 07:50:47 AM
After more than a dozen tries, I was finally able to wedge myself into some trees where they could only come at me two at a time, but not before they'd crippled my right arm from behind.  I managed to kill all five of them with a left-handed hand axe (I started with a rough one, but snatched up a normal quality one from the first one I killed), but now I'm stuck trying to play the early game with a crippled right arm and a low physician skill.  I'm debating whether or not to abandon the game.  The wound keeps bleeding when I try to tend it, and I've come close to bleeding out a couple of times.  I've already gone through most of the bandits' clothes bandaging all my wounds, and it'll probably be summer by the time I manage to get the arm healed enough to use it.  Spending day after day fishing and setting light lever traps because I can't do anything else isn't much fun.
Title: Re: Short Questions/Quick Answers
Post by: PALU on October 30, 2017, 09:51:28 AM
Characters pass out either because the cumulative abuse pushes the fatigue over the limit, or because the pain from a single injury is too much. I suspect the risk of passing out due to pain is based on endurance, as my last character passed out from being bitten in the arm by a wolf.

The healing rate of injuries varies, but UrW's system is counter intuitive: you get the best result by stopping your bandaging and cleaning attempts when the injury status is as close to green as you can get it. The healing rate is based on this status and cleaning/bandaging doesn't achieve anything else than new rolls for this (as far as I understand it). You can also make use of a shaman's healing to see if that puts you in a better position. Healing a broken arm tends to take somewhere around 30 days, and the arm becomes usable again when the injury level has been reduced sufficiently (I think it's somewhere between 5 and 10). I agree recovery sucks, but I'd expect that to be the case in a real world UrW situation as well.
If my character doesn't have either the blood staunching incantation or herbs to staunch blood flow I'm very reluctant to touch wounds susceptible to bleeding.
Title: Re: Short Questions/Quick Answers
Post by: PoisonPen on November 01, 2017, 03:35:06 PM
Thanks for clarifying how healing works.  I bandaged the arm, visited a shaman, and then left it alone.  It only took a week and a half or so to get it healed enough to use it, then another few weeks to get it healed completely.  I spent my time trapping birds and fishing.  I traded the loot from the bandits for some decent armour and then, since I'd spent a lot of points on weapon skills, decided to head for Njerp territory.  I stumbled across a Njerp village in broad daylight and the next thing I knew I was running for my life through heavy woods with every man, woman, and child on my heels and arrows whizzing past me.  What RNG taketh away, the RNG also occasionally giveth.  I ended up finding trees arranged so that I could occupy a little nook which covered my back and they could only come at me two at a time with not enough room to snipe me with bows.

By the time I was finished I'd grabbed a fallen enemy's fine mace and the bodies of nearly the entire tribe were heaped around me.  When I finally recovered my stamina and emerged from my little hidey-hole, there was just a single Njerp child left who made the poor life decision of picking up a rock when he saw me.  Turns out you don't need paper to beat rock; a big, heavy mace works just fine.

I now own an entire ex-Njerp village and all its varied contents.  Anyone in the market for some scimitars?
Title: Re: Short Questions/Quick Answers
Post by: Kiena on November 09, 2017, 05:59:20 AM
Anyone know what regions you might find a swan?  I'm trying to do the shaman mod, where you need some swan leather for an item, and I understand they're in lakes (and rare), but I've spent all spring & summer searching lakes and rivers around the Driik region (my home base) and haven't found a single one.  Does anyone know if they spawn there, or if I should head somewhere else next year?  Thanks!
Title: Re: Short Questions/Quick Answers
Post by: Rhaikh on November 09, 2017, 06:14:50 AM
I saw one once near one of the northern tribes.  I missed.
Title: Re: Short Questions/Quick Answers
Post by: LoLotov on November 09, 2017, 06:50:29 AM
I see them frequently in north western Kaumo and through the river country between there and Kiesse, though I've never tried to hunt one. I imagine it will require a punt to hunt one actively, but they're probably as easy to trap as any other bird, and that's much more likely to keep the skin in decent enough shape to use than several arrows or a javelin in the gut.
Title: Re: Short Questions/Quick Answers
Post by: PALU on November 09, 2017, 01:23:35 PM
I've seen swans very occasionally, and I'm not sure if that's only on the overland map. You can probably check the files to see if swans are tied to any particular region, although I don't think they are.

When it comes to trapping swans you have the problem that they probably can't be lured with bait, and I'm not sure which trap size they'd fall into, given that they're fairly large.
Title: Re: Short Questions/Quick Answers
Post by: LoLotov on November 09, 2017, 10:26:55 PM
So I've finally lasted long enough in a Njerp conquest to have now had this happen twice: Villages near the edge of the Njerpez cultural area converting to Vagabond villages when a larger, nearby village is eliminated. They were marked on the map as Njerpez villages, and had the full little town graphic, but once the slaughtered town converts in name to Vagabond village, they did as well. Visiting them reveals a bizarre field of many boulders, no cleared trees, and a single kota, as well as a small family of Vagabonds. The first one had a large 3x3 interor kota and kept the town graphic for its six residents, but the second was just a single open tile kota, and appeared on the overworld map as just the kota. It's also marked as one of My Settlements on the F6 map, but has four resident NPCs, including a sage. In neither village were the NPCs particularly poor in their personal inventories, but there are no trade goods.

Is this a bug, or are you able to Liberate the People? Cause I'm reading the situation as they are slaves who took my example and rose up against their oppressors.
Title: Re: Short Questions/Quick Answers
Post by: PALU on November 09, 2017, 10:33:44 PM
It's a bug, and it's happened to me as well. Sami has looked into the issue, and I think it's fixed in the next release, but I don't remember for sure (I believe you'll find the bug thread in the old UrW board, if you care to look it up). I think it's a matter of the cultural region withdrawing as you clear the larger village causing the smaller one to end up outside of the border, even though it should generate a border on its own.
Title: Re: Short Questions/Quick Answers
Post by: LoLotov on November 09, 2017, 11:02:40 PM
Thanks, I honestly kind of like it as a no-fix! Fits the fairly common role-play of being incredibly aggressive to Njerps, but peaceful to everyone else, and gives the illusion of events unfolding that are beyond your control. It's only happened to villages that were cut off from the other villages, so it almost makes sense that they would abandon them/be at a disadvantage with their slaves (who are seemingly imaginary otherwise). If it were to be fixed, it would be interesting to populate Njerp towns with a small number of Vagabond NPCs that do not become hostile [or claim ownership of the goods].
Title: Re: Short Questions/Quick Answers
Post by: Kiena on November 10, 2017, 05:45:17 AM
Thank you all.  Not looking forward to finding one, but I'll start in Kaumo, see what I can find there.  At least someone's actually seen one there, which is more than most areas.  I foresee a *lot* of time on the water in my near future!
Title: Re: Short Questions/Quick Answers
Post by: Roman Lodestar on December 19, 2017, 01:56:13 AM
97% in hideworking skill and still only getting "fine" quality skins while using a broad knife, 6 animals skinned even one of them was a one-shot arrow kill to the thorax, only got a "superior" elk hide once in a previous playthrough and had got some blows that could have reduced its quality, I assume even with a good tool and high skill you only have like a 10% chance to get the best quality fur when skinning the game, ¿it is intended or this is some RNG trolling?
Title: Re: Short Questions/Quick Answers
Post by: PALU on December 19, 2017, 10:58:01 AM
The tool makes a large difference. A masterworks broad knife will increase the yield a lot. A hide takes damage if it's damaged, but I don't know if there are numbers under the hood, or if it's step based (i.e. anything that doesn't result in a reported carcass degradation is 100%). The only way to ensure the skin is completely unharmed is to have all the damage being dealt to the head/skull (neck is not good enough).
My current character has gotten a few superior quality bird leathers using a standard quality broad knife and a skill of something like 85, but most attempts result in lower quality, and I haven't had any complete success with any fur yet.
Also note that penalties probably affects the result, so fatigue, injury, and encumbrance probably all degrade the skill roll. I drop everything carried (not counting worn clothes) and let fatigue drop to zero before starting to skin "important" carcasses (I don't care much about birds). If nothing else, the subsequent butchering won't build up as much fatigue if you're unencumbered (which might allow you to actually move after butchering an elk).
Title: Re: Short Questions/Quick Answers
Post by: Roman Lodestar on December 22, 2017, 01:22:44 AM
Well managed to get a superior fox fur, the rolls are low and all the driik villages I have visited don't even have a fine quality broad knife, also ¿do size matters? meaning a big bear is far more dangerous to fight than a small one.
Title: Re: Short Questions/Quick Answers
Post by: Helldiver on December 22, 2017, 04:53:13 PM
I've done many playthroughs in version 3.4*. In some, it took me a while to get up to "superior" hide quality from "fine", and other playthroughs where I start getting "superior" hides almost right away and the quality never drops unless I make a big mistake (like leaving the skin to soak for too long). I almost always play a Northerner hunter, with her hideworking skill buffed up real high.

