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Re: Njerpez Encounters in 3.63 Update here: After not getting any new camps spawn I acted on a hunch. I burned down the existing camps so that it showed up as "ground" on the wilderness map. Immediately new camps started spawning and I'd clear and burn them. I've cleared probably 6-10 more in a couple months (in no man's land thit spots,) I'll post a screen shot when I get home.

Edit: Attached a screenshot.  All the red X's are cleared and burned camps (21 I think.)  I think anytime you move in no mans land in the east theres a chance for a camp to spawn, but the game does a check if theres a camp nearby.  If there is it won't spawn, so clearing it gives the chance for more to spawn...I think.  Although now it seems to have stopped, harvest month currently so I wonder if that's the reason...if maybe spring and summer is the time for them to spawn.

April 04, 2021, 05:22:44 PM
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Re: Njerpez Encounters in 3.63 So it's been about 8 or 9 months in game since I adopted the strategy of burning down the wooden buildings in cleared njerpez camps.  In total I've cleared either 41 or 42 camps total (including 1 from initial scenario and two east of southern reemi not included in this screenshot,) and I think that number was 6 or 7 before I started.  So in ~9 months I got ~35 njerpez camps to spawn. 

So, if you're not getting enough Njerpez action where you are, move to no mans land between Reemi and Kaumo, roam around until you see those purple spots, then clear it and burn down the wooden buildings (you can leave the kotas.) 

Side note but clearing all these camps led to the first time I ever saw an ango in game, and also a throwing axe.

April 07, 2021, 10:11:40 PM
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Re: Can still sell infinite boards to villagers? The purchase limit is not on X items total, but once the threshold has been met, they won’t take more of the item in trades.
If you’d trade say 20 boards for something, then try to trade in additional 20 boards, they’d likely refused the trade then.

February 07, 2022, 03:43:47 PM
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Re: [Outdated][3.71][3.63][3.62] URWCharacterMenu v1.0.4b 3.81?
September 10, 2023, 09:44:32 PM
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Re: [Info] [3.72][3.71] Cheat Engine Addresses Update for 3.82 please.
October 15, 2023, 03:08:03 PM
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Re: Best Ways to Acquire Masterwork Fur Armor? Actually scratch that, masterwork fur does get +1 to edge and +1 tear (over fine, which itself is +1 warmth and +1 blunt), which makes it situationally more useful armour material over bear fur which instead a better pierce resistance. I'd say bear furs are still generally better as blunt attack is relatively rare and edge resistance is easier to stack than pierce.
December 01, 2023, 11:35:41 AM
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Re: If you eliminate Njerpez culture, do wandering njerpez stop spawning? I have committed Njerpocide.  All villages and camps wiped out as far as I can tell (new camps were popping up until the last village was razed so it is possible that I've missed one or more).  I continued play for a couple of years and based myself in the former Njerp lands, and have not seen any wanderers.  So yeah, I think they stop spawning.  I kinda miss the little red fellas now!

I sometimes found wandering Njerps within a few tiles of a camp, and if I killed them the camp had fewer warriors in it than the usual when I attacked it.  It seems that some wandering Njerps are wandering around in twos or threes close to camps, and others are wandering the wilderness and spawn at random - now weighted towards spawning near Njerp territory rather than all over the world as was previously the case.

December 29, 2023, 05:01:04 PM
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Re: If you eliminate Njerpez culture, do wandering njerpez stop spawning? I understand they are weighted to spawn more around their own territory and in the south east in general.  They used to pop up all over the map, but that was changed to improve game balance.  A wandering Njerp is easy riches for a combat orientated character, but lethal for anyone else.  Now, if you want to encounter them you have to head into their lands or near their borders - like the Kaumo lands.
December 30, 2023, 03:31:07 PM
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Haft them axes, haft them spears Hafting of the axes and spears is underway. This is relatively complex and fundamendal addition and I guess we'll be putting out a new release when it's all finished.
There's still lots of work to do, but let's have a first sneak preview of the upcoming hafting mechanics.

So, axe and spear items now consist of two parts; heads and hafts. Haft refers to their wooden handle or shaft, which can break over time or upon damage.
When a haft breaks the separate head remains, and can be hafted again. Hafting is a process of attaching axe or spear head to a new haft, making it a complete working weapon again.

Now let's meet our test character Terhi and let her show how the hafting in UnReal World goes.


One day the haft of her trusty woodsman's axe broke leaving the head lying on the ground.
For all the different axes and spears their heads now also exist as separate items.
Blacksmiths still sell these weapons readily hafted, so the heads aren't commonly found until the axe or spear haft breaks.



Crafting the hafts and the process of hafting can be found from [M]ake menu under a new [H]afting category.
The first two options are used to craft a new haft, and the latter for actual hafting to assemble a working weapon with the head and the haft.
Terhi now proceeds to craft a new axe haft.



Both crafting the haft and hafting task itself requires CARPENTRY skills.  Terhi has managed to craft a fine axe haft, and then she proceeds to actual hafting.
In this list of hafting requirements there's a new "hammering tool" entry. Axe haft needs to be pounded tightly into the eye of the head, so a hammering tool is required.
The butt of another axe, if available, is the best option but you can do this hammering also with a club, solid firewood or even a stone.



The hafting is done and she managed to assemble a decent woodsman's axe. Let the timberwork continue!


The haft quality and success in hafting has significant impact on the finished axe or spear usability. Poor hafting may result in lowering the weapon quality even below the head quality itself. The finished axe or spear quality thus now refers to overall usability with the used haft, and the success in hafting.
On the other hand, you may also manage to raise the finished weapon quality higher than the head quality itself with a perfect and perfectly fitted haft.

So, this is how 2024 starts feature wise. Stay tuned.

These are future features - not yet functional in current version 3.82.

January 12, 2024, 06:19:14 PM
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Re: Haft them axes, haft them spears
I have two questions:

Will there be a space prompt (I think there is one) to make you stop and take notice when the shaft breaks? Just thinking that it'd be annoying if the head falls on the floor, and you wander off without noticing?

Yes the breakage message will be space prompted.

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Will hafting a masterwork item with a lower quality shaft reduce the quality of the axe? It would be good to reward the players own self-sufficiency in that way by making carpentry skill more desirable.

Erkka already answered this, with an answer that is mentioned in the original post. ;)

January 13, 2024, 01:03:15 PM
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anything