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Re: Psychic enemies I know robbers are homing. You can kill the Njerps in the escaped slave scenario through hit & run tactics using rocks (although you need a LOT of luck escaping from the center of the camp initially, and have very little room for mistakes in the fighting).
It's true Nerp villagers tend to come at you in a large line, but I attribute that to them shouting to each other, raising the alarm. I've then killed them off by using arrows and backing away (until the last village raided, where a lucky hit from someone who managed to get close slowed him down, eventually resulting in further hits, and finally death with 100% penalties through injuries and fatigue).
Warriors are reasonably easy to deal with because they wear armor that causes fatigue and their constant running means they quickly slow down to a crawl. Civilians are more dangerous as it takes quite some time for them to tire (although bow wielding warriors are always dangerous, unless you can take them out from beyond their firing range).

Thus: To take them out: zoom in, injure or kill one or a few of them, get away and zoom out, rest, zoom in elsewhere (to make sure you have a reasonable distance to them as you zoom in), approach, kill & maim. Retreat...
Never run except to flee as that builds up fatigue that slows you down.
(I don't think I did split any village into two attacks, though: firing and backing away was sufficient until it wasn't).

December 03, 2017, 07:24:55 PM
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Re: Psychic enemies Firstly, your marauder mustn't be so heavily armored that mobility is hampered or fatigue is building up. My Njerp exterminator was a huge 2+ meter tall maximum strength/weight character with an unencumbered walking speed of 8. I loaded him up with a lot of armor, but would not accept a speed reduction to below 7. At that rate I could keep backing away to tire even civilians, as well as cripple civilians with bow shots when they got near. Occasionally civilians caught up, but they were ineffective against the strong armor unless having extreme luck (my character got injured twice before the final fatal run, over about a dozen villages), and backing away allowed me to kill them with the bow as they'd get completely exhausted so they couldn't keep up with my character backing away. I didn't encounter any particular problems when firing at civilians.
December 04, 2017, 07:32:07 AM
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Re: Psychic enemies No, you probably didn't actually follow my advice (or at least not my tactic). If the enemy is gaining ground, don't allow them to gain extra ground by firing at them: firing should almost always be reserved for when they're so slowed down that you can both fire and back away without them reaching you. If civilian reach you, DON'T switch weapons and start swinging, as that will definitely allow the rest of them to catch up. Instead, continue to back away, even if they get a few feeble hits in. Fighting is quite exhausting and running saps stamina, so they'll eventually become slow enough to allow you to both fire and back off, at which time they're easy pickings. They will either swing, run, or recover sufficient breath to do one of those. The slower your character is the harder it is to succeed with this tactic, of course (which is one reason why you shouldn't overload the armor, while the other is that you'll tire too fast). Don't expect to do any substantial attacks until you've backed for two or three world tiles. Don't attack unless you're at zero exhaustion. If have any exhaustion, back away and recover, even if you have a clear shot (if they're sufficiently tired you can stand in place and recover rather than back away).
The mistake I think I did with my character was that when he suffered the second injury that caused everything to be harder, I continued to try to back away even though he could hardly move at that stage: I should have switched to melee to try to kill/incapacitate them (they were almost completely exhausted as well) and then try to flee, but I'm not sure if that would have been possible.

December 04, 2017, 05:17:13 PM
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Re: AI Response to Killing Villagers While I agree the idea to burn fools who try to make a stand in a building is a good one, the credit should to to taptap, not me.

Also, I've never actually had any character attack any village: Njerp villagers attacked my character on sight, so wiping out the village is a purely defensive action of fending off a large wave of attackers who attacked unprovoked (and I've even tried to let fleeing Njerp civilian run, but they eventually turn around and attack again).

And yes, killing enough "civilized" (i.e. non Njerp) civilians should have dire consequences, and man hunting parties would be a good implementation of consequences, especially if they can locate and ransack/attack/destroy the player character's homestead. Getting attacked while asleep in the bed, or even better, having the homestead burned down and the door barred should drive home the message that rampaging man slaughter has consequences.

