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More Signs of Robber's Camps in Overland Maps After the second "Homeland Robbers" quest frustrating me with me impossible to find robbers, it comes to mind that it shouldn't be quite that hard, at least for a highly skilled tracker.

Specifically, a few things that come to mind as possibilities:
  • More trails than just on the specific tile the robbers are: Unless all of the robbers are ridiculously good outdoorsmen themselves, they'll probably be leaving track, specially if they move around a given area to find prey to rob.
  • Watching for smoke and light: Even the dude who stumbled upon them in the first place says that he stumbled upon then because he followed some smoke. Being able, at least if you have some advantage point over the area, for smoke (during the day) or light (during the night) should be feasible. Maybe only for a few hours every day or couple days, but there should be the possibility
  • The dude who got robbed mentions that rumor has that they have moved to the area where the quest points. You should be able to ask people in villages near (or even in the area in some cases), if they know where the robbers area to further narrow the search area.

October 09, 2017, 02:58:51 AM
Re: Is it a bug if I walked to free, uninjured hare and kicked it? I've had it happen with an elk at some point in the past, might there be a bug report thread somewhere in the forums about it. Very recently managed to just walk up to a walking bird and hang all but on top of it for a few turns before it got spooked too and flew off.

The answer back then, and presumably is hasn't changed, was that animals spawn with a random variable for how quickly they are to run away upon noticing you. And that occasionally extreme values pop out for this, both with animals that will run away if you they so much as spot you from extreme range as well as some animals that will ignore you as if you weren't highly interested in their precious skin and delicious meat.

November 23, 2020, 11:02:05 PM
Re: What's Going On In Your Unreal World? A whole pack of wolfs, that's what's happening. On my bloody own settlement. With one of them getting stuck on a pit trap, so the pack wasn't leaving. Luckily the log cabin was complete, thus I had an enclosed space, so I managed to slowly kill them one by one, but not before one of them managed to nearly bite my arm off, preventing me from using bow and arrows, so I had to wait until they got just close enough and throw a javelin through the shutters. And make more javelins. And drag the dead wolfs inside, skin, butcher and start to smoke the damn thing, because this siege is taking literal days.

Finally managed to kill them all, costing me one seal fur that was in the middle of tanning outside when the wolves arrived and rotted, a bunch of bandages, plus some arrows that I couldn't recover. 7 dead wolves, 6 skinned and 1 rotted, 1 finally decided to actually flee instead of hanging around it's dead comrade corpse after I drug the rotting corpse inside and threw it inside the fireplace.

December 21, 2020, 11:55:10 PM
Loop Snares, better than Fences? A possible bug I've observed a rather unexpected behavior in my games: NPCs, including animals, seem to absolutely refuse, at all costs, to step on a trap that can't hold them. That is, while a bear or wolf might step on a pit trap, and therefore get stuck there, they simply will not step on a loop snare or other bird/hare trap.

With that in mind it comes to mind that a line of loop snares (at 3ft of cord each, pretty cheap with the changes to how tying equipment works) is arguably a highly efficient way of creating a fence around your home or field: Anything small gets trapped (mostly birds. You'll be drowning in feathers real quick), and unless something small creates a whole in your traps, nothing big will cross so as not to disturb your bird traps (very polite bears, even when they want to kill you they wouldn't want to ruin a trap you put there  :P )

Now, I've yet to set up a test if that's only valid if there's at least one possible untrapped path, or if it also works for when there's no possible path that doesn't hit a trap. If it's the latter, this is very concerning, as it would allow pretty casual killing of anything that doesn't have ranged capabilities (which is to say, npcs with bows or javelins) so long you have enough ammo, but even the latter would be a concern, as it'd make it much easier to fence, trap or prevent enemies from flanking oneself.

Have you observed the same behavior in your games? What do you think on the matter?

December 28, 2020, 02:39:54 AM
Re: Loop Snares, better than Fences? A possible bug Just did some "accidental" testing of this: Some foreign traders walked into my homestead. I wasn't entirely sure if they took anything, so I decided to take everything from them. Failed a few attempts, saved scummed out of a back-up save I had made before trying. Ended back here: I had a few fox traps in storage, so I put three of them blocking the door to my cabin and started firing at the traders with bow and arrow: Traders with melee weapons suddenly keep hanging around the front of my place without actually managing to get in, despite the trap being entirely harmless to people. At no point they decided to try to destroy the traps instead.

For reference, the save before installing the traps and shooting the traders:!AgqYS4wYOScuiQ85vQpATl0_flli?e=DYKR3t (download link will expire 1st of february 2021). It uses BAC if there's trouble loading it without the mod or something.

December 30, 2020, 09:28:50 PM