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Messages - Matti-patti

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1
Development News / Re: Woven clothing prices and weights
« on: March 13, 2026, 12:44:33 AM »
I'd say giving protection from cold and tear attacks (the most common attack type player to encounter while hunting etc.) is enough reason to keep regular clothing attractive for player. Reasoning being that a sharpened metal blade is quite different thing from claws and teeth. If plant fiber clothing gives some protection against proper weapons, if anything I'd prefer it to give some blunt protection (which linen nettle don't actually give currently), another type player is more likely to encounter in their day to day activities (falling damage and hoof attacks).

2
Development News / Re: Valuable hides make more valuable fur clothes
« on: March 13, 2026, 12:38:58 AM »
I have three questions:

1: Will clothing from luxury furs be more useful. I can kinda undertsand the concept of bear fur being more protective than squirrel fur (it's thicker for one). But at the same time if you make 13.5lb fur coat from squirrel fur then it's logically just as thick as 13.5lb coat from bear fur, implication being that the squirrel fur coat is made of multiple layers of fur. In other words, will stats of luxury furs be brought closer to furs from large game or will the clothing from luxury furs be made lighter to balance out the thinner hide/worse stats?

2: Will winter fur clothing be warmer?

3: Will foregin traders accept fur clothing in trades? I belive at present they only refuse to sell it if they spawn with some, but they won't buy it.

3
Development News / Re: Woven clothing prices and weights
« on: March 04, 2026, 11:34:30 PM »
Yeah the clothing was extremely heavy, like way beyond even heavy duty work clothing, I remember that from this previous thread: https://www.unrealworld.fi/forums/index.php?topic=6356.0

That being said, if clothing is made even more weight efficient form of protection than it currently is (and it already was better than mail), this section from Harnmaster rules is worth imitating:

CLOTH: heavy, coarse cloth, typically buckram or
serge, worn over or under other types of armour, or
alone as everyday garb. Fine linen clothing offers
negligible armour protection.


Reducing edge/pierce protection all the way to 0 for linen/nettle/wool is worth considering.

Prices for iron age Finland are probably quite hard to get right. I would presume almost nobody actually bought any clothing beyond the very uppermost crust of society buying the equivalent of tailor made brand suit. Normal people at best bought cloth and then made that into clothing at home all the way into 19th century, if they didn't just wear clothing from rough homespun fabrics. Might be worth considering couple of grades of linen. E.g. normal homespun, and imported luxury stuff dyed with expensive dyes like carmine?

Here's a link to some prices in medieval England I've kept handy: https://web.archive.org/web/20110628231215/http://www.fordham.edu/halsall/source/medievalprices.html

Worth noting England was notable wool cloth producer, but cloth still seems quite expensive compared to stuff like tools and cheap weapons.

4
Gameplay questions / Re: Trapping testing - do traps spawn animals?
« on: February 23, 2026, 02:35:05 PM »
There seem to be two modes to trapping. The long distance mode that you are descibing (trap is fairly distant to PC) seems more RNG centric. You leave a trap and once you arrive back to it the game may or may not decide that something got trapped there. Having a known animal in the area that you build a suitable trap for does not seem to make the chances much higher. Whereas if you stay nearby and the game actively keeps track of the animals near you, then they are much more likely to enter the traps. It's also possible that the long distance mode benefits more from widely spaced trap sites in different biomes (due to reliance on random animal generation rolls) and that kind of hugely concentrated trap site isn't at all beneficial (since they don't actually spawn animals anymore). Whereas the near-distance mode is more likely to benefit from large concentration of traps, especially if the spirits in that region like you. Traps might not spawn animals but relations to spirits and maybe the bear teeth ritual seem to, and more traps will spawn more actual events of the animal entering the trap since it's all tracked.

5
Suggestions / Re: Reducing amount of blunt hits enough to kill prey
« on: February 02, 2026, 07:28:43 PM »
I'd say usage of blunt force has through history mainly served to render the animal unconscious, the final clinical death often occurring only with the drawing of blood from the animal. Which is impossible to survive, unlike repeated hits on the skull. Even today it seems blunt force isn't considered a reliable method for killing an animal. Notably for animal that is being etuhanized (no processing after death) you essentially need to use either a firearm or a penetrating captive-bolt gun, since ethical slaughter doesn't involve repeatedly smashing the animal's head (WTF Bert? were you a kid or something?).