December 04, 2017, 08:17:32 PM
2
Re: Item disappear bug The first thing happening is that tracks start to disappear prematurely, since they are among the least important things. I believe I've seen that.
Later you're supposed to get a warning, but I've never seen that one. Eventually things start to disappear, starting, I think, with the "least important" ones.
I think the stack limit for item disappearance is 3000, but I'm not certain.

Based on how homesteads seem to interact with villages and villages with each other, I suspect one "area" in the world tile you're in and a ring of probably one, but possibly two tiles outside of that. This is guesswork, though.

Avoiding it is easy, as it's hard to get it in the first place:
- Place your farm plots a little bit away from your homestead (900 tiles is at least 900 items when crops grow).
- Stack things that are stackable (within reason: there is no reason to be obsessed with it, as a few dozen "extra" stacks aren't much). If killing a lot of Njerps, recycle their clothing into bandages (or other things you're probably using regularly). Clothing rarely stack because they're in varying state of wear, while bandages do. Weapons likewise don't stack, again due to wear. If using a metal crafting mod I'd recommend recycling weapons into iron, otherwise selling those (if villagers have anything to offer) is a good idea. If nothing else, weapons can be sold for fur that can be sold to traders for trinkets.
If you're an obsessive hoarder, consider setting up multiple stashes. You should, e.g. be able to dump stuff into one stash until you get a warning, at which time you'd start to fill up the next one.
- Excessive construction can presumably get you into trouble as each wall is one or two stacks of logs, floor/ceiling tiles contribute, fence tiles are made up of one or a few stacks, etc. I haven't had any problem with surrounding my homestead completely with bear trap arrays, though.

December 06, 2017, 12:10:18 PM
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Re: Stop and resume a task/craft? More tasks should eventually be interruptible & resumable, but few are currently. It can be noted that those that can be interrupted will automatically pause the task when you're too tired (due to fatigue and/or needing to sleep) while those that can not will continue the task until it's finished, at which time your character immediately falls asleep if too exhausted (which is annoying when the extremely long and heavy tanning task also leaves the character extremely hungry, losing further nutrition levels during the sleep).
Some tasks will refuse to start at all if they would take too long (typically involving tools unsuitable for the task, such as e.g. stone axes), and some, which are borderline cases, will start only if the duration roll was favorable.

December 13, 2017, 10:48:38 PM
3
Re: Make Hunting on Skis more Viable I haven't reached skiing yet with the beta adjustments, so I can't comment on those (for the stable version I gave up on skiing as I found the increased compounded endurance penalty from the extra weight of the skis caused skiing to be worse than walking after only a kilometer or two). I hope the adjustments will make skiing the better option.

A significant different between the old time/in game ski stick and modern ones is that the old version used only a single long stick (a bit like a sesta) rather than the current day meter long pair of slender thingies, so to quickly shift from a ski pole to an arrow you'd either have to release the pole (causing it to fall to the ground and potentially scare the prey), stick it upright into the snow (similar issue), or lean it against your body or a tree (with a risk of it sliding and falling, potentially knocking at your bow in the process for the body case). On the other hand, the noise you made skiing up to that position ought to be louder than sticking the pole into the snow...

So far I've rarely used bows to hunt animals (bows are extremely useful when "hunting" marauding Njerps, though [with bow and ski stick mismanagement leading to the death of one of my characters]), as I tend to endurance hunt them (and I usually fail with predators, but I usually avoid actively hunting those, as they're dangerous [which goes for the piggies as well]).

I think I've had some success with javelins, although I tend to avoid that as well, as it damages the skin, and endurance hunting has worked well.

I guess it very much depends on which ski hunting method you use. If you ski around and suddenly see a suitable prey at a short distance (possibly by zooming in) you may have to react quickly and probably use javelins. If you try to sneak up on prey they shouldn't bolt just because you're stopping. However, moving towards them and decide to attack as a reaction to them bolting is probably not the best tactic (as opposed to moving towards them, saying: this is close enough and then shift to the bow).

