See likes

See likes given/taken


Posts you liked

Pages: 1 ... 4 5 [6] 7
Post info No. of Likes
Fire inside warning It would be nice if there would be a warning in case of making fire inside a building while not aiming at a fireplace.

Reason: I accidently burned a lot of resources stored in wooden bowls when I wanted to make a fire but accidentially did not aim on fireplace (whole stock of flours and herbs have been burned down).

July 21, 2020, 10:41:44 AM
1
Re: When it says, "you could have done better, but you can't make good out of bad."? You can't improve a finished good to a quality level above that of the input materials (there are some exceptions with "no quality" tags in recipes). All slender trunks you cut are of decent quality, and thus you can't turn them into higher quality items (you can rarely buy fine and masterworks staves, so you can make fine and masterworks javelins out of those, if you're lucky).

There are also cases where the tools hold you back. You can't create masterworks fur and leather with a decent standard knife, but you're capped at fine. To be able to make masterworks you need either a broad knife (the preferred type for hideworking), or a fine knife of any other kind (except stone knives, but I don't think you're going to have any fine stone knife, or if it's even possible to make one).

July 21, 2020, 02:19:50 PM
1
Re: How to learn the latest version of ceremony?
I guess you mean rituals? In current version it is acquired by doing quest in village.

I've never been taught rituals by saints or shamans

New rituals are a rare prize from 'missions'.

July 21, 2020, 09:35:26 PM
1
Re: Villagers will suggest items that are too low-value to be bartered in trades I've found that when it says 'that cut of roasted elk', or in your case a handful of berries, which it then declares unworthy, it really requires TWO cuts or two handfuls of berries or two roasted perch, etc.
July 28, 2020, 01:27:12 PM
1
Re: [Spoilers] Which bow is best? Aiming to resolve confusion around bows This is very nice - it's also been a curiosity of mine for a long time.

If you verify this, you'll be my hero forever  ;D

> I have not checked to see if a bow's weight has any relevance on missile velocity. My gut feeling says it does not, but I do not have evidence to support that. Nor have I checked to see if the bows have different shooting speeds.

July 28, 2020, 01:30:19 PM
1
[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
1
Traditional Roguelikes Bundle and Daily Deal on Steam For a short period of time a pathway has opened to get into the realms of certain traditional roguelikes for discounted price. Steam offers Awesome Traditional Roguelikes bundle - with UnReal World naturally included - until 13th of August. We, and all the games included, also offer individual Daily Deals so you can decide whether you wish to pick a good fistful roguelikes, or just a selected one.

You can take a look at the bundle here:
https://store.steampowered.com/bundle/15790/The_Traditional_Roguelikes_Bundle/

And UnReal World store page is here:
http://store.steampowered.com/app/351700

August 11, 2020, 07:33:17 PM
1
Re: [3.63] Trading for "almost all your reward" can take whole reward. 6 squirrel hides * 8 value = 48

2 small knives * 24 value = 48

Checks out!

I've also noticed the same thing in my game, so it's not a localized issue. Reproducing the issue would probably be trivial.

August 18, 2020, 01:13:06 PM
1
IF you could see any mod created, what would it be? Without limitations, things that would be fun to have in game that wouldn't necessarily be fun for everyone or true to the current design.

Personally, I really enjoy the idea of demons, and the related things that could spawn/trigger them.

Imagine rare haunted forest tiles, filled with plenty of "ghost" game. Attacking one of the game successfully triggers a message "x passed through the animal without an effect..". Ghostly npcs that stalk the player, filling you with dread. Strange noises.

Perhaps when the user is close to escaping the forest you could pass out and end up back in the center again, or in a forest far away. Would become a lost adventurer yourself then!

Imagine needing to keep an area lit if in the presence of demons, to prevent any one from attacking you. Strange, mystical curses and effects that would need to be lifted through rituals. Perhaps even demons that "possess" the player, and bring you both strengths and weaknesses (eg, becoming incredibly good at combat, but only able to eat human flesh, or incapable of eating meat, or constantly attracting danger.. many possibilities here.) Demons and gods that you could choose to worship that bring such effects. Rituals to banish or even summon demons. Possessed animals that attack ferociously. Quests given by npcs to banish the demons from their lands. Ect.

The list goes on ;D

August 21, 2020, 09:06:22 PM
1
Re: [3.63] NPC hunters don't pick up their arrows.  The same former Companion is still in my area. I found him chasing a wounded deer. Two game days later he chased it into my deadfall in the area. I watched as he skinned and butchered it. He left 5 cuts so I took those and reset my trap. heh
August 22, 2020, 09:14:20 AM
1