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Messages - Kouvostoliitto

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1
Bug reports / Re: 210 northern bows in Reemi village
« on: November 14, 2025, 12:21:39 PM »
Did you happen to save at that very moment?
I saved and continued.
The idea would be to destroy the other villages, except those with a master blacksmith, and see what the njerps do. I thought they would go and clear out the rest of the remains of the destroyed villages. But I don't know how it is with the njerps' programming.
At least no wolves, bears or ravens have come to eat there.

...And also in Kiesse village - 195 master northbows... 99 broadhead arrows... 555 dried bear cuts...

2
Bug reports / 210 northern bows in Reemi village
« on: November 06, 2025, 02:44:34 PM »
I destroyed several Reem villages, and in the process of destroying this village, I replaced the string on my bow. Some of the villagers were wounded on the ground, and with my masterwork battlesword in hand, I went to a building where there were items, and "210 northern bows". When I pressed " , " ("take"), the program said that I had them in my 1st hand.

3
I destroyed the village, and also the cow pen, letting the cows go. When I came back a few days later to destroy the houses, some traders had come. I asked if there was an animal to sell, and the trader was ready to make a deal for the cow, like a villager.
There is also a concrete problem in the game - there is no smoke; the neighboring village does not receive information about a burning house, and no one goes to see what's happening, and smoke from the camp is not visible.
This may be one reason why it is difficult to find villains in the forest. If smoke is made, you could put "You see smoke. Judging by the size, it's not a forest fire, so it's pointing to people", etc.
A forest fire ignited by lightning. But how large an area would it cover, and how fast would it spread, which again depends on the wind?
Fog would also be good, especially in the fall when the air gets colder near water areas. Its working principle would be the same as twilight, and seeing spirits would have a concrete equivalent.

4
Suggestions / Re: Strenght 0 problem
« on: September 12, 2025, 03:19:41 PM »
Moonless night in Dead MOnth, Njerpez camp, dozen cups of "meat stew", left behind. Just don't bring a dog with you...  ;D
It doesn't seem to work. I made the blacksmith a mixed black-eared mushroom soup, but it's still alive after over a month. Am I mistaken, or is this a bug?

5
Development News / Re: The Summer, Steam Sale and Future Essentials
« on: August 03, 2025, 04:52:17 PM »
To get married? How many wives you can have? How do you know when to start having children?

6
Suggestions / Possibility for one special skill?
« on: July 13, 2025, 11:49:56 AM »
https://rpgcodex.net/gallery/17795.jpg
https://www.worldanvil.com/w/astora-hamilcarbarca/a/character-skills-article

Reminded me of the game Avernum.
For example, if a character could disguise himself in an enemy group, assassinations would be easier.
The option to collect was removed at one time. However, it would have saved time when searching for a specific plant.

Then the idea came that since there are so many different foods, it would be easier to find them among others if the name of the food was in a different color. Berries in red, plants in green, fish in blue...

7
Modding / Re: Romance/Husband/Wife Quest Mod Idea
« on: July 07, 2025, 08:13:39 AM »
i mean it would certinly help with getting lost in the Finnish woods
They say, "If you get lost, then you just have to go home."

8
Suggestions / Re: Strenght 0 problem
« on: June 19, 2025, 06:20:47 PM »
I have done it, though it was many years ago.  I traded poisoned bread with the villagers, then after a couple of weeks they were dead.

I think if you leave the poisoned food lying around on their stockpiles, they will eventually pick some up and eat it, though I'm not sure.  I also suspect that some things happen in the game only when your are in the area, so you may have to visit a village every few days to make them eat things.  Much the same as dogs only eat when you can see them.This is all just suspicion though, I've not done any testing.
If I do that, the reason is valid: the target is any blacksmith who doesn't make good or best quality tools.
Thanks for the tip.

9
Bug reports / The fortified village wasn't fortified.
« on: June 14, 2025, 12:12:03 PM »
Just a house and a sauna.

10
Suggestions / Re: Strenght 0 problem
« on: June 13, 2025, 04:56:31 PM »
I think how much you can carry depends on how much you weigh, nothing to do with strength.  Yeah, it is a little odd.

You can make poison.  Use sand mushrooms in a stew or bread or something, then gift it to your victim et voila!

I would like to see sages training herblore.

Tailors to buy custom made clothes from would also be nice.

The game is designed to be hard.  Re-rolling stats is allowed, but not encouraged!

"You can make poison. Use sand mushrooms in a stew or bread or something, then gift it to your victim et voila!"

Have you done it? I haven't tried it myself. On the other hand, I don't know how to poison enemies, for example. Should I leave the poisoned food in their storage? You could imagine them wondering who brought the food.
It would be easier to make poisoned food through a separate teaching received from a shaman - the principle is the same as when making food, or as when performing a ritual.

Hard to say. As you know, it requires programming, and everything is done by Sami and through the hands of his friends.

11
Suggestions / Re: Strenght 0 problem
« on: June 13, 2025, 04:40:16 PM »
"The game is designed to be hard."

Maybe not hard, but just... so realistic that it feels difficult, even if the character is strong and knows things at a master level.
The difficulty will increase if the person gets married, and it will be time to feed the children too. Then you can't live as an adventurer, but you have to know how to take responsibility.
However, this game is exceptional and good, even though it is a primitive old game.

12
Suggestions / Strenght 0 problem
« on: June 07, 2025, 03:16:19 PM »
Strength 0 can carry a load of about 160 lbs. Needs some tweaking.
I suggest adjusting it to be able to carry 10 kg.

Also, making poison would be an interesting ability. It could go under the physician skill. It would be able to poison enemies' food to either death or serious illness.
I suggest that a sage etc. teach. But at what cost? For example, ordering a bird to hunt, to tell the spell to a good intention is a good idea. Teaching poisoning is another matter.
It could be like this: Sage goes to the healers in neighboring villages to ask about the reputation of the player character. If that's ok, he can teach for free, or if he or the village needs something, he can ask to get it?

Another suggestion for a new character:
Female healers.
Master craftsmen/-women who you can ask for new clothes - same as with a blacksmith.

Expert swimming skill allows for diving skills? So the ability to protect yourself from arrows and rocks?

The most frustrating problem in the game is finding a suitable physical profile. If the skills menu can be adjusted reasonably, it would be nice to be able to adjust physical information as well. Pressing the N key for over 10 minutes... it's not worth it.

13
Bug reports / Free grains if you build on the border
« on: May 07, 2025, 02:00:22 PM »
As the topic goes, if you build a house etc. in the village boundary, you get some free grains.
Either a bug, or it's a gift from the village?
Secondly, the villagers will start storing their own grains in the house, and if you take them and leave the house outside the boundary, the villagers, of course, will accuse you of stealing.

14
Bug reports / the site does not work in links
« on: May 03, 2025, 03:06:16 PM »
Thoth's UrW Page not working. Maybe deleted.

15
Suggestions / Re: Bigger settlements and warfare?
« on: April 26, 2025, 12:45:27 PM »
By the way, speaking of warfare... I went to fight in the Njerp camp with a couple of villagers, and I escaped. When I returned, to my surprise, the enemies hadn't taken anything from the dead.

I would like a few improvements to the villagers and enemies' actions: the ability to throw something. If you don't have a weapon, you can also throw rocks and sticks. Rather than a child going up against someone armed with a sword, they would resort to throwing.

If I remember correctly, in one battle I saw a child carrying a crossbow. Did he think he would take it to some man? Hardly. Maybe he thought it would work without arrows? But it was good! The child had gotten the weapon on his own.

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