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Re: Rope used up Be nice if it would just automatically cut the rope according to the task at hand. Or at least have it as an additional menu in that task, rather than make the player exit out of that menu, go into tying equipment, and then shorten/tie each cord for what they're doing. I believe it's better than the previous system, but it adds a lot of unnecessary key presses for a rather trivial process.
February 03, 2020, 10:00:18 PM
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[Mod Idea] Training combat skills at the expense of weapon condition I would like to train combat skills in a consistent manner. I also tend to have spare weapons lying around my camp. I figured a decent way to solve both issues would be to "sacrifice" weapon condition in order to train a skill. The amount of experience you get from each session and the number of sessions a weapon would provide depends on the type of weapon and its quality. For instance, a crude stone axe would train the axe skill very slowly, whereas a masterwork battleaxe would be far more effective. What do you guys think?
August 03, 2020, 04:24:32 AM
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[Mod Idea] Selling captured Njerpez Just thought this might make for a higher risk and higher reward alternative to outright killing Njerpez, especially since slavery exists in Unreal World (although not mechanically). The player would have to knock them out and restrain them. As for restraining, the player could use rope and it would take an allotted amount of time to do so. During this period, the Njerpez might wake up and attempt to flee or attack you. Even if you restrain them, they may succumb to their wounds if not patched up quickly enough. Upon successfully capturing the Njerpez, it would become an entity like an animal companion. This would allow them to be leashed, require food, have their own carry capacity, and have a value to be sold for at villages (or possibly foreign traders). Their value could be static or could vary depending on their stats, like with animals.
August 03, 2020, 11:12:32 PM
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anything