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Re: Boar is named "board" when owned I've sent a file regarding the "board". As for the names it's not that important, just a possible crash. I use strange characters for strange animals sometimes, to differentiate them a bit, but don't have to use this particular char.
February 21, 2019, 06:34:41 PM
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Text filter for lists A simple suggestion: string filter for lists. Currently lists have a filter (invoked by Tab or "dot" for example) which display only items of specified type or all items. I suggest to add a typeable string filter option, where upon choosing and entering a string only items containing the string would be shown. This could be invoked in inventory, drop, and pickup menus.

For example, after typing "kni" only items containing word "knife" or "knives" would be shown, and with "fine" only fine items. This would be especially useful for lists of clothes and armour (to find a particular item of clothing in the best state) or in cellars (to find spoiled food or roots for example), because heaps of such items can create very long lists, and omitting an item is easy.

I also suggest use either an asterisk key or slash key for quick invoking this option, just like plus is used to select all or minus is used to deselect all.

February 27, 2019, 05:58:16 PM
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Re: Watchdogs just watched... While I don't use a real pen, I had many encounters with lynxes (which are somewhat common in my character's life), and dogs rarely prevent them from slaughtering my pig (or other animal, but pigs are clearly preferred).

I had many instances of a lynx silently killing a pig leashed to my PC (along with three dogs and a couple of bovines) sleeping in the hills or mountains. Once a lynx stealthily entered my cave (I have forgotten to close the door when leaving) and was apparently present when I was doing leather work, and waited till night to kill a pig, which was leashed to PC.

On the other hand, I have a kind of pen - a cave chamber with small, fenced opening (the cave has three separate chambers), and lynxes while sometimes invade the area and the "human" chamber in particular, never entered this "pen", even when there were no dogs in proximity. I often leave for a month or two, and upon returning find a lynx near cave, but none dared to enter this buffet. One of my sheep was tied there three years ago and is still alive and well. But I have no pigs there, so that may be the reason.


So because of lynxes:
- I don't sleep in the mountains anymore, and if near a sea or other water I sleep in the boat (leashed animals don't drown)
- I always check my cave with a lit torch after returning from longer trips
- I always close my doors

No other predator has caused me so much trouble.

EDIT: one recent case was when I noticed a lynx in the mire. After zooming in it charged me, or rather one of my pigs (I had 3x dogs, 2x pigs, 2x bovines leashed). Before anyone could do anything it caused two bleeding injuries. After being hit in the head it retreated, and I had to treat the injuries of the pig - it is still unable to walk two days later. I used many arrows to bring that lynx down later. My dogs tried to attack, and even two of them got a bruise, but they are just no match for the speedy but sneaky lynx.

March 06, 2019, 11:50:32 PM
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Re: Watchdogs just watched... Dogs apparently attack only entities which are "aggressive", and additionally check whether they are allies (neutral) or enemies. Many animals don't enter aggressive mode, when stalking or even during fight (when they try to flee or chose not to attack). Dogs may bark in alarm over predators (like wolves, lynxes, ravens or goshawks for example), but if the animals are non aggressive they are not attacked. If you fight a squirrel, even if it's crawling on the ground, the dogs won't touch it because it's not fighting back.

I think that lynxes and others exploit this code of conduct of dogs.

March 29, 2019, 04:07:25 PM
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Re: Fix Robbers
Perhaps the problem is with plucky robbers who, for some reason, fight to the death rather than run when they're losing?

Recently I had a fight with robbers, where one of them actually started running away. I was afraid he would flee, and leave me only with his three companions to loot! But after I shot a few arrows in his direction, he came to his senses and returned to die like a (stupid) man.

EDIT: Oh, and regarding the original issue, it is indeed a problem, and very unfair behaviour. When you fight a Njerp or a bear, and have a couple of animals, when you get unconscious it's not a big deal - you regain consciousness and continue the fight, or more often see the enemies fleeing or dead (if killed by dogs or bled to death). This happened to my current character many times. But losing consciousness from fight with bandits makes the whole encounter lost instantly. This is not only completely different than other encounters (for no realistic reason), it also penalises characters with low Endurance, who are more likely to lose consciousness, though it happens even if they have END=18.

March 29, 2019, 04:36:43 PM
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Re: No f*cking way i would play. I have met Njerp good enough with shield to block all my arrows and javelins. Note that they can carry it in different modes (there are fours modes), with some not requiring much skill from them. I don't know what mode he used, but he probably couldn't see you while approaching, but able to block most if not all hits. If he could see, then you should try to attack his head, which is then unprotected by shield. If you attack "Body", then it can hit anywhere, but most probable parts are covered in most defending modes by shield.

Also there are not bucklers - these are big shields (they weight 6 lbs), so it's conceivable.

By the way, if you changed attributes to 18 it shouldn't affect anything, you should have changed bow skill to 100, and even then it would be affected by burden or fatigue. I suppose critical hits with bow skill at 100 could allow penetration (criticals are roughly 20% of tries), if lucky and you accidentally aimed at the part which is not protected.

April 28, 2019, 03:37:37 PM
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Re: Rules of engagement for adventurers in the wild Why just don't give "negative karma" to PC attacking non-aggressive people (except maybe robbers, I always shoot the robbers on the spot and consider it justified)? The effects of negative karma can be for example bad luck (penalty to rolls) or inability to sleep (which already sometimes happen even if you are in good standing with spirits, though this can be alleviated by some beverages).
May 07, 2019, 12:51:50 PM
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Re: "Edible"
Just as it says on the tin... spoiled foods are, apparently, edible. (According to herblore, at least!)

Spoiler: show


IMO, it's interesting that nausea shows up on the herblore thing. Makes me wonder if it's possible to mod it in as a plant effect, or if it's strictly limited to spoiled foods.

It also makes the Noaidi's mushroom description a little more honest:

Spoiler: show


Add the tag "nausea" to a plant, it should give this effect. Haven't tested, but this is the keyword used by the game for this description.

By the way, my characters carry meadsweet beverage mostly to eat spoiled food with (almost) impunity, though this beverage also helps with cleaning and dressing wounds. It's like Most Essential Medicine for me, because spoiled food are very important source of nutrients to my characters. Especially spoiled fats is great. There are cultures which use them in real life...

May 16, 2019, 05:37:05 PM
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