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Messages - trowftd

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Gameplay questions / Re: squeezing damage?
« on: July 26, 2021, 09:01:09 PM »
I've seen squeeze damage from bears versions ago but since then I only fight bears who are trapped by throwing stones at them so I haven't been hugged recently.

Ah, okay then. I didn't know such a specific type of attack existed. Fortunately, I haven't experienced any bear hugs. ;D

Gameplay questions / Re: squeezing damage?
« on: July 26, 2021, 08:16:06 PM »
Hmm... Are you by any chance meant to say "blunt" damage? If you are using a translation website it might have got lost in the translation. If what you mean is "blunt" damage; clubs, maces, blunt arrows, staves (staff for singular), throwing rocks and stones, grainflail and small flails, although flails are not used that much in fighting, are great for blunt damage attacks.

You can also choose to attack with the (B)lunt option of any weapon, but don't expect a tiny knife to do much blunt damage. I hope I could help.

Bug reports / Re: [3.63] "NUMPAD 0" registering as "0"
« on: June 29, 2021, 11:48:29 AM »
Ah I see... I read about some specific keyboards registering numpads as rows no matter what. But that was a standalone tenkey keyboard. I should keep in mind to try this at other games that use SDL2 just to see what happens.

Bug reports / Re: [3.70b] Hanging when changing setting at start
« on: June 28, 2021, 11:30:07 PM »
Oooh, this is very interesting. After reading this post, I also turned the music off and fullscreened the game and got the same result as you. I am using the Steam version, but I don't think this matters. After I force closed the game and opened it, it opened without any problems though. So this exists in steam as well.

Edit: To add more context, I have not changed the fullscreen and music settings after downloading 3.70b. I've only done it after reading this post. Turning the fullscreen option to no does not create the same problem. Changing the fullscreen after the initial crash does not create any other problems.

Bug reports / Re: [3.63] "NUMPAD 0" registering as "0"
« on: June 28, 2021, 11:23:04 PM »
Yeah, this problem seems to stem from the fact that keyboard do count numpad keys as number rows, this looks like something Sami can't fix as it looks like keyboard brand related. Can you tell me your keyboard brand? @ineedcords I should add mine on the possible solution post as it would be helpful to know.

Bug reports / Re: [3.63] "NUMPAD 0" registering as "0"
« on: June 28, 2021, 12:39:10 PM »
Sorry for necroposting, but I think I found a possible solution for this. Some keyboards or standalone tenkeys(a "keyboard" with just the numeric keypads) configure their keys as the number rows above qwerty, I think this creates a problem when both tenkeys and rows are configured. This bug occurred again while I was testing 3.70b.

For a possible solution: Turn off your "NUMLOCK" if it is activated. In some keyboards activating Numlock results in tenkeys registering as number rows to override any tenkey commands like left, right, end, home, page down and such.

I am using a Logitech G810 Orion btw, this could be helpful to know.

My keyboard consistently registers "NUMPAD 0" as kick(as this is the key for kick in number rows). But after I turn off num lock it does not. I cannot believe that the solution was this easy :P, I am reviving this old post but maybe someone else will search for something like this, it is at least a possible solution.

Sorry for a very quick report, but it seems that if you press "-" button to take away points in skills page enough times when you create your character in too easy mode, the game prompts all options used and the only way out is pressing yes. Even though I had points remaining the game doesnt let you use them. Windows 10.

It may also caused by remaining points reaching 8, I am looking into that as well. Edit: Remaining points do not matter I've got the same bug with 6 remaining points.

It seems to have no consistency regarding how many times you need to press, sometimes it is 6, sometimes 2, sometimes 3.

I also should mention, I can't choose other skills, game locks to the agriculture skill, if I say no and try to add points, change skills(even with hovering the mouse over the skills), it prompts again with all options used.

If there are any critters about, and your character has mediocre+ hearing, you’ll get woken up sleeping on the bunk the same as sleeping on floor or in a shelter...

Good to know, most of the interruptions I have doesn't yield any action or an animal sight so for a long time my idea was that you get rid of these "unimportant" interruptions by sleeping inside.