If you're experiencing this at such a high hideworking skill, I would actually look at your weapon stat, how high your proficiency is for the weapon you're using to kill the animal. Generally speaking, the more blows it took to kill an animal, the more difficult it is to maintain high quality of the hide at the end, even if the carcass itself looks fine and not "harmed" or "ragged". It's worse if the wounds are in the body or neck, but the same seems to apply (at least in my experience) whether the blows are limited to the head or not. And keep in mind that the lower your weapon skill, the less you're guaranteed to hit the animal where you want to, so you might have tried hitting it in the head but hit the shoulder or foreleg ("arm") instead.

It's kind of odd in a way, because point and edge attacks tend to do more damage to the hide, but they are also more lethal and allow you to kill the animal with fewer blows... I experimented with this on elks, using blunt attacks only vs a few sharp point attacks, and the latter option offers the better results by far. However, at that point my character was at something like 93% spear skill, so I can't guarantee the same will be true if your weapon skill is even a little lower (in the 80-something percent range, blunt attacks seemed to result in the same or better outcome).

Character attribute may also have something to do with it... for example, high strength might help make each blow more effective, and high endurance might improve how accurate your strikes are even when you're tired. (This is conjecture, I have not experimented myself.) As far as my experience goes, knife quality helps but is not crucial.
Title: Re: Short Questions/Quick Answers
Post by: Roman Lodestar on December 22, 2017, 10:11:58 PM
I'm using currently a battlesword with 26% skill but always use blunt attacks, once the game falls unconscious if it is a large animal like an elk I'd perform a edge attack to the neck with a handaxe which usually kills it instantly or by bleeding, of course I see this the better option than spamming a lot of blunt attacks to the skull but still I ponder if a cut to the neck area would affect the final product.
Title: Re: Short Questions/Quick Answers
Post by: PALU on December 23, 2017, 10:16:54 AM
Harm to the neck affects the skin quality. I've one-shot killed small animals with an arrow through the neck, and the resultant carcass was of a degraded quality.
Title: Re: Short Questions/Quick Answers
Post by: Roman Lodestar on December 23, 2017, 06:39:36 PM
Looks like the skull is the way to go, but still I have the slightest thinking of many hits in the head will affect the hide even if doesn't suppose to be...

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.
Title: Re: Short Questions/Quick Answers
Post by: Helldiver on December 26, 2017, 08:56:07 PM
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.

Well, hits to the neck don't result in any of the above indicators, but they still can result in decreased hide quality, because "mangled / harmed" seems to be only one factor among many affecting hide quality... I have obtained "fine" quality skins from harmed carcasses on numerous occasions, at a hideworking skill level where "fine" was the best I could generally hope to get.
Title: Re: Short Questions/Quick Answers
Post by: amyhistoria on December 27, 2017, 07:01:59 AM
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?
Title: Re: Short Questions/Quick Answers
Post by: Privateer on December 27, 2017, 07:41:59 AM
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?

 Slowly over time. There is no "refresh" in a bulk fashion if that is your question.
Title: Re: Short Questions/Quick Answers
Post by: PALU on December 27, 2017, 11:22:55 AM
Farm produce appears as they're harvested, and so turnips show up fairly early in the summer, with others showing up later. Seeds seem to disappear after a while (as does a lot of the farm produce), so you're better off buying seeds before their planting seasons start.
Title: Re: Short Questions/Quick Answers
Post by: Roman Lodestar on December 28, 2017, 08:51:14 PM
Do Njerpez warcamps have been disabled or they are very, very rare? my latest character has traveled 4787 kilometers and never seen a single one in the map, I'm thinking it has become a exclusive feature for the "runaway slave" scenario.
Title: Re: Short Questions/Quick Answers
Post by: PALU on December 28, 2017, 09:20:43 PM
As far as I know they've been removed apart from the Runaway Slave scenario, as you said.
Title: Re: Short Questions/Quick Answers
Post by: Privateer on December 28, 2017, 09:36:59 PM
Quote from: Sami Maaranen
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.
Title: Re: Short Questions/Quick Answers
Post by: Roman Lodestar on December 28, 2017, 10:06:18 PM
So they are more prevalent in the eastern and northern zones? that explains why I never saw one since I settled near Driik territory for trading, but still I think they were "toned down" to the point they are non-existant. A shame, I wanted to raid a war camp for the spoils and that was a good end-game challenge, I'd exchange robber bands to bring back the njerpez camps.
Title: Re: Short Questions/Quick Answers
Post by: Privateer on December 28, 2017, 10:12:10 PM
but still I think they were "toned down" to the point they are non-existant.

Be that as it may, The last I've seen from Sami is what I put above.
Title: Re: Short Questions/Quick Answers
Post by: PALU on December 28, 2017, 10:49:36 PM
I've never seen one (apart from the escaped slave ones) with a fair bit of playing in and around Owl tribe territory. My current character is close to and in Reemi territory, and so far I haven't seen one, but haven't traveled that much either.

I'll make a post if I encounter one, though.

Anyway, Njerp villages provide an eventually lethal challenge, in my experience.
Title: Re: Short Questions/Quick Answers
Post by: firefreeman on December 29, 2017, 07:55:19 PM
I have a question about the new 3.50 beta. Last time I played was a good score of years ago, and I am a bit confused about the new rituals system. How do you learn new rituals? The changelog says that you learn them through quests, but after a half year of life and many visited villages my character never got any quest from a sage. Are there some conditions that need to be met? I received quests from other npcs, but no luck with sages.

Also, am I doing something wrong or in this version is much harder to please the spirits of the forest? It seems that if you don't perferom a lot of sacrifices they start to hate your guts incredibly quickly.
Title: Re: Short Questions/Quick Answers
Post by: PALU on December 29, 2017, 08:14:14 PM
Ritual skills are indeed learned through quests, but the quest givers need not be sages. Many quests have a random type of reward, where a new ritual is one possibility, but the rate at which you get new rituals is rather slow, so not getting any for half a year doesn't sound off (I think my character has gotten 3, including a "fixed" one when the character has been deemed ready, in a bit over 1 year).

The current system of pleasing the spirits seem to be in the need of balancing, as you can't sacrifice fast enough (due to the rate limitation) to keep them from hating you unless you essentially cease to catch small game. I'm not sure about fishing (haven't done enough to get any data), but it seems all general sacrifices go into a single pool shared between at least catching game, fish, and a summoning that requires a sacrifice. I'm not sure if cutting down trees count as well, but suspect it does, but eventually you're probably finished with your building projects.
Title: Re: Short Questions/Quick Answers
Post by: JEB Davis on December 29, 2017, 08:16:14 PM
Quests happen when talking with any villager, you won't get them only from a sage. Just do the regular greeting conversation and at random intervals someone will mention something that will lead you to a quest or to another villager that needs help/has a quest.

