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Re: Armor - Maximum Protection Diminishing returns in the way of more armor adding more encumbrance penalty. Sure, you can wear all the armor you can and barely be able to move, but the penalty will make most of your skills - including combat skills - useless.

Generally you'll want to keep your penalties to a minimum, because they directly affect most skills. So only wear heavy armor when you're heading for combat.

As far as I know, each body part's protection is calculated by the items covering it. Wearing a woollen veil or cowl will give the same amount of protection for skull and neck (double if both are worn).

(Linen undergarment actually protects the elbows, forearms, knees and calves in addition to those protected by a linen tunic. The wiki should be correct about this. It's not too long since I checked these.)

Not sure about the quality thing though. It might be that it only affects how durable the armor is, i.e. how many hits it can take before breaking.

May 26, 2017, 10:53:56 PM
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Re: Adding marriage - poll about how you find its priority As Mati256 I find it a nice thing, but quite a few other things would be higher up on the agenda.

caius made a nice argument regarding the spouse's behavior, but I don't think "trophy wives" were a thing at the time. I certainly have nothing against resources spent on wooing and general upkeep resource consumption as such, but I'd definitely expect the spouse to be useful (but I assume players could deliberately refrain from making use of the spouse's capabilities to create a trophy spouse).

As mentioned, a good spouse system would probably need to build on a number of other new mechanics, such as e.g. tasks requiring, or at least greatly simplified through, the use of two people (with the ability to use hired help for those jobs. However, the hermit play style shouldn't be sacrificed in the process).
Spouse and spouse family quests/demands could improve things, but that in itself would probably be built on a broader village relation framework where messengers would seek you out to make requests rather than wait for you to show up (and the spouse would presumably ask to see the relatives from time to time, for instance). Obviously, village requests would only happen if you're on sufficiently good terms with them, and possibly only after accepting some kind of status (again, to protect the loner play style).

What I think this boils down to is an aimed chaotic development process where systems supportive of the family goal might be given a slightly higher priority than those not leading towards that goal, resulting in such processes being worked on a little more frequently than others.

Turning your homestead into a single character village with a spouse NPC inhabitant no more reactive than current village NPCs wouldn't really achieve much, in my view (in fact, turning it into a "real" village through the recruiting of "settlers" would probably be less boring).

Obviously, the above are my opinions, and not any kind of objective truth.

December 18, 2017, 11:50:09 PM
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Healing (the bleeding wounds of) your pets and companions Started to add rudimentary (and probably the most important) stage of healing your pets and companions; trying to stop bleeding of their wounds.
More companion/pet healing methods may follow in the future, but we'll start with the most crucial one.

The mechanics of applying physical skill to your companions are the same as applying them to yourself. Herbs can be used in the process, the success or failure messages are the familiar ones, and so on.

How an attempt to heal your companion is started is to face them upon using physician skill. If treatable wounds are found (ie. bleeding wounds) you'll be asked whether you wish to try applying the physician skills to this companion or pet. The wound to treat is then auto selected based on its severity.

January 12, 2018, 03:50:15 PM
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Spirit relation re-balancing The spirit and magic enhancements are good in general. However, there are a few things I think need re-balancing:

1. As far as I can tell, sacrifices now use a joint pool, as opposed to separate pools (and spells) for different targets earlier. I think they need to be split up again, so sacrifice of fish automatically goes towards satisfying the water spirits and meat to appease the forest ones, and these pools being independent, i.e. having made an offering to the spirits of the forest shouldn't block a sacrifice to the spirits of the water. Whether there should be a regional split up as well can be discussed, as I don't know if there are regional differences or not, but if there are, sacrifices to one region/realm spirit shouldn't affect sacrifices to another.
2. Spirit mood feedback should likewise be split up more. I keep getting messages of unity with the water even though my character haven't fished for half a year, and the sacrifices for almost as long have been of meat (I had some roaches that needed sacrificing).
3. The "cost" of kills should be re-balanced so it's possible to live off small game without being hated by the spirits of the forest. It should be contemplated whether the value (in some currency, e.g. amount/nutrients of meat and/or fur value) of a kill and sacrifice should affect the spirit relation adjustment. Currently it seems a sacrifice of a spoiled hazel grouse lump of fat has the same impact as a whole salmon or fresh bear cut.
4. "Special" sacrifices (of which I know a single one) should not be blocked by the standard ones, and given their cost, they ought to give a larger boost to the relation than the standard one.
5. Spirit moods ought to move towards neutral over time if nothing affects them, so a relation of unity should decay towards neutral if you neither sacrifice nor "harvest" from the spirit's domain, and the same should a furious relation.
However, some folklore seems to have rather petty supernatural actors with long memories, so it might not be wrong to let good relations decay a lot faster than bad ones are repaired.

March 10, 2018, 10:43:34 AM
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Re: New look of rain a bit hard on the eyes The rain is a pain on the eyes at times:
- Hunting: the rain effect makes it hard to see any tracks, including those right next to the character.
- Harvesting: Seeing the difference between ripe and not gets very hard when it's raining, to the point that I sometimes have to use the look function to figure out the stage of the plant. Note that I'm already zoomed in to the max when harvesting.

April 10, 2018, 08:25:56 AM
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Re: New look of rain a bit hard on the eyes I agree that the rain/snow visual is rough.  I often give-up on whatever I'm doing in heavy rain/snow because I can't see, especially when traveling on the map screen. 

For example, I was working through a bird-thief quest and had to give-up for several days because I couldn't identify terrain from the map screen or on the zoomed-in screen.  Then when there was a break in the rain, I got in some time searching but had to give up repeatedly and couldn't use a systematic search strategy.  It took so much longer than it should have to finish that quest.  I was worried about finishing the quest in time.

April 10, 2018, 03:34:03 PM
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Re: New look of rain a bit hard on the eyes It's been mentioned by Sami that rain is a .png (gui-rain.png and ele-rain.png according to a search in the truetile folder) and that those images can be edited. Maybe somebody with a hint of artistic talent beyond the stick figure drawing level could edit the images and post alternative ones with a lesser impact?
April 10, 2018, 04:00:38 PM
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Re: Short Questions/Quick Answers As far as i can remember you need two walls in order to be able to build the ceiling and floor (if not three). One wall doesn't allow you to biuld a floor
April 15, 2018, 09:44:41 PM
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Re: Short Questions/Quick Answers It should be two to build a floor/ceiling, or you wouldn't be able to build buildings more than a tile wide...
And yes, you need a floor as well.

April 15, 2018, 11:03:29 PM
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Re: Short Questions/Quick Answers Lin, I just recently figured out that you can [A]pply a bear skull to pull out the teeth, you will need a knife.  Then the bear skull can be [P]ushed into a pine tree to complete the bear skull rite.  This is a ritual that all characters start with, so it must be common knowledge and important.  The teeth seem important even though I haven't fount any discrete use for them, I can say my survivor has been wrecking face since he started carrying the teeth around with him..

I haven't found any use for antlers, their trade value is painfully low, but they do look kinda nice when placed on a fence or a wall.

April 16, 2018, 10:13:20 PM
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