6
General Discussion / Re: Thoughts on In-Game Cultures
« on: January 31, 2026, 01:47:55 AM »
As I understand, the inspirations are:

Seal-tribe: Merisaamelaiset (Sea Sami, actually Norwegian)
Kuikka-tribe: Inarinsaamelaiset (more sedentary Sami from lake Inari area)
Owl-tribe: Tunturisaamelaiset (Fell Sami)
Sartolaiset: Pohjalaiset (Ostrobothnians)
Driik: Varsinaissuomalaiset (Finns proper)
Koivulaiset: Hämäläiset (Tavastians)
Kiesseläiset: Savolaiset (Savonians)
Reemiläiset: Karjalaiset (Karelians)
Kaumolaiset: Kainuulaiset (not sure there is established English term? Kajanalanders?)

The Islander's are pretty vague, though since they aren't said as speaking a different language the implication is that they are akin to Driik rather than being Norse. Personally I often give them bättre folk (i.e. Norse) names, though. Like Gandalfr, good islander name if there ever was one.

In general the in-game takes here are more in place in 19th century national romanticm than historical iron-age Finland. Like colonization of Savo by Tavastian migrants (there was actually some results of large scale genetic study published recently confirming that they were indeed Tavastians, not Karelians) was something that was still ongoing in early modern period, to say nothing about Kainuu which was definetly still Sami territory. And then we have the puukkojunkkari Sartolaiset (knife junker, 19th century Ostrobothnian rogues, folk anti-heros). So you could look up on Finnish national romanticism, especially the book The Seven Brothers by Aleksis Kivi if you can find it. And of course Kalevala, a far less accessible collection of poetic literature edited from basis of mainly Karelian folk poetry.

Personally I like Kuikka-tribe, Kiesseläiset and Islanders. Good mix of skills and competent but not sky-high combat skills.

7
Bug reports / Re: Poop deliveries to villagers
« on: November 30, 2025, 08:57:26 PM »
So you say, but I often go to village with animal pen and steal their poop when it's time to make new fields (it doesn't actually count as stealing). They work as fertilizer, and are supposed to most effective if you drop them on tile before you start preparing it.

8
Suggestions / Re: Tying equipment focus in URW needs to be reasoned somehow
« on: November 30, 2025, 06:22:39 PM »
You can actually get by with just yarn and withes for practically everything. Ropes are only needed for leashing animals (use multiple withes if item calls for more than 4ft), cords for making nets (you can use yarn instead elsewhere, net is special hardcoded case).

9
Gameplay questions / Re: What is the best material for a longbow?
« on: November 28, 2025, 11:14:29 PM »
I don't actually see anything like that in the changelog? The bowstring still has the noquality tag in the game files as well. I guess the idea is that since the bowstring quality is tracked separately (i.e. better string wears out more slowly) there is no need for it to affect the bow quality.

10
Personally I'm really waiting for the day we'll finally be able to boil and eat squirrel hides. Then we will finally be able to eat money.

11
Suggestions / Add hotkey for switching traditional movement on/off
« on: November 11, 2025, 12:03:07 PM »
Sometimes, for instance when you are checking through villages building or navigating through lots of thick forest you might want to switch to traditional movement to save on keystrokes. It would be handy if we could toggle it with hotkey rather than going to the menu for it.

12
Suggestions / Price of skis should be increased
« on: November 09, 2025, 08:20:07 PM »
The price is now less than the cost of it's raw materials, 6 pounds of decent summer elk fur is 7 squirrel hides by itself. Something in region of 10-20 squirrel hides would be more reasonable, 23 squirrel hides would put them in similar category as longbow in value generated per hour of labor.

13
Gameplay questions / Re: Cursed Wolf Quest
« on: November 08, 2025, 04:54:29 PM »
The quest reward cloth is transformative tool for bear hunting, since they'll flee when you get close rather than rushing you. Just skied down a bear in soil month, granted it had leg injury from the wounded adventurer and there was a lot of snow so it was breathless in less than 100 tiles. Single broadhead then knocked the breathless bear out, followed by axe chop on skull. Completely risk free if the first overtly hostile action you take neutralizes the animal.

14
Suggestions / Making it harder for animals to escape from indoors
« on: November 08, 2025, 11:44:25 AM »
Presently animals often accidentally escape from building while you are leaving it, especially if it's a small building. What typically happens is that while you move out of the door tile the animal moves to the door tile behind you and is on the door tile as you close the door. The animal is now on the door tile with the door closed, but this does not prevent it from moving outside.

If it was made so that an animal who cannot open doors could only move inside the building from a door tile when the door is closed, this would prevent most cases of animals accidentally escaping from buildings.

15
Development News / Re: From tendons to sinew yarn
« on: November 07, 2025, 06:46:43 PM »
I see. Though I would think the main benefit of sinew is it's better capacity to store/release energy? I.e. it results in a faster string, and no matter how many pounds of wood you are bending the arrow will release at faster velocity? If string quality or material could separately affect arrow velocity/power like I belive arrow and bow quality do, that could be represented.

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