They should happen much more frequently than 1 or 2 per year, but not every time you visit a village.

The news.txt in your game folder will give more info from Sami about quests and the new rituals.
Title: Re: Short Questions/Quick Answers
Post by: firefreeman on December 29, 2017, 09:23:29 PM
Thank you for your answers, I will just carry on, visiting villages and talking to npcs hoping for quests. So far I've gotten three: one about gathering branches, and two about finding a particular herb. I hope I find more because I really like how the new rituals work.

As for the spirits yes, it probably needs a bit of tuning. I've been doing a bit of everything, fishing, trapping, big and small game hunting and the spirits really dislike me even when I'm trying to actually please them as much as possible.
Title: Re: Short Questions/Quick Answers
Post by: PALU on December 29, 2017, 11:09:42 PM
Quests ought to appear a fair bit more often than a few times a year, as JEB Davis said, but ritual resulting ones are rarer.
Note, however, that quests are not generated as a result of your visiting villages, but rather happen on their own, allowing you to encountering them when visiting villages. This means that your closest village might not have a quest, but the next one over might.
Also there are "private" quests that are offered to you only if you talk to the quest giver: the other villagers don't know about the quest, so they can't direct you to the quest giver.

I tend to try to visit the closest village around once every 3-4 weeks, and if I don't find a visit on the first visit I'll return home, and then make sure to try to talk to everyone the next time. If I don't get a quest then either I try to check the other nearby villages. However, with previous characters I've instead had one or more "visiting circles" where I visit a sequence of villages on every outing (my last character went to 3 villages in one direction and 1 in another, alternating between the circuits. It depends on what's reasonable/convenient with respect to where your character has settled. I prefer to have circuits that can be completed in one day.
Title: Re: Short Questions/Quick Answers
Post by: amyhistoria on January 01, 2018, 08:27:04 PM
Are the penalties act as Skill *(1-Penalty), or (Skill - Penalty) ?
Title: Re: Short Questions/Quick Answers
Post by: PALU on January 02, 2018, 12:20:20 AM
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.
Title: Re: Short Questions/Quick Answers
Post by: MrMotorhead on March 11, 2018, 01:11:27 AM
Has anyone found masterwork versions of: northern knife, northern spear, kaumo knife or kaumo spear?  I have been exploring many northern villages and I haven't found a single one of these in my world.

I have found masterwork northern bows and rarely fine versions of the above.  I found masterwork versions of most other tools and weapons in the driik villages.

One other thing I was never able to find was the Skramasaksi (https://www.unrealworld.fi/wiki/index.php?title=Skramasaksi) and I think I visited every sartola village on my journey north.
Title: Re: Short Questions/Quick Answers
Post by: koteko on March 11, 2018, 01:11:43 PM
Found skramasaksi recently (with two different characters), although kaumo knife, northern or even hunting knife are better IMHO.

It's rare but can be found on the ground as well as on certain NPCs, sometimes they sell it.
Title: Re: Short Questions/Quick Answers
Post by: nakie08 on March 12, 2018, 02:50:24 AM
It may have been asked before, but can we harvest crops from village fields? I mean, the map tiles that usually suroounds the village map tile, like pastures and fields and stuff. Also roads. I find alot of useful herbs on roads but I'm wary if I'm going to anger the villagers or something by picking things on their territory.
Title: Re: Short Questions/Quick Answers
Post by: PALU on March 12, 2018, 08:27:20 AM
You can steal from their fields and pastures (yes, taking a sample from there is also considered theft) and if they don't see you they don't know about it (although they might be suspicious if you try to sell their stolen goods to them).

If they see you they'll tell you off and get a bit angry (your reputations with the village is lowered a bit). They also don't like you setting traps on their property, by the way.
Title: Re: Short Questions/Quick Answers
Post by: Edico on March 17, 2018, 02:22:22 AM
A few times I crafted armor using worn out bear fur armor. Sometimes the end result was bear fur armor and other times generic fur. Anyone know what causes it to be different?
Title: Re: Short Questions/Quick Answers
Post by: MrMotorhead on March 17, 2018, 04:42:32 AM
It seems like the first material that you select for your crafting governs the finished product.  I have not tried crafting new clothes from old ones, but I do use various and sundry bits of fur to repair my bear fur clothes, to no apparent ill effect.

I have tried crafting clothes from a fine bear fur, but I didn't get fine clothes sadly.

I wonder if winter furs make better clothes than normal.
Title: Re: Short Questions/Quick Answers
Post by: PALU on March 17, 2018, 08:35:54 AM
- I believe clothing is capped at the "decent" quality level, so you can't make anything at a level higher than that. I don't know how repairs may affect that, however. This prompts me to try to repair my bear fur clothing with fine bear fur to see what happens (although I expect nothing will be visible for a rather long time, even if there IS an effect, so don't expect a report back in any reasonable time).

- I suspect repairing with sufficient amounts of other kinds of fur might turn the type into the generic one, or it might simply be repairing sufficiently regardless of fur. Note that these are just guesses, though.

- I suspect winter fur differs only in the value of the fur (in which case it's a waste to use it for clothing), but again, I have no actual info on it.
Title: Re: Short Questions/Quick Answers
Post by: JEB Davis on March 17, 2018, 04:46:53 PM
Anyone notice when traveling by punt that the punt disappears?

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".
Title: Re: Short Questions/Quick Answers
Post by: PALU on March 17, 2018, 05:58:30 PM
Anyone notice when traveling by punt that the punt disappears?

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".
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.
Title: Re: Short Questions/Quick Answers
Post by: Bakkat on March 21, 2018, 06:28:29 PM
(...) He doesn't even own a knife...

There lies your answer. You might face regret u.u
Title: Re: Short Questions/Quick Answers
Post by: Míriel on March 21, 2018, 06:32:19 PM
Hi, I've been trying to complete the old man's punt quest in winter and I've read in an older post that snowing also counts for the log requirement so I've cut three different trees but to no avail, the craftsman doesn't recognizes the logs even when they are right under him. Anyone has an idea why this is happening? By the way, I'm sure at least one of them was cut during snow because they don't stack together.
Title: Re: Short Questions/Quick Answers
Post by: koteko on March 21, 2018, 07:19:25 PM
In my experience, if the rain stops before you finish cutting down the tree, it doesn't work. So I always make sure that the rain is there from when I start cutting to when the trunk goes down. Those have never failed me. This means you might have to cut down 4-5 trees before you get one that makes sense.

I guess this might be the case for snow, either.
Title: Re: Short Questions/Quick Answers
Post by: PALU on March 21, 2018, 08:33:37 PM
As far as I've seen, stacking should be a sure way to determine if you've got both kinds, so if you've got a pile of two trunks and they don't stack (and not because one is a trunk and the other a log!) on the ground when talking to the correct person it might be a bug. I'd also recheck whether the quest calls for a trunk or a log. Snow works the same as rain, as far as I've seen.
Title: Re: Short Questions/Quick Answers
Post by: MrMotorhead on March 21, 2018, 09:07:49 PM
I completed the punt quest by starting to cut down a tree and interrupting the action before it completed.  Then I slept out in the open so the rain woke me up, then immediately finished cutting down the tree.  I strongly suspect that the game checks the weather when the tree falls.
Title: Re: Short Questions/Quick Answers
Post by: Míriel on March 22, 2018, 03:38:16 AM
Thanks for the fast responses. PALU was right I had to turn the trunk into a log before the craftsman considered it, now I just have to wait a week :)
Title: Re: Short Questions/Quick Answers
Post by: Edico on March 24, 2018, 08:51:11 PM
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?
Title: Re: Short Questions/Quick Answers
Post by: krikkit war robot on March 24, 2018, 11:21:11 PM
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?

