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Re: Village Women Trading Too!
I like things as they are. This is another slippery slope to introducing politics into UrW.

I hear you but by your rationale politics are already in the game. When was the last time you got a quest from a female Npc or saw a female hunter or found one will to travel with you? There is a balance between current societal norms and the norms of the game's historical fiction setting. I think big elk has struck that balance well. The PC can be male or female no plus or malus to gender, it a cosmetic difference. While the NPCs somewhat conform to the gender norms of the iron age north.

@JEB Davis your right they wouldn't be likely to be carrying them but I rather they do for balance of playability vrs realism tempered by what I would assume to be easier to code and use existing trade mechanics. But even better the addition Npc crafting and professions via Ask. Hello could you bake me some bread I'll trade you these two rabbits. Yes come back I half an hour. Could you carve me a special punt with the force of water. Bring me a long felled in the rain and come back in a month.

Indeed, requests to NPC would be great. From tools weapons and clothing to alternative meals, ingredients and herbs.
Could argue that it’d make more sense than the current mode where EVERY village allows some stranger shrugging pine needles off their shoulders to rummage through their survival supplies... but our world is not UnReal.

March 28, 2020, 07:11:24 AM
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[Not a bug] Northern cultures clothing discrepancy Northern Cultures are wearing linen, nettle and woollen (+leather footwear) garments, yet none of the villages NEVER have a single such item for sale. (I've yet to see the Northern cultures offer for sale any piece of clothing.)
Doesn't make any sense, either they travel south and buy clothes with extras, or only wear locally made stuff.

=/= !!Logic!!

April 04, 2020, 05:28:20 AM
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Wilderness map: visible fires during night So, in daylight we sometimes see animals and humans in the distance, then, why not more so seeing the glow of fires in the evening/night?

Just came to think about this as I left the zoomed in view, where I had a fire lit, and came out to a dark wilderness map.

April 08, 2020, 10:03:37 PM
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The situation and stuff These are challenging times. I hope you are doing okay and healthy.
And I believe the game may serve as a breath of fresh air during the times of isolation.
Also, it's fine to express our thoughts and feelings and experiences about the pandemic on the forums too, if you feel like it.

Finland is locked down too, but things haven't changed all that much for me or Erkka as it's remote countryside life anyway.
The virus affects the daily life nevertheless, and these days portion of my time and energy also goes to assist close elderly people who need help.

The development is being kept on, but I tend to get swamped under feedback simply because people have more time to play the game and I have less time play the developer role. ;) I maybe delayed with replies and reactions, but nevermind - still doing my best to cope with the life and the game.

There is fistful of bugs pending to be fixed, and I've started writing reply marathon to suggestions from the past six months or so. I guess it will be the first reply marathon at the new forums, but it's still several evenings away before I'm done with it. From my own endless to-do pool I've started work on improvements regarding the fire mechanics. There are many little things to adjust and add, but you'll hear more about it when it all starts to shape up.

Take care!

April 11, 2020, 01:13:35 PM
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Re: Winter hides
The cue for the elk to change coats is day length. Starting in March as days get longer, the old winter coat starts dropping off. Their summer coat is short, glossy, and generally much more uniform in color than the winter coat. All the hair of the summer coat is the same length. As the days get shorter in September, the longer, thicker winter coat starts growing out. The winter coat consists of two layers - a longer coat of guard hairs protects the short thick undercoat. By winter both male and female elk have thick, dark manes covering their necks, and long, light tan coats over the rest of their bodies.

The fur of mammals has many uses: protection, sensory purposes, waterproofing, and camouflaging, with the primary usage being thermoregulation.[2] The types of hair include definitive, which may be shed after reaching a certain length;

...

Hair length is negligible in thermoregulation, as some tropical mammals, such as sloths, have the same fur length as some arctic mammals but with less insulation; and, conversely, other tropical mammals with short hair have the same insulating value as arctic mammals. The denseness of fur can increase an animal's insulation value, and arctic mammals especially have dense fur; for example, the musk ox has guard hairs measuring 30 cm (12 in) as well as a dense underfur, which forms an airtight coat, allowing them to survive in temperatures of −40 °C (−40 °F).[3]:162–163 Some desert mammals, such as camels, use dense fur to prevent solar heat from reaching their skin, allowing the animal to stay cool; a camel's fur may reach 70 °C (158 °F) in the summer, but the skin stays at 40 °C (104 °F).[3]:188 Aquatic mammals, conversely, trap air in their fur to conserve heat by keeping the skin dry.[3]

Cats moult fur around spring-summer time to get rid of their "winter coat". Cats have thicker fur during the colder winter months to keep them warm, then around spring and summer they shed some of their fur to get a thinner coat for the warmer summer months. Some cats need brushing during moulting, since dead hairs can get trapped in the cat's fur.

...

