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Re: Material Ash UrW uses slash-and-burn farming for a reason. The usage of fertilizing (and crop rotation, as well as fallow periods) were much later developments and were certainly not known in backwards parts of the world at the UrW time line. The issue with the current system is that it doesn't decrease the crop yield over time (I believe that's planned), requiring new plots every few years.
May 22, 2017, 09:20:53 PM
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Re: Auto-tresher Neither compost nor ash or any other fertilizer were used in the UrW time line. The ash resulting from the slash-and-burn may sort of be considered fertilizer, but I don't know how much peoples who used that technique realized it (as opposed to being a result of burning everything to clear the area).

I don't think the concept of water powered equipment had spread very far into the backwards areas at that time, even if they would have been able to build it if they'd known about the concept.

May 22, 2017, 09:29:04 PM
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Re: How do animals scent bait? distances? As far as I've seen all animals that take fresh meat bait also eat spoiled meat, and birds that eat berries also eat spoiled berries. However, spoiled items on the ground disappear a lot faster than things in traps, so I suspect the trapping skill if both the making of the trap and the setting of the trap (plus any rituals used) affect the probability of an animal taking the bait.
I've seen animals circling traps on quite a few occasions, and I guess traps provide a deterrence factor as per the above to work against the attraction of the bait. However, picking all the fresh berries in an area seems to increase the chance of getting birds in traps baited with that kind of berries, so there might be a supply-and-demand thing as well.

May 26, 2017, 06:11:20 PM
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Re: Buying animals That's how it currently works, although I believe you were charged less as well.

However, Sami has mentioned that this has been overhauled so villagers can allow you to select different sized animals (although they may not offer all sizes they have in the pen, just as they don't offer all items they carry). That ought to be included in the next release, if I understand it correctly.

June 02, 2017, 06:06:44 PM
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Re: Interacting with Foreign Traders Unless my character is a big bruiser, I bring a cow of burden when fetching goods for trade with traders. I then pull everything off the cow (which takes no time) and stands immobile while trading with the first trader (or several, if they happen to be in range). When done, I drop the inventory on the ground and push it back onto the cow, and then continue on to the next trader.
To keep track of them, I tend to ask them their name only in direct conjunction to trading, or, if I've encountered them while out and return with goods, I talk only to the ones who have interesting goods, so only the ones with names are of trade interest.
In the former scenario, the ones with names have already been "processed".
I agree, however, that it's a pain to keep track of them, in particular in spruce infested forests.

One might think that the traders would flock around you to peddle their wares, though... But, as mentioned, it would require a change to initiate/finish trade, as well as handling the case where the ungrateful customer just runs away in the middle of the session.

June 06, 2017, 10:01:02 PM
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Re: Directions to a sage Even better if asking for a sage in a village that has one would give you directions to him (or one of them, if more than one).
That might be expanded to allow you to ask for an adventurer, and probably every profession when at it, as well as for named villagers (in particular those involved in quest).

June 13, 2017, 07:10:20 PM
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Re: Bow skill, archery Do you know you can edit your post instead of double post?

My experience with bow skill grinding is that it takes 100-200 shots to increase the skill one point for a fairly skilled character (around 70?). Also, range doesn't seem to matter, so when I did grind I just fired at the ground in front of my feet, as my initial attempts to fire at a wall consumed arrows at a frightening rate (I expected to run out of my 70 or so arrows before three skill point were achieved as the loss rate was about 10-20%).

It's speculated that firing at live targets has a better chance for a skill increase, as well as a longer range possibly being useful. If you're going to use captive creatures for target practice (sacrificing the skin), I'd recommend using blunt arrows, as they ought to harm the target less (and thus let the target live longer to take more hits).

There are two ways to avoid hitting your dog:
- Leash the dog to a tree.
- Equip an arrow first and fire afterwards if the path (including the cone of misfiring) is clear. If you fire from the inventory you're performing a two step action which allows the dog to enter the line of fire. I separate the cocking and firing steps in combat to allow for me to act on what happens during the cocking step.

June 22, 2017, 10:57:33 AM
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Re: Bow skill, archery Unfortunately, the longbow is the best one, with no niches where other types are better.
June 23, 2017, 12:17:30 AM
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Re: Where to find fishing gear? Village item stocks are turned over. Some post mentioned a two week interval. Seeds and harvest products follow a yearly cycle, so getting seeds for autumn sowing requires you to visit a suitable village after first harvest of that crop but return back home and sow it before withering time.
June 30, 2017, 09:49:41 AM
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Re: Smoke From Fires Visible From Distance It's a nice idea, and would make the robber quests less tedious (as well as matching the quest description of the victim being attracted by the camp fire). When it comes to players attracting robbers and Njerps, it definitely requires balancing as players are alone and have to sleep: it's no fun to go to sleep and then be greeted by a "game over" message because someone/something slit your throat while you were asleep.
Being able to disable the effect is a good idea.

July 11, 2017, 11:24:32 AM
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