1) The quality of the pot doesn't matter; water is water regardless. I'm fairly certain injury does result in a penalty to physician skill, though I could be wrong on that. Not sure about the herb questions.

2) Three per day, but skills with more stars can be raised more quickly. I'm not sure on the details of that, but I assume the more stars a skill has the higher the chance is of it increasing when used. Not sure about penalties though.

3) The stars next to your skills are calculated based on your stats - so not only do your stats affect your initial skill values, they also affect the rate of increase. Endurance does indeed affect encumbrance - but keep in mind that how much you can carry is calculated based on both endurance and weight. Speed, eyesight, and hearing are obvious, like you said. The other stats only affect your skills.

As far as I'm aware, dexterity and agility don't have any direct affects on combat, but they do affect your combat skills. The accuracy of your attacks depends on your skill with the weapon you're using; weapons skills are influenced by dexterity and/or strength (plus eyesight in the case of bow/crossbow). Success in dodging (and therefore not getting tripped over trying to dodge) depends on your dodge skill, which is dependent on agility, speed, and eyesight.
Title: Re: Short Questions/Quick Answers
Post by: JEB Davis on March 24, 2018, 11:35:15 PM
Once upon a time, I saw a list of skills that were / were not affected by the fatigue/injury penalty. Of course I've no idea where it was. IIRC, Physician was not affected, but I could be wrong.

Endurance helps you recover from fatigue faster. You can try this by "waiting" and watching how many turns it takes to lower the penalty.

One of the things I like is that Sami doesn't give away the inner workings of the game. It keeps us guessing  :)
Title: Re: Short Questions/Quick Answers
Post by: citizensnips on March 25, 2018, 12:51:18 AM
Is there a way to change your character name? I kept starting new playthroughs as I learn the game and on the one that is finally working out I gave my guy a stupid name.
Title: Re: Short Questions/Quick Answers
Post by: Privateer on March 25, 2018, 03:06:52 AM
Sorry, there is no easy way
Title: Re: Short Questions/Quick Answers
Post by: PALU on March 25, 2018, 11:17:10 AM
If I've understood penalties correctly, very light, and possibly light, skills are unaffected by encumbrance, and it seems fatigue doesn't affect those skills either. If that's the case physician should be unaffected by those, and injury possibly likewise be ignored (quite important if you're close to death after failing to resist a robbery!).

Low endurance probably has a very nasty effect beyond slow recovery: namely an increased risk of fainting due to pain (my character before the current one died because of that: a wolf bite to the arm resulted in fainting... Well before that, most every robber encounter resulted in fainting as a moronic hireling would fire an arrow into the back of the character, and once a robber managed to hit with an arrow, resulting in the character being immediately robbed and transported away, despite the hirelings being in the way of them of actually reaching the character. They were more or less frozen in place as the character got replacement equipment and returned to the fight, zooming in to the same location as before the fainting).

Swimming distance is extremely dependent on encumbrance, while injury only has a minor effect. I haven't compared across characters, so I can't say anything about stat effects, although I'd expect a low endurance would cause fatigue to be accumulated faster.
Title: Re: Short Questions/Quick Answers
Post by: Bakkat on March 26, 2018, 09:26:21 PM
I've got a question, fellows.

 I'm ready to meet the Forest Spirit but i am not sure about the materials i can offer to it. In the description it says that it has to be silver. I've seen few items tagged with Silver on it (not sure if valuables or even armours).

 The question is do i have to offer an item tagged with "silver" on it? Or does a knife, for example, worth?

Thanks in advance
Title: Re: Short Questions/Quick Answers
Post by: PALU on March 26, 2018, 10:36:34 PM
My understanding is that it has to be silver, which means jewelry, but any kind of that should work. All metal armor and weaponry is iron based (it's past the bronze age...) and silver is a poor metal for those purposes.
This may mean a bit of hunting around: merchants sometimes carry silver jewelry, but 3.50 introduced jewelry in villages as well. It's not common, but it can be found (and I think village ones are tribal, which currently doesn't mean anything technically).

Edit:

Also, consider that when the quest text says "sauna stove" it actually means a sauna stove, not a PC made stove usable as a sauna for all other purposes, so I'd definitely expect "silver" to mean actual silver.
Title: Re: Short Questions/Quick Answers
Post by: Mati256 on March 28, 2018, 05:04:52 AM
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.
Title: Re: Short Questions/Quick Answers
Post by: PALU on March 28, 2018, 08:59:57 AM
Buiodda's Crafts has a number of recipes that use bone.
Title: Re: Short Questions/Quick Answers
Post by: Edico on March 30, 2018, 02:45:22 AM
Are any knives good for throwing?
Title: Re: Short Questions/Quick Answers
Post by: JEB Davis on March 30, 2018, 04:08:36 AM
I'm guessing "yes" because I've had some pretty good luck throwing them at squirrels and birds (on the ground).
Title: Re: Short Questions/Quick Answers
Post by: Edico on March 30, 2018, 03:38:29 PM
Is there a particular culture more likely to sell birch bark necklace (is it in version 3.5?) or woollen/linen veils?  Are they just really rare?
Title: Re: Short Questions/Quick Answers
Post by: Bakkat on April 05, 2018, 11:47:10 PM
what does work as seasoning? Tried salt but it does not seem to work
Title: Re: Short Questions/Quick Answers
Post by: MrMotorhead on April 06, 2018, 01:48:06 AM
Edico: I think they are really rare, I hardly ever see them.  I think there is a mod where you can make them though.

Bakkat: I think any of the edible herbs work as seasoning; leaves, flowers or roots (I'm not sure about seeds).  Keep in mind that their effects will be present in the cooked food, some herbs make you drowsy.
Title: Re: Short Questions/Quick Answers
Post by: Mati256 on April 06, 2018, 05:28:29 AM
what does work as seasoning? Tried salt but it does not seem to work

Bog Bean
Dogpipe
Sorrel
Clayweed
Lake Reed
Nettle

And might be more.
Title: Re: Short Questions/Quick Answers
Post by: PALU on April 06, 2018, 09:52:59 AM
@Bakkat:

I try to use yarrow (both flowers and leaves), but hemp and nettles have a lot higher yield (with hemp being the easy choice). As mentioned, herbs often have various effects, so you should avoid effects you don't want (check the wiki or your character's herb lore examining the plants). Any kind of leaves and flowers work. I suspect roots do not, but I'm not sure. Seeds don't work as seasoning.

You may not want the stimulant effects of bear/mother pipe on constantly, for instance, and increased appetite might be a good thing if you're tanning elk hides or performing other long duration hard work that degrades your nutrition level, but is probably a nuisance to use as the base level.
Title: Re: Short Questions/Quick Answers
Post by: caethan on April 06, 2018, 05:46:12 PM
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). 
Title: Re: Short Questions/Quick Answers
Post by: Míriel on April 09, 2018, 01:45:36 AM
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?
Title: Re: Short Questions/Quick Answers
Post by: Mati256 on April 09, 2018, 03:09:04 AM
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).

I was asking for the base material, but thinking again I don't think it's possible to use a bone as a base material, like its not possible to use a piece of meat, but thanks.
Title: Re: Short Questions/Quick Answers
Post by: Kegozen on April 09, 2018, 03:29:57 AM
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.)
Title: Re: Short Questions/Quick Answers
Post by: PALU on April 09, 2018, 09:57:50 AM
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.

