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quality of life For new players:

Since the UI can be a bit unwieldy at times, here's some things I learned:

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The combination of using NUMPAD+ and the TAB key is really useful to drop, equip, dress/undress/haul certain items without having to scroll through your stuff.
NUMPAD+ = select everything
SPACE = confirm
TAB = activate filter
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Examples:

TAB+'f' selects all food, so it is very useful to dump all the food into the cellar. TAB+'f', NUMPAD+ and SPACE do a great job here.

If I want to cook those 259 elk cuts, what I do is
press 'd' (to drop)
press NUMPAD+ (to select everything)
press TAB 'f'
press NUMPAD- (to unselect everything)
press SPACE (Now I will drop everything that is not food)
When roasting my cuts I can now use 'r' to repeat, and if I am only carrying raw meat, the process is really fast.

I do the same for tanning stuff, drop everything except hides, press 'g' to get my knife (and some fat) from the pile at my feet, and I am ready to go with 0 penalties

I do the same when trading in a village sometimes, when I drop everything I don't want to sell. I undress all clothing via SHIFT+T, TAB 'a', NUMPAD+, SPACE. Now I can let the villagers choose "which items they actually want", and I can also carry more.

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The game takes materials from the ground. When crafting it is useful to first drop everything (NUMPAD+, SPACE), and then pick up some critical materials that cannot be used from the ground (like food or cords).

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When cooking (or drying food) it is useful to build the cellar right next to the shelter. This way I can make a fire next to the cellar and cook while standing on the cellar. The food is prepared "inside" the cellar. If the fire is really small, the food won't burn and will be stored in the cellar without the need to move it there.

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About drying food: On my first couple of games I didn't know that clothing can be used to make cords. Linen, wool, leather, and fur clothing can be transformed into cords. One cord can take 19 cuts.

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Food preservation: Food on companions spoils more slowly. Shift+'g' can be used in the overland map, so whenever I am hungry, I can take some meat from my companion instead of carrying the food myself. (Also useful for trading.)



 

June 03, 2018, 09:29:00 PM
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Such a pervert kid

 8)

September 19, 2019, 03:52:48 AM
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Re: Such a pervert kid You can see a sheep pen in the picture lower left. Thats where he sleeps. Snuggled up with the sheep. Just his toes sticking out.


September 29, 2019, 03:21:48 PM
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Re: Sale We've regularly participated in all Steam sales, and the upcoming sale is no exception - so we'll be on sale.
I won't be giving straight percentages now, but the discount is going to be more than 15%, so if you're low on games budget I'd say it's worth of waiting.

When this particular next Steam sale gets started we'll post news about it so you don't miss it.

October 23, 2019, 05:15:13 PM
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Physician skill healing party members Hi!

So I'm currently doing some winter protecting from raiding njerps with a few party members. I was thinking, instead of letting party members heal automatically maybe u would need the physician skill? Then ppl would need to choose if they want to make themselves a beefy character or if they boost their physician skill and aim to get help from others, perhaps?

 

November 02, 2019, 01:40:00 PM
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Re: Traps should be nerfed
...
I'd support nerfing traps again, but I've been playing for about 12 years and I'm aware that newer players tend to find the game pretty difficult already, and if the learning curve is too steep then maybe newcomers will get too frustrated. It is hard for me to put myself in the shoes of someone new and figure out what would be balanced for them.

I wonder if Sami would consider giving players a difficulty option when creating a character?
- Beginner
- Average
- Expert

November 08, 2019, 05:06:34 PM
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Re: More Tracking info This is coming up. Both limping and animal size info will be added to tracking description.
November 25, 2019, 10:36:04 AM
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Re: Snowstorms and Blizzards The coldest weather is when the sky is clear, but the chill factor of high winds may well result in a very low effective temperature.

Getting lost in a blizzard and being unable to use the overland map for travel and orientation while it's on (or if you somehow regain your bearings) may cause additional danger, probably forcing you to make a temporary shelter.

However, you ought to be able to use snow as insulation and build "walls" from packed snow covering most of the opening, allowing a reasonable temperature inside (in iron age terms: I'd hate it...), but you'd still have to survive the building of it.

I don't think there'd be many quest takers during a blizzard, as that basically implies traveling through it to a village, which doesn't make much sense unless you happened to be caught by it when already on the way, and you'd have basically no chance finding anyone in a blizzard unless the instructions of where to look would be way more precise than the current square kilometers sized areas (finding things in coniferous forests is hard enough currently, even when it's not raining or snowing...).

February 05, 2020, 10:39:05 PM
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Re: Snowstorms and Blizzards This is very cool, and I've long wished for a real effect of wind, as it's available in many survival games now (the long dark comes to mind). The effect of wetness too.

Blizzards influencing game mechanics (eg, not being able to use the overland map) would be great.

Here's wishing for this being the focus of the 2020 update..  ;D

February 08, 2020, 10:42:07 PM
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Re: Snowstorms and Blizzards I like the idea of blizzards it would make the game a bit harder and thats good.
February 10, 2020, 12:50:22 PM
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