I don't think I have ever woken non-vigorous unless interrupted in some manner.

Yes, my idea is that you are less likely to be interrupted by non-threatening stuff if you sleep on a comfortable spot. But I didn't really look for it.

Apologies, I clicked edit, not reply by accidentJP_Finn

Suggestions / Re: Creating Settlements
« on: June 01, 2021, 01:13:10 AM »
Kenshi and Mount & Blade are both good examples of games where progress feels organic and "earned," optionally allowing the player to advance from a single individual to controlling your own settlements, yet the timeline it takes to accomplish this in both cases isn't remotely realistic. Like I said, it's all a matter of striking a balance where what you accomplish in the game feels earned and organic.

These are good examples, I kind of went wrong with just talking about the timeline and not really the flow of the game. And I admit, it is probably very hard to strike the balance between major and minor events and make both timelines realistic. Maybe the distance between cultural areas can be longer? So that we can't just go to the one from the other. The trading then would require a lot more planning ahead. This could make the progression flow a bit better I guess. Unreal World is a survival game in the first place, I do not think it would be too detrimental to make the player only busy about surviving a little longer I guess.

I just realised that my main "annoyance" here is that I think the overworld map travelling is way too fast. I am fine with how cutting down trees, fishing, building, trapping and so on takes our character's time in a day. So I kind of contradicted myself in one or two sentences in my first post. It is just that I can move on the world map very quickly.

Suggestions / Re: Creating Settlements
« on: May 31, 2021, 01:40:36 PM »
To be honest, we may not even need marriage at the start. I honestly would be very pleasant with a "partner" that is just a companion that doesn't leave you. Maybe after that is settled, we could have a chance to have offsprings if we are "partners" with the opposite gender.

But my problem with this whole thing is, how old are your characters when you actually get all masterwork gear and everything settled? Probably very young, I don't know about other people's playthroughs but the "endgame" can be reached pretty quickly tbh. And to think that a 20 something year old adventurer is looking for immigrants for his newly founded settlement is kind of unrealistic, to me at least.

The perception of time is very slow in the game. You can basicaly visit every single cultural area in the game, do different trades, get all shiny and powerful equipment and barely pass your teenage years. Because the game is also concerned about micro, everyday decisions of your character. I feel like this is a little too pronounced. I think Erkka's game in development, Ancient Savo, can give this bigger time period feeling better because it is not concerned about every single decision of your character, but then again, those two games are in a whole two different game genres.

Having bigger goals like this can be really good and all but I can see a 25 year old guy or girl being the chief of a very populated village and I don't think this is very realistic of those times. But maybe I'm wrong, maybe the Finns all had young people founding new settlements I have no knowledge about that. I would like to read someone's opinion about all the things I wrote above.

Suggestions / Re: An Easy(?) way to replace lost trees?
« on: May 28, 2021, 12:37:58 PM »
This would definitely be hard, another member Buoidda was making a mod in which it had custom flora with trees, and I was helping him draw the tree models. In a post Sami wrote:
Tree modding isn’t truly really possible, and I don’t know if it ever will be. Within the game mechanics and internal structures the trees are handled completely differently than the flora_* plants. Even if those tags would be added, the things generated wouldn’t really be trees for the game.
So there isn't really a way, at least right now, to add a new "real" tree. In the mod Buoidda's Craft, the trees were mostly berries and mushrooms, just very cleverly edited by Buoidda to behave like a tree.

But Night's URW Mod Extender looks very promising, maybe you can request a way to add trees into the game and see if its possible or not, if you come to URW Modding discord channel. There should be a link in the forums somewhere. ;D

Cheers to everyone involved in the project. You guys are the best dev team ever. ;D

I looked over the news.txt in the game files, CTRL+F "sleep" and couldn't find anything that points to a patch note mentioning an advantage. But I still make a bed and even put some skin over it as it kind of makes sense in my head in a roleplaying perspective. I would want some soft stuff to lay down on. ;D

Can you use boiling water for faster retting? Or is it too much work and not much improvement over it? I think this could add another functionality for pots in game but I have no idea if you can even do this.

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