If your charge dies, yes, you cannot fulfill the quest. If nothing else, there's nobody left to reward you...
If the charge died, you should find the body and belongings where the drowning occurred.
Title: Re: Short Questions/Quick Answers
Post by: MrMotorhead on April 09, 2018, 05:24:55 PM
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.)

I think the nutrition for flatbread will come from the flour used to make it.  I think these values are defined in the herbs.txt file.  There's also a wiki page for flour: http://www.unrealworld.fi/wiki/index.php?title=Flour
Title: Re: Short Questions/Quick Answers
Post by: Míriel on April 09, 2018, 06:21:43 PM
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  :(.

Just found the body, yep, he's  dead and none of his items compare with a treasure.
Title: Re: Short Questions/Quick Answers
Post by: PALU on April 09, 2018, 08:22:11 PM
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  :(.

Just found the body, yep, he's  dead and none of his items compare with a treasure.
A pity. The treasure is still out there, somewhere...

A note for the future would be to avoid ice when it's not certain that it's thick enough. Note that even if you might have a small character, hirelings may be larger, so even if your character can cross ice on the overland map, I'd advice not to zoom in when there's any risk the ice is dangerously thin for others.
Title: Re: Short Questions/Quick Answers
Post by: Bakkat on April 14, 2018, 12:51:43 AM
strugling to find silver... Gone through 3 different cultures and nothing. Also i live in Driik's territory, which is meant to be the "richest"... or the one that holds more items aveable.

Advice?
Title: Re: Short Questions/Quick Answers
Post by: MrMotorhead on April 14, 2018, 03:21:55 AM
Finding silver things can be somewhat elusive.  It seems to me that villages might become a bit more wealthy over time and when they restock they might have a silver trinket.  Also keep some high value furs with you at all times and keep your eyes peeled for the boys in blue, foreign traders have something silver about half the time, give or take.
Title: Re: Short Questions/Quick Answers
Post by: PALU on April 14, 2018, 11:28:11 AM
As MrMotorhead said, villages have a slow turn over (probably too slow for your quest limit), while traders have silver more often (I wouldn't put it at 50%: I'd say it's less than 50% for them to have trinkets, and probably less than half of the trinkets are silver).
Anyway, check out all traders, as adviced. Whether to lug around furs or not depends on whether you're close enough to a stash to mark the trader location on the map once they've been confirmed to hold desired goods, rush back to grab furs, and then return to trade.
If you're lugging around a trading stock, I'd recommend using a cow of burden (or a dog if you're not yet rich enough for a cow). Silver isn't cheap, so a sufficient trade stock is going to weigh a fair bit, and you really don't want to run into a Njerp with a movement speed of 3 km/h (and I don't know if robbers steal the trade goods, but I would expect them to...).
Title: Re: Short Questions/Quick Answers
Post by: Lin on April 15, 2018, 06:26:50 PM
What's the minimum req for building a fireplace? One wall and floor? Two walls and floor? Making tomorrow's building plans in my head away from my computer and can't test atm, but I'm annoyed I can't remember. :P Thanks in advance!
Title: Re: Short Questions/Quick Answers
Post by: Bakkat on April 15, 2018, 09:44:41 PM
As far as i can remember you need two walls in order to be able to build the ceiling and floor (if not three). One wall doesn't allow you to biuld a floor
Title: Re: Short Questions/Quick Answers
Post by: PALU on April 15, 2018, 11:03:29 PM
It should be two to build a floor/ceiling, or you wouldn't be able to build buildings more than a tile wide...
And yes, you need a floor as well.
Title: Re: Short Questions/Quick Answers
Post by: Lin on April 16, 2018, 06:42:57 PM
Thank you both, two walls one floor were correct and I should've remembered that. Tells you not to play games in your head while at work. ;)

Two more quick ones:

1) I have always known quality in clothes only affects value, not protection (as opposed to weapons, where quality affects damage). Then I stumbled onto this thread that says it actually affects protection too (https://www.unrealworld.fi/forums/index.php?topic=41.msg232#msg232 (https://www.unrealworld.fi/forums/index.php?topic=41.msg232#msg232)). Now Im unsure. Can someone confirm?

2) According to the dev news, (some?) skulls and teeth are for rituals, bones are edible by dogs (and actually work brilliantly I found - great addition that one, esp. bear bones, they last forever and make keeping dogs feel more realistic). But antlers are just trophies, so not even sellable. Am I missing some other non-modded use?
Title: Re: Short Questions/Quick Answers
Post by: MrMotorhead on April 16, 2018, 10:13:20 PM
Lin, I just recently figured out that you can [A]pply a bear skull to pull out the teeth, you will need a knife.  Then the bear skull can be [P]ushed into a pine tree to complete the bear skull rite.  This is a ritual that all characters start with, so it must be common knowledge and important.  The teeth seem important even though I haven't fount any discrete use for them, I can say my survivor has been wrecking face since he started carrying the teeth around with him..

I haven't found any use for antlers, their trade value is painfully low, but they do look kinda nice when placed on a fence or a wall.
Title: Re: Short Questions/Quick Answers
Post by: PALU on April 17, 2018, 12:41:04 AM
1. I've been under the impression clothing quality only affects value, but clothing material does (with bear fur being the best fur material, if I remember correctly). Note that this is far from a confirmation of any kind.

2. Bear skull/teeth: as MrMotorhead said. There is a use for bear teeth as well...
- Bones: dogs can eat them, but I've found it's a pain as the mutt barks every time it nibbles at a bone, and it isn't really sufficient to keep it fed. Dogs eat bones of the same type in a round robin fashion, so you'll end up with a lot of partially eaten single bones if you try to stack everything into one pile. Also note that human corpses decay into bones as well, and dogs eat those too, without being starved. Thus, I pile the bones of slain foes in a big pile on a rock in the rapids my character's homestead is located by.
Interestingly, the bones from different humans do not stack; Njerps, Reemi, and Vagabond robbers form 3 stacks.
- Antlers: I've found no use for them beyond being a source of mod reactions (such as e.g. Buiodda's Crafting, which also uses bone and bear teeth).
Title: Re: Short Questions/Quick Answers
Post by: Lin on April 17, 2018, 12:55:36 AM
Thanks both. Actually, Palu, Im pretty confident bear isn't the all around best. I've found plain fur, aka mixed to give me better values to some things, and I just checked, the wiki seems to confirm this.
EDIT: Colour me wrong, that was confirmation bias. :) Bear is mildly better than generic, according to wiki. Not by much, but still. Again, according to wiki, which should still stand though, havent read any changes to that in any devlogs. Apologies. I should listen to my betters. ;)

But Im still super curious about the clothes quality question, if someone else knows.

But yes, bones for dogs are only useful at home. But at home they mean I can save up on some meat, for the hungry hungry spirits, plus Im not attracting trouble by constantly having meat lying around the yard.
Title: Re: Short Questions/Quick Answers
Post by: Edico on April 17, 2018, 06:24:08 PM
I am pretty sure that quality does not affect clothes protection value, however I'm not sure if higher quality material degrades slower
Title: Re: Short Questions/Quick Answers
Post by: princebunnyboy on May 14, 2018, 06:41:39 AM
After finding, and killing, a black grouse eating bear bones I left, I've been wondering if you could use bones for traps in place of meat. I have tons and it's annoying feeding dogs with them because they take two bites then I have to command them to eat again.

