Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Roman Lodestar

Pages: [1]
1
General Discussion / Has Unreal World inspired you in one way or another?
« on: November 01, 2024, 11:01:06 PM »
For me, I included a Finnish character in my second, work-in-progress sci-fi novel as the Chief Scientist (it's a placeholder title name) in the protagonist space ship and he is very interested in unusual pieces of alien technology, I will also include a Skramasaksi as a "quest reward" for the main character that has a little subtle engraving referencing Unreal World, and finally, I added the Njerpez in the novel as the most organized and dangerous pirate gang in the Milky Way, their background is done and I'll add more details about them as the story develops.

At the moment the manuscript is still in its first version and unedited, I hoping to finish it in January next year but I have a lot of work to do, what about you? have you created something inspired by Unreal World?

2
Tested with robbers NPC on spring where the snow reachs the waist, when you run from then and they are hostile (not using skis) you tend to accumulate fatigue at a alarming rate while the robbers move at the same speed (even more) without getting any message of fatigue when I look at them. Njerpez are also inmune to the slow effects of the snow.

3
Gameplay questions / What stat determines...
« on: January 20, 2018, 01:27:36 PM »
How much pain (or injuries) you can resist before blacking out? I have been testing some characters against robbers and they pass out after three or four minor injuries or one serious while NPC can resist many more hits (Njerpez are a good example of this). I find this unnerving since player character are fragile like a hare and can make combat more punishing.

4
General Discussion / Attack bonus
« on: January 19, 2018, 05:15:05 AM »
I can't find any information about this one, what exactly is attack bonus? does influence how do you perform an attack such as "you make a sloppy attack" or "you make a skilled attack"? I find knives to have that stat as "very little", meaning they the worst option for combat?

5
Suggestions / Foreign traders
« on: January 19, 2018, 04:46:23 AM »
Every time I come across the blue guys their wares are... disappointing, they seem to have rarely good wares with them but mostly they have very few items to sale or they have almost nothing interesting, I have better time trading with the Driik since they have more things available and accept everything as payment, if they want my precious furs then they be better bringing more gear with them for sale.

My two squirrels hides.

6
General Discussion / One shot, one kill...
« on: January 16, 2018, 05:31:12 PM »


So... any medic available here? as far I can tell a arrow wound (with a crossbow) of that kind should be an instant kill due how deep the arrow has pierced the head, this is how I interpret every grade of the injury in the game:

Minor: Pierces the skin but only scratches the bone.
Serious: Pierces the bone but not enough to reach the brain.
Deep: Definitely manages to get to the brain (at least to poke it).

I'm not a doctor and my medical knowledge is somewhat rusted but as far I can tell a deep bleeding wound should be a fatal since you are obviously damaging a very important organ in the body, happened me three times in the game.

7
Suggestions / Trainers
« on: December 29, 2017, 01:50:11 AM »
I think this was suggested in the old forums before but still I find this one particularly useful: Getting training for your skills, especially for weapons. Using the same formula for quest givers which reward you with a *Skill* lesson and once you perform a task in their respective area you instantly improve. In settlements there could be villagers experienced in certain skills they can teach you for a fee (food, tools, hides) until you reach their skill level, the more skilled you are it becomes slightly more expensive the training sessions, finding a grandmaster in a skill should be rare so it would encourage more travelling to different villages.

This could help especially non-fighters characters to receive safe training without losing a arm in the process and cut down the long grind of leveling up.



 

Pages: [1]