Open terrain probably favors bow and arrow over javelin.

A lot of rambling of dubious value...

December 15, 2017, 02:08:13 PM
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Re: Does injury not related to the legs still slow/tire animals? I believe players are slowed due to non leg injuries, so animals should be as well. However, the key to endurance hunting is to stress the animal so it runs (to build up fatigue), and do so often enough that it doesn't have time to recover in between being forced to run. At the same time, the player can't run constantly as that will slow the player down to a crawl.
The speed of the player is important, I think. A high speed player with a 7 km/h walking rate seems to be able to get elks and reindeer to run into the ground by walking (provided the tracking is sufficient), while my current 5 km/h player (about average) was thwarted by a reindeer who could recover by just walking away in more or less a straight line.
If you can corner the prey so it constantly runs back and forth along a river or lake shore it's fairly easy. If you can drive a calf away from its mother is should be reasonably easy as well, as the calf should try to return towards the mother, and if your player is in between to cause it to run again you may be able to bring it down reasonably quickly, and the same goes for reindeer in a herd, as they try to return to the herd, rather than walk away from you in a straight line.

I don't think eye sight affects your assessment of the prey's status: I think you get it all if you're able to see it (and I think eye sight only affects detection).

I'd suggest you take another look at your new character's speed stat (or just look a the walking speed), as I suspect a 3 km/h slowpoke would have trouble endurance hunting anything not hemmed in. If the character has poor speed, you may consider changing the strategy (e.g. towards traps).

Terrain matters as well, of course. Spruce infested forest is a pain due to the poor visibility, so you're often reduced to tracking rather than moving directly towards the target when it comes into what should be visual range again, giving it more time to recover before you scare it into running again.

December 17, 2017, 10:10:57 PM
1
Re: A lot of the cultures have nothing to trade? As far as I've seen all the cultures have the bare basics, although they're rarer in the more remote cultures, so you should be able to get an axe in any culture provided you visit a sufficient number of villages.
If, for whatever reason, you find yourself unable to get hold of an axe you can make a stone axe (which is a really poor axe, but it allows you to do some things, although not all, e.g. not a paddle to get you off an island...). The next step would be to either kill a Njerp who has an axe or to mount an expedition to richer areas, which definitely is required if you're looking for masterworks everything. Obviously, an expedition requires something to trade with, which usually means hides.

You can build your homestead with any axe that's not a stone axe, but it's quite a lot slower with unsuitable types.

December 17, 2017, 10:23:25 PM
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Re: Adding marriage - poll about how you find its priority As Mati256 I find it a nice thing, but quite a few other things would be higher up on the agenda.

caius made a nice argument regarding the spouse's behavior, but I don't think "trophy wives" were a thing at the time. I certainly have nothing against resources spent on wooing and general upkeep resource consumption as such, but I'd definitely expect the spouse to be useful (but I assume players could deliberately refrain from making use of the spouse's capabilities to create a trophy spouse).

As mentioned, a good spouse system would probably need to build on a number of other new mechanics, such as e.g. tasks requiring, or at least greatly simplified through, the use of two people (with the ability to use hired help for those jobs. However, the hermit play style shouldn't be sacrificed in the process).
Spouse and spouse family quests/demands could improve things, but that in itself would probably be built on a broader village relation framework where messengers would seek you out to make requests rather than wait for you to show up (and the spouse would presumably ask to see the relatives from time to time, for instance). Obviously, village requests would only happen if you're on sufficiently good terms with them, and possibly only after accepting some kind of status (again, to protect the loner play style).

What I think this boils down to is an aimed chaotic development process where systems supportive of the family goal might be given a slightly higher priority than those not leading towards that goal, resulting in such processes being worked on a little more frequently than others.

Turning your homestead into a single character village with a spouse NPC inhabitant no more reactive than current village NPCs wouldn't really achieve much, in my view (in fact, turning it into a "real" village through the recruiting of "settlers" would probably be less boring).

Obviously, the above are my opinions, and not any kind of objective truth.

December 18, 2017, 11:50:09 PM
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anything