I do not feed my dog bear bones, I leave each bear's bones by where their skulls hang out of respect. But the 20 elk and human bones I'd like to put in traps so I can use the meat to feed my pups.
Title: Re: Short Questions/Quick Answers
Post by: PALU on May 14, 2018, 10:23:13 AM
Odd. I've never seen anything but dogs eat bone. Birds get ample opportunity to chew on human bones with my character, but I've never seen any wear on any of those (apart from the bones of the first Njerp, which were eaten by a dog). The human bones are on skerries in the rapids, and so can be reached only by flyers.
Title: Re: Short Questions/Quick Answers
Post by: Pastah on May 14, 2018, 10:14:36 PM
I'm stuck in playing this game. How can I survive as a newbie without using fishing? Also, I can't seem to tire out any medium game when chasing them. Am I able to effectively trap without using bait? I keep running out of food and I'm constantly starving. How can I efficiently trap at the beginning of the game?
Title: Re: Short Questions/Quick Answers
Post by: princebunnyboy on May 14, 2018, 10:41:49 PM
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.
Title: Re: Short Questions/Quick Answers
Post by: Pastah on May 14, 2018, 10:50:50 PM
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.

Why are dogs even needed? How can you even make boards when it won't let you do it with a stone axe?
Also, why do I almost never see medium game in the overworld (zoom out)?
How do you even sneak in this game properly? I try going in sneak mode and even crawling when the animal is looking at me and try passing turns, but it still notices me and puts me to unsneak.
There seems to be no good ways to hunt besides cursorial hunting.
There are no good guides on generally surviving early game.
Title: Re: Short Questions/Quick Answers
Post by: PALU on May 15, 2018, 12:05:17 AM
At the very beginning my character makes a bunch of the smallest lever traps, as those can be made without anything you can't get through scavenging. I also have my character go from world tile to world tile, zoom in, look for game, zoom out, and throw rocks at bird that are sufficiently close. It has worked surprisingly well (i.e. mostly kept out of starvation).

Endurance hunting can be greatly improved by being lucky and some player skill to drive the prey to the bank of a river or lake and get them to run back and forth until they run themselves into the ground. It can be quite hard early on, though, as the tracking skill is generally rather poor. A key to endurance hunting is to keep the prey running and don't allow it to catch its breath. Looking at it you can see it being slightly fatigued, which means it will move a little slower. If you can press it you can get it to fatigued, which slows it down further. However, an elk or reindeer deciding to walk in a straight line will recover its breath while outpacing all but the fastest walkers. I used to never run, but have changed that to run towards prey starting to tire to get them to run again. As soon as they run I switch back to walking.
I give up if the prey has made so many tracks in an area that I can't follow them.
A javelin thrown at a reasonably short distance can hurt a prey sufficiently to slow it down, allowing you to whittle its breath down.
Also consider whether it's worth trying to hunt prey in spruce infested forests, as the visibility is horrible and the trees hide many of the few tracks your poor tracking skill can locate.

I don't get a dog until my character is "rich" enough to afford it and can provide enough meat to keep it fed (spoiled raw meat works well, so don't discard that).

I've rarely managed to sneak up on animals, although I rarely try... I've had a few cases of sneaking up on sleeping Njerps, killing them in their sleep, though.

I generally don't fish, as my experience is that it's a method of slowly starving to death, although net fishing works (not reliably, but it takes a sufficiently short time that you have time to get food using other methods). Nets are expensive, and so aren't options early on. Fishing rods are cheap, though. Also note that my characters tend to have lousy fishing skills.

When you've killed a bird, you may want to consider whether to spend the time and effort on preserving its skill, as it uses up a lot of time. Also, you can't perform the last step of leather making (whacking on it) if your character is unable to stand (e.g. due to an injury from the start scenario or trying to resist a starting scenario robbery).
Preserving the skin of 5 birds take a full day, and if it's hazel grouse the meat won't feed you fully. However, you tend to want leather and hide early on, so it's a balancing act.

I suspect the distance at which you can see animals is dependent on their size and your character's eye sight. Thus, elks, reindeer, and bears can occasionally be seen at quite a distance, while badgers, and gluttons usually are seen at a closer distance, and hares and birds are usually seen only on neighboring tiles.
Title: Re: Short Questions/Quick Answers
Post by: Pastah on May 15, 2018, 01:28:41 AM
I found no animals for 3 days straight, almost a week now. What is going on? I'm constantly starving and the only way I'm able to get any meat is from light lever traps working by shores for birds. I usually walk around zoomed out around my shelter checking on mountains and zooming in on open areas to check for tracks.
Title: Re: Short Questions/Quick Answers
Post by: MrMotorhead on May 15, 2018, 04:47:12 AM
Not every character will be a fantastic hunter, but there are some things you can do to increase your chances.  You really need a decent hand axe to be able to make decent javelins, I find that these are extremely powerful hunting tools.  Your character's speed and endurance play a big part in tiring out and catching game, if these are low you need a higher weapon skill to cripple your target.  Make sure you are not carrying anything but necessities when you are hunting, I think every percent of penalty slows you down one way or another, so leave heavy clothes behind with your axe when you're chasing game.  Practice hunting birds with your javelins, I will usually walk between a spruce mire and pine mire (make sure you're zoomed out as much as you can, it took me too long to figure that out) looking for birds.  I'll stay in the trees to try and get behind them, then sneak and get as close as possible.  When they see you, throw your javelins, which you already had wielded, one in each hand.  Go pick up your javelins and keep trying until you can't find that bird anymore.

With persistence I have been able to get enough food with this method to feed a slow character with lackluster spear skill ~50%.  The powerful thing is that you never really lose any javelins, unlike arrows which can be hard to replace in the early game.  You should also see your spear skill increase which is when things start getting easier.  I would probably only take along 3 javelins at most to save on weight.

You can try making some light lever traps, I find that I have the best luck with them set around my camp.

Getting that first big kill is such a huge payoff, good luck with your hunting!
Title: Re: Short Questions/Quick Answers
Post by: PALU on May 15, 2018, 10:06:40 AM
Walking around zoomed out is a sure way to find little, as it's not that common to run into something sufficiently to be given the option to zoom in, while zooming in randomly has a decent chance of seeing a bird (and annoyingly often bird presence prevents you from zooming out).

A problem with javelins is that they tend to destroy the skin of birds (which is not a problem if you didn't want to waste time on tanning them anyway). You can also lose javelins by having them stick in a large game that gets away, but it's not very common. 3 javelins is what I used when having that as my main weapon (two can be thrown and the last one used in melee if you're cornered).

And yes, encumbrance is very important. Don't carry more than you need, as it will slow you down and cause fatigue to accumulate faster. This also means you shouldn't wear more clothing than you need either (but gear up before getting into planned combat, as armor can protect you from wounds).
Title: Re: Short Questions/Quick Answers
Post by: Edico on May 15, 2018, 03:50:56 PM
Penalties will build up more quickly (especially while running) the higher your penalties are. This holds true for NPCs too. I will very often give up a chase if the animal isn't fatigued, injured, or close to water. However, getting that animal to "slightly fatigued" is most of the battle of persistence hunting. Big sized game can feed you for months, so you need not be successful every time. Also, if your character is slow (4km/h or less walking speed,) low endurance, and low weapon skills, hunting will be extremely difficult without a dog.

Anyone done weaponless persistence hunting? Seems like it could be quite effective in summer to have 0% penalty.
Title: Re: Short Questions/Quick Answers
Post by: PALU on May 15, 2018, 05:37:41 PM
Low encumbrance doesn't matter much (unless you're swimming or performing heavy work), and even non predator game can attack you (apart from killing an elk by kicking it should take a fair bit of time).
Title: Re: Short Questions/Quick Answers
Post by: Edico on May 15, 2018, 07:33:40 PM
You can sprint much easier with 0% penalty, and you can wear 10% of your weight with no penalty.  Weapons automatically add 1% or more.  Shouldn't be too hard to find a rock near where the exhausted animal is, and they won't fight well while breathless anyway.
Title: Re: Short Questions/Quick Answers
Post by: zer0lis on May 15, 2018, 08:19:07 PM
Is roasted meat more valuable than plain meat when trading? Thanks!
Title: Re: Short Questions/Quick Answers
Post by: MrMotorhead on May 16, 2018, 06:04:23 AM
When you roast the meat it will be sorted into qualities based on your cooking skill.  I think decent quality (no description) is the same or very nearly the same value as uncooked meat.  Lowest quality cooked meat is worthless in trade, bland meat is worth about half vs decent (plain good) quality.  If your cooking skill suffices, and you can make tasty or delicious roasted cuts, those are certainly worth more in trades than raw meat, I think 125% and 150% respectively.