Moulting or shedding in canids, as in all mammals,[1] is due to fluctuations in the amount of melatonin secreted by their pineal gland in response to seasonal sunlight variations rather than temperature variations. This seasonality in moulting is most preserved in Arctic breeds of dogs which shed twice each year whereas most other breeds moult once each year.

Abstract
Many species express endogenous cycles in physiology and behavior that allow anticipation of the seasons. The anatomical and cellular bases of these circannual rhythms have not been defined. Here, we provide strong evidence using an in vivo Soay sheep model that the circannual regulation of prolactin secretion, and its associated biology, derive from a pituitary-based timing mechanism. Circannual rhythm generation is seen as the product of the interaction between melatonin-regulated timer cells and adjacent prolactin-secreting cells, which together function as an intrapituitary “pacemaker-slave” timer system. These new insights open the way for a molecular analysis of long-term timing mechanisms.

After reading through these, I think fur is regulated by light levels more so than temperature, as the purpose of fur in a lot of animals seems to be temperature regulation, which would imply seasonal changes would be the first factor in hair regulation and temperature there after, fine tuning for more immediate short-term temperature regulation (you see this with house pets a lot when they move into and out of the house with varying temperatures between the outdoors and your home).

Also, it appears there are several different layers:

Thermoregulation is the principal function of the down hair, which insulates a layer of dry air next to the skin.

...

The proximal part of the awn hair assists in thermoregulation (like the down hair), whereas the distal part can shed water (like the guard hair).

...

Guard hair repels water and blocks sunlight, protecting the undercoat and skin in wet or aquatic habitats, and from the sun's ultraviolet radiation. Guard hairs can also reduce the severity of cuts or scratches to the skin.

Now we can impress our friends with our knowledge of hair.

April 15, 2020, 01:02:10 AM
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Re: Problems with rituals  There are more twists and turns in this thread then my path to find the first village.

 Simply from my experience in-game; if you ignore the 'spiritual' side of the game you will never notice.

 If you use rituals many things in the game seem related to the 'spiritual' side, both good and bad.

April 17, 2020, 09:55:12 PM
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Re: Please add the ability to dig a water well
Now that "tying equipment" has been added to the base game,
I feel the ability to dig a water well is the next single huge improvement that can be added.

It is one small step for man, one giant leap for mankind (the kind that don't want coastal settlement).

I’ve always felt it’s more period accurate that settlements are most often built near natural waters. I also feel that’s more the way I want things to be, but there’s archeological evidence of iron-age wells having existed too. If this was featured it had to be a thing that doesn’t succeed magically every time, but you really would have find the ground waters.
What I’d like to add first would be springs. With springs you could then build wilderness settlements near these marvelous natural water supplies.
But yes, we’ll consider the wells, but can’t predict when the time is right for it.

April 28, 2020, 04:05:19 PM
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Re: Too many Njerps?
Maybe you can add a Njerpez counter for debugging? Related to areas, etc. Each time you save the game, the Njerpez numbers will be saved somewhere so you can check them.

I can check these things from savegames. No need for extra work.

April 28, 2020, 04:12:38 PM
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Re: Protecting Crops? If your character has a dog: sleep outside by the field, until wake up to noises/seeing something. Hide. And . . . the badger will come to sight. Tell your dog to attack the badger.
Follow the dog and butcher the badger carcass, the skin is likely torn to ragged or worse.


May 12, 2020, 08:20:51 AM
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Improvements to fire mechanics, changes to smoking mechanics So it was said earlier - quite a long time earlier actually - that fire mechanics are about to undergo some improvements. Now there's some concrete upcoming features highlight on that as follows. Lots of adjustments have been done and all the fire stuff has become more flexible to allow numerous little features still to follow. Let's see where it goes, but at least these are in already:

- improved: fire mechanics

          Various features have been added to make fire burning, its' warming effect, obtained information and visual appearance more detailed.

          * Burnt-out fire graphics is related to the amount of fire burned at the site. Small fires leave small remains, large fires leave large remains.

          * Remains of fire accumulates over time so sequential fires burned at the site will increase the remains.
The remains will still eventually disappear with few days pause in fire burning.
 
          * embers graphics has been and remains of burnt-out fires will be now glowing red for awhile. For how long the embers will be glowing depends on the amount of fire burned.

          * when looking at burnt-out fire it's now also told if there are glowing or still warm embers. This information gives an idea eg. about how recent a campfire found in the wild might be.

 - added: smoking requires continuous maintaining of fire


          In the previous versions smoking succeeded if the room was heated once, and the process required no further maintenance. Now the heating must be maintained through the whole process.
          It's not critical to maintain an exact temperature but the fireplace in your smoking cabin should be warmed up properly on daily basis. Should you forget it one day it's still possible to compensate by heating it up even more the next day.
          If the heating is completely neglected you will find your smoked foodstuff all spoiled. If the heating has failed only to some extent you may find some of the smoked foods spoiled.

These are upcoming features, not yet functional in current version 3.62.

May 19, 2020, 06:42:24 PM
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