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Re: Stuck in punt by Ice sheets The quaff command also works for making a hole in the ice.
January 30, 2018, 01:02:13 AM
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Re: Animal Husbandry Cows are strong enough to carry logs (at least some cows, but I think all of them). Push the log onto the cow, lead the cow to the destination, get the log (i.e. pull it off).
February 08, 2018, 05:14:57 PM
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Southern region - where art thou? I was trying to find a place to live within the "Southern region".. but I'm not sure it actually exists.

According to the "flora_" files, the southern region is not as poor of herbs as the north, but it's less rich than eastern/western.

I thought - nothing's "southernest" than Reemi! But they still grow nettle, sorrel etc. So they are just "western".

Was southern a thing of the past, now removed? Or does it only cover the coast and islands to the south, and thus pretty no villages of any culture fall within its border? Or maybe islanders do?

February 12, 2018, 04:39:34 PM
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Re: Catching a glutton - advice?
The same goes for my fields. I don't put traps around it (I do fence around it), and for the most part animals leave it alone.

You never got a bird infestation razing your fields, I guess :D

cry hacov and let slip the dogs of war!

February 27, 2018, 02:06:24 PM
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Re: triple kill aww yea Welcome to the Unreal World :)
April 06, 2018, 11:56:52 PM
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Re: New look of rain a bit hard on the eyes Game is so taxing for my eyes that rain combined with max zoom out on my laptop screen is literally painful. I had to draw red circles around arrows and some hard to spot animals, so I could actually see them on the screen without squinting . I'm considering altering tracks with red arrows too. Some might call it cheating but imo roguelike game shouldn't visually hide stuff from you.
April 10, 2018, 09:22:10 AM
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Earning Village Credit So the idea was inspired by the "odd jobs" quest that I've seen come up and completed and the fact that I don't see why ANYONE (or any village) would want or need 300 fox traps.

The idea is that you would ask a villager if you could help their community in some way. The villager would respond, "Well, we could all use about 40 boards and a couple fox traps. Joe needs some firewood. Bob is always wanting furs. Jill could use a new pot and some wooden bowls. And little Timmy wants a small knife to play with. We are also short on food and weapons. The rye is ready and we could use an extra hand in harvesting it."

You could also have it so that each villager knew what the village needed as a whole but would only tell you what they want specifically.

By fulfilling their needs, either leaving the items in houses or by giving it to the specific villager that wanted the item, they would give you credit or bonus credit depending on the item/difficulty to attain.

If you brought too many of the item they could say they appreciated the gesture but they don't know what to do with 90 boards or 3 pots. And they would selfishly keep them anyway >:D

If you try to walk off with something when low on credit they could say, "Sorry friend, we still need that, maybe after you helped our small community a little more we might be more willing to part with it."

Though similar to a quest and possibly could appear in the quest log it could say something like "The village of Snow-Hoof needs... "
and then list off what the village and the villagers have asked for and it would not end but just be updated.

May 18, 2018, 10:09:48 PM
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integration of animals into bargaining Right now, it seems as though animal bargaining exists independently of standard item bargaining. 

It would be nice if the two were integrated.  For example, a masterwork sword might be worth far more than a cow.  it would be nice to be able to trade the sword for a cow, plus other items.

It would also be nice if the rewards from quests, such as "5 Squirrel Hides worth of Goods", could be applied towards purchasing animals.  Currently, it cannot be.

Thirdly, it would be nice to be able to trade animals for other animals.  For example, I could travel to the north and purchase a reindeer, then trade it down south for a cow.  Of course, a reindeer might not be worth a cow, but perhaps with a dog as well... or a few furs... it could be.

May 19, 2018, 04:10:50 AM
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Re: integration of animals into bargaining I agree.  In addition, I'd like to be able to buy several animals in the same transaction.  For example, I'd like to be able to buy 3 dogs (or sheep, rams, cows, etc.) in one trade rather than buy each animal separately.  This would require a different mechanism to leash the animals than after a trade. 

For example, could a village that sells animals have a pile of ropes in one of the buildings equal to each animal they have for sale?  I then pick up the ropes, enter the fenced pen, leash the animals, and then make a purchase before I can take the animals out of the pen?

May 21, 2018, 09:08:37 PM
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Re: integration of animals into bargaining I feel that this, and my suggestion about earning village credit are related, or could at least be solved mutually.

Supplying the village with some very expensive weapons or tools (when they need weapons or tools) would earn you a lot of credit with them and allow you to walk off with several animals and other items.

May 21, 2018, 11:02:15 PM
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