Bear in mind that when you roast the meat you also get some value in that it will take longer before it turns stale, which is important in warm weather.  Also you can possibly increase your cooking skill, which will help future rates of return.
Title: Re: Short Questions/Quick Answers
Post by: Pastah on May 16, 2018, 01:52:30 PM
How do you level trapping?
If I don't see animals around my shelter/hunting-grounds, should I move? If so, how far should I go? Or are you able to stay in one area and get a good game in the area?
What's my best bet for preserving meat at the start in the summer?
Also, how are you supposed to start and make a living when you don't have a fishing rod or a dog? How can you even make a living off trapping when you don't have bait?
Title: Re: Short Questions/Quick Answers
Post by: MrMotorhead on May 16, 2018, 06:42:15 PM
Light lever traps are the easiest traps to make at the start of the game, they don't require cords.  It's possible to catch game without baiting the traps, but it helps.  You can set the traps where there are narrow gaps in trees in a spruce mire or coniferous forest.  These traps can catch birds, hares and maybe a fox.  If you use the bird leathers to make cords, you will be able to make the larger traps and catch bigger game.  I don't set the traps for larger game until I see them.

I don't know how to advise on moving locations.  I see small game like birds almost everywhere but bigger game is sometimes hard to find in some areas than others.  I've always had good luck getting started between pine and spruce mires.

I've seen my character's trapping skill increase from just setting a tripped trap.  You can punch or kick a trap to trigger it, with the 9 or 0 keys.  It's also possible to increase trapping skill by producing paw board fox traps, this requires an axe.
Title: Re: Short Questions/Quick Answers
Post by: Pastah on May 16, 2018, 06:56:58 PM
I'm using crow berries on my light lever traps, but birds don't seem to be going in them. I also notice that birds don't enter traps unless I'm near them. I set like 6 light lever traps about 5-10 world tiles away.
Title: Re: Short Questions/Quick Answers
Post by: PALU on May 16, 2018, 07:36:49 PM
The only reasonable way to preserve meat during the summer is by smoking it in a "sauna". You can either build a "sauna" yourself, or "borrow" one in a village (the villagers don't mind and won't take your meat).
The unreasonable way is to salt it, but good luck of salting anything if you haven't even got a "sauna"...

Using a cellar can increase the shelf life of food for a while, and is a very worthwhile investment.

Animal trapping seems to be somewhat connected with your presence, as it seems animals rarely appear unless you pass by, but pre existing animals can definitely be caught in new traps.
I build my traps close to the homestead and make a small round trip each morning to check on them.

Trap quality matters (i.e. trapping skill). Traps seem to have a "push" factor of human presence that might be countered with a "pull" factor of bait or a sufficiently shorter path (trap lines work better than isolated traps, except for humans, as those recognize trap lines).

Light lever traps are usually best set close to the homestead, however, as you tend to be pestered by bird interrupts often enough.
Title: Re: Short Questions/Quick Answers
Post by: Pastah on May 16, 2018, 09:58:44 PM
What can you use bones and antlers for? Are they good for trade?
Title: Re: Short Questions/Quick Answers
Post by: PALU on May 16, 2018, 10:46:14 PM
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.
Title: Re: Short Questions/Quick Answers
Post by: Pastah on May 17, 2018, 06:57:53 PM
How do I get more rituals in the newest version?
Why can't you cook smoked, dried, or roasted food?
Title: Re: Short Questions/Quick Answers
Post by: MrMotorhead on May 17, 2018, 07:10:34 PM
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.
Title: Re: Short Questions/Quick Answers
Post by: Pastah on May 17, 2018, 07:17:27 PM
Why don't animals eat roasted, dried, or smoked meat? Makes no sense.
Title: Re: Short Questions/Quick Answers
Post by: Privateer on May 17, 2018, 07:42:33 PM
dogs will eat cooked food before it spoils.
Title: Re: Short Questions/Quick Answers
Post by: Pastah on May 17, 2018, 07:53:00 PM
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.

I can't seem to find any quests? I been through like 8 villages.
Title: Re: Short Questions/Quick Answers
Post by: PALU on May 17, 2018, 08:25:03 PM
Dogs eat unspoiled (including stale) cooked food as mentioned, but no other creatures do.

If you don't seem to be able to find any quests it's probably because the quests that exist are "hidden" ones, i.e. requiring you to speak with the particular individual that can provide it. This can be tricky if the quest is a confused traveler one, as you may not run into that character out in the wilderness. Finding every adult male (so far I've only encountered a single quest where the quest giver is a woman, and that was a "public" quest, and only one other quest where a woman was involved at all) in every village to speak to them isn't really possible unless you have such an amazing people memory that you remember exactly who lives in each village and who you've spoken to during this visit.
Quests eventually expire if not taken, allowing for new ones to be generated.
There is a cool down between completed quests during which new ones won't appear in the same area (I'm unsure how large areas are, but might cover a whole culture).
Title: Re: Short Questions/Quick Answers
Post by: Edico on May 17, 2018, 08:59:58 PM
Do animals ever steal cooked meat from cellars? They don't appear to at least. Kind of nice that those weasels and ermines take out local birds for me
Title: Re: Short Questions/Quick Answers
Post by: Privateer on May 17, 2018, 09:39:13 PM
Dogs will if no food source is available
Title: Re: Short Questions/Quick Answers
Post by: PALU on May 18, 2018, 09:00:15 AM
I'm not aware of dogs eating from cellars, but I may just have failed to notice it. I've had wild animals raid cellars, and I've had dogs eating food prepared in the "sauna" as well as dried meat that just finished drying.
Title: Re: Short Questions/Quick Answers
Post by: Edico on May 18, 2018, 12:58:31 PM
 What do they usually steal? Raw meat? Crops?
Title: Re: Short Questions/Quick Answers
Post by: PALU on May 18, 2018, 01:15:44 PM
Not sure, but I suspect it's raw meat, but it ought to depend on the critter.
Title: Re: Short Questions/Quick Answers
Post by: princebunnyboy on May 20, 2018, 06:21:56 PM
So summer is coming up, just planted my crops and I've hit the item limit on my character already. I hate just dropping and losing things randomly and being overburdened. What clothes are useless during summer? I took off my fur overcoat but I don't want my armor to go down too much... I have things like iron helms and lamellar hauberk, long mail cowl, mail mittens, fur cloak, etc. Any help?

Also what protects the face well? Thanks!! :D
Title: Re: Short Questions/Quick Answers
Post by: davidor on May 20, 2018, 06:39:15 PM
you can just take off everything

fur hood and spectacle helm covers face
Title: Re: Short Questions/Quick Answers
Post by: PALU on May 20, 2018, 06:43:39 PM
Hitting the item limit without hauling spoils sounds like your character is very seriously overloaded, which can be lethal in a fight, as rapidly increasing encumbrance penalties can cause your character to be unable to both move and hit anything.

Spectacle helmets are the main face protection devices. Veils might help a little against cold.

When it comes to armor, try to wear just as much as you need, and adapt to the situation. For combat, use the 'A' screen to see how well protected your character is with different combinations, and drop the stuff that doesn't seem to add anything, starting with the heaviest items. For warmth, use the 'A' screen and switch to the 'warmth' display.
Title: Re: Short Questions/Quick Answers
Post by: davidor on June 06, 2018, 07:30:42 PM
Is villager consuming your food a thing now?

moved to bug report
Title: Re: Short Questions/Quick Answers
Post by: princebunnyboy on June 17, 2018, 09:26:50 PM
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.
Title: Re: Short Questions/Quick Answers
Post by: Míriel on June 24, 2018, 05:13:15 AM
Hi, I'm trying to complete the animal in the forest cover quest but after finding the right tracks and the animal appearing it doesn't seem inclined to follow me, the last time I did it the animal followed me without a hitch so I don't know what's wrong now, anyone had the same issues?


I saved the file and started testing it, I think it may be a bug because when I loaded the game the animal was nowhere to be seen despite the fact that I was right next to it when I exited the game and finding the very fresh tracks stopping suddenly I lit a spruce branch fire to see what would happen and the animal appeared again, retracing the tracks I confirmed they came from nowhere and that the animal still wouldn't follow me so I will create a post on bug reports about it.
Title: Re: Short Questions/Quick Answers
Post by: PALU on June 24, 2018, 11:47:52 AM
Haven't had any problem with the animal following me in the quest I've made. I'd try to save the game and copy the save so you can experiment. Does the animal follow you up to the world map when you zoom out?
Have you tried putting it on a leash (I think it refused when I tried, but if it doesn't follow willingly...).

@princebunnyboy: I've got no info on this. I've settled based on terrain features, and so far haven't had any problem with lack of food in any of those places (small islands without a water craft is an issue, of course, but I've never aimed at making it hard deliberately). However, I have a cellar with dried/smoked food to tide me over,
Title: Re: Short Questions/Quick Answers
Post by: hantu1911 on June 28, 2018, 09:49:26 AM
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.

Does matter much where you are, if you get this old man happy, you will get plenty of animal.
(https://i.imgur.com/bxQikXu.jpg)

The happy old man aka forest spirit even invite me to hunt the bear.
(https://i.imgur.com/ggkHi0Y.jpg)

Just perform the general sacrifice once per day.
Title: Re: Short Questions/Quick Answers
Post by: foreign trader on June 29, 2018, 02:49:00 PM
Do domestic animals (cow, dog) need a building to survive the winter?
Title: Re: Short Questions/Quick Answers
Post by: PALU on June 29, 2018, 07:18:37 PM
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).
Title: Re: Short Questions/Quick Answers
Post by: foreign trader on June 30, 2018, 05:59:34 AM
bears can open doors

That's the scariest thing I have ever read.

In that case, do wolves trigger trap pits/heavy deadfall traps or do I need to make separate fence layers of small and large traps - one for wolves (and lynx, etc.) and one for bears?
Title: Re: Short Questions/Quick Answers
Post by: PALU on June 30, 2018, 12:12:16 PM
Wolves are caught in bear and pit traps, but I think the lynx is too small: they're caught in the second largest fall trap, though (together with wolves).

My current defense consists of an inner line of small traps (snare, fox, or light lever) and an outer line of bear traps. I'm not sure that's needed, though, as animals of the wrong size used not to cross lines of smaller ones. However, my latest character has had elks cross fox traps, which is why I'm adding the outer layer.

It can be noted that humans can pass any kind of trap. I've had visiting vagabonds who pass over fox traps without disturbing them, and I've had Njerps in the past who disabled bear traps. It can be noted that humans can still fall into isolated traps, but they recognize trap lines and trap fences (and have no trouble scaling fences). My current character accidentally killed a trader as he managed to step into a pit trap (without stakes). A past test with using pit traps (with and without spikes) and bear traps against Njerps showed the traps only resulted in minor injuries, without trapping them, but that was in combat when they were in battle rage, and non raging Njerps might suffer worse.

The safest protection is a wall, as the only thing that can get at you there are creatures spawning on the inside (which can happen: I had a squirrel spawning in my stable, which has two trees in it so I have something to tie the animals to, which also means there are two holes in the roof). Building a wall around the homestead is quite some task, though, even if I reuse the trunks from the bear traps as half of the building material. It's part of the long term plan, though.
Title: Re: Short Questions/Quick Answers
Post by: WereFrog on June 30, 2018, 08:15:01 PM
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?)
Title: Re: Short Questions/Quick Answers
Post by: Privateer on June 30, 2018, 08:40:07 PM
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?)

Spells are now learned from quest givers as reward. There is no detection for who may have quests or what the reward may be.
Talking to NPCs is the only way. Not sure about culture having more or less. Though area like Dirk with so many villages and people
may provide higher chance, or more aggravating if you are seeking them specifically.
Title: Re: Short Questions/Quick Answers
Post by: PALU on June 30, 2018, 09:13:05 PM
I'm not aware of any rituals being culture dependent, although I suspect one might be gender specific.

Similarly, I'm not aware of quests being culture specific, but there's at least one dependent on being outside of your culture and another dependent on being in your culture, and probably with a reasonable standing as well.
Title: Re: Short Questions/Quick Answers
Post by: Lurcolm1 on June 30, 2018, 11:38:05 PM
What's the differences between longbows, hunting bows and northern bows?
Title: Re: Short Questions/Quick Answers
Post by: Privateer on July 01, 2018, 01:34:02 AM
What's the differences between longbows, hunting bows and northern bows?
Longbow is best, Northern bow is better than hunting bow
Tried to find any of the older posts where the specifics had been looked up and replied but can't find atm.
The differences are in; Range, Accuracy and power
Just checked the wiki and it looks right
http://www.unrealworld.fi/wiki/index.php?title=Weapons#Bows
Title: Re: Short Questions/Quick Answers
Post by: littlemoons on July 11, 2018, 01:57:07 AM
Been teaching one of my students how to play URW, and boy does this girl pick it up fast.

We have a question about v3.5.0. Does rain make it harder for our character to start a fire?
Title: Re: Short Questions/Quick Answers
Post by: Privateer on July 11, 2018, 04:10:12 AM
Without doing research, I remember it being discussed and think this is the case for "unprotected" fire.
I seem to recall this being enhanced along with, burning on previous spot lighting faster and duration of fire is examinable.
Title: Re: Short Questions/Quick Answers
Post by: PALU on July 11, 2018, 10:23:23 AM
I can't say if rain makes it harder to light a fire. I've seen that lighting a fire next to an existing fire never seems to fail (a procedure used for preparing soil for agriculture), and Privateer is probably correct about lighting fire on top of ashes. It can also be mentioned that it's not a good idea to place food to be cooked on old ashes, as the food gets burnt, and standing on old ashes (e.g. when preparing soil) is a lot warmer than standing elsewhere (but not harmfully so). I suspect it might be possible to use this ash heat effect when it's very cold and you need to e.g. treat an elk hide, but haven't tried it myself.
Title: Re: Short Questions/Quick Answers
Post by: Dungeon Smash on April 20, 2019, 06:21:15 PM
I'm fairly certain that rain does impact fire starting, it always seems to take more tries in the rain.

I have a question: Does repeatedly walking over growing plants harm them or impede their growth?  For some reason I've always assumed that it does, although I have no evidence.
Title: Re: Short Questions/Quick Answers
Post by: PALU on April 20, 2019, 07:15:54 PM
I've had my character literally spend hours trying to light the stove in the "sauna", although I'm not sure whether it was raining outside or not...

I've never seen any damage to crops from walking over them, and I've had my character do so daily (over the same tiles) for quite some time. I've seen wild plants go away after animals walked over them, but I suspect they may simply have been eaten rather than trampled.