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Topics - Dungeon Smash

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Gameplay questions / Children stole my stuff??
« on: January 02, 2021, 04:39:47 PM »
I had no idea this could happen in the game!  Has anyone else had this experience?  And, if so, how did you get your stuff back?

I was sleeping in a Seal Tribe village, and had left all my stuff right outside of the door of the sauna where I was staying.  In the middle of the night, I was awoken by "strange noises" and saw two kids pick up my knives!  The kids then turned "hostile" and started running away.  I chased after them.  I tried to talk to them (no response) and tried to talk to other villagers, but saw no option to confront them about the theft. 

I chased the kids down, and tried to use the "Take" command to get my stuff back but it didn't work.  So, I kicked one of them, and this turned the whole village hostile.  They then proceeded to beat & stab my character within an inch of his life. 

What is going on here?  Is there any way to get your stuff back?  I find this frustrating - I like the idea of little kids stealing your stuff, but if they do, I think you should be able to confront the adults about it!

Gameplay questions / Questions about Intelligence & other stats
« on: January 09, 2020, 09:21:40 PM »
I'm currently going to wrap up an Advanced Adventures gamecourse soon, and was going to go for stat increases.  I already know i want more Strength & Endurance, but I'm trying to decide what else I should get.

Basically, I'm wondering what Intelligence actually affects.  I assume it can bump you up to 2 stars or 3 stars for learning certain skills, but are there any other in-game effects?  Does it increase the likelihood of success with any skills? 

Similarly, what does Will do?  I assume it makes it harder to pass out or die - is there anything else?  Does it make you get cold slower, or decrease fatigue?  I'm just trying to decide if it's worth it to increase these more nebulous mental attributes, at the expense of something like Agility.

I was on the "Big Elk" portion of the Advanced Adventures quest, and the quest completed itself after I shot and killed a reindeer doe?  It wasn't even a Big Doe, just regular size.  Not that I'm complaining... it's a difficult quest.  But I thought this was odd.

Suggestions / Spotting smoke
« on: December 25, 2019, 07:08:42 AM »
Right now I am playing the homeland robbers quest, and it just made me think... why can't I see a smoke from the enemy cookfire?

The old man in the village mentioned that he found the robbers from the smell of their smoke... my character has high smell and eyesight and yet he seems to get no clues.

I apologize if smelling smoke already exists in the game, but I have not found it.

However, it seems a character should be able to easily pick out a column of smoke rising - especially for my character right now, as he in on a mountain overlooking a region of barren hills. 

It would be really nice if a graphic indication would appear on the worldmap to show where a campfire has been lit, especially as hunter-type NPCs in the game world can now light their own fires.  similar columns would surely appear over villages as well.  It might even be nice to have a message prompt appear as we do when a village is spotted - "You spot a column of smoke nearby".

Similarly, it would be nice if you could smell smoke when you get within 1 tile or so.  "You smell smoke on the wind."  Similar to how you can sometimes pick up tracks in an accidental fashion by walking by. 

I reckon you'd also need some method to identify a fire only once too.  It would be annoying if you keep walking by the same village tile and keep getting "I Smell smoke!!"  over and over.  Sort of the way village tiles are only "discovered" once, and tracks rarely pop up over and over from walking across the same worldmap tile.  or when you get a message saying "You hear [xyz] woodsman singing nearby"

This could also help to make the (often frustrating) robbers quest less frustrating.  A good warrior would use every clue his senses can give him.

Just wondering, thanks.

Gameplay questions / Meaning of [roast], [boil] and [bake] tags?
« on: May 24, 2019, 10:02:38 PM »
Apologies if this has been asked before.  I understand that these represent different cooking methods (roast needs only fire, boil requires pot, and bake requires stove) but are there benefits besides these, in terms of nutrition and such?  For example, since baking is harder than roasting, does it impart more nutrients to the food?  Or are properties of certain foods only unlocked through boiling or baking?

Modding / New furniture item: "Chest" for storing things
« on: April 26, 2019, 02:04:14 AM »
Sometimes the cabin tends to get a bit cluttered, especially in long games.  It's perfectly possible to stash large piles on a single tile, but it looks messy to simply dump everything on the floor.

It would be nice to be able to build a furniture item called "Chest".  I would imagine it would function similar to a cellar, but without the added benefit of keeping food fresh.

It would particularly be nice for clothing items, since those seem to tend to pile up the most.

Suggestions / Agricultural suggestions
« on: April 21, 2019, 01:01:14 AM »
I've just recently started playing around with large-scale agriculture for the first time in this game. 

It would be neat if things like rainfall and sunshine actually affected how much the crops grow, and how fast.  Right now, it seems to be determined right when the seeds are planted, using your Agriculture skill.  However, in real life, crops are heavily impacted by weather. It would be cool if you didn't necessarily know how much barley or peas you were going to get right off the bat, and instead you had to wait to see how the weather helped or hindered your crop.  Perhaps your Agriculture skill could help ameliorate the negative effects of bad weather, allowing your crops to survive flooding or flourish despite insufficient sunlight.   I know this is a very complicated idea, but I think the person who modeled the ice forming & melting simulations for this game could probably handle it ;)

This year in the game, I also had another interesting thing happen: we had a late frost in spring, preventing me from planting crops for over a week.  Some crops were already in the ground, but they survived the frost fine.  I think it would be interesting if late frosts could destroy your crops - moderated again, of course, by agriculture skill.  It would be frustrating, but that's the life of the farmer!

Gameplay questions / Tips for agriculture?
« on: March 09, 2019, 09:36:11 PM »
One portion of the game that I have never delved too deeply into is agriculture.  It always just seemed kind of tedious, but now that I am easily able to keep my characters alive during the early game I think it would be rewarding to grow my own crops and use them for clothing and meals. I now have a Kiesse settler who has survived to his second spring, and has all the necessary tools and seeds.  I know the basics from the in-game Beginner's course, but what are some tips to make farming more effective?  What should I avoid, how can I best utilize my spring?

What about the details of workflow - like for example, how big of a section should I burn at one time, bearing in mind that I have to prepare all the soil before the burnt-out fires disappear?  What should I prioritize during each month?  Are some crops more important to get in the ground quickly before others?

Modding / [Buoidda's mod] Obtaining blood from animals... ideas?
« on: December 18, 2018, 09:01:14 PM »
I'm an inexperienced modder but was hoping somebody might be able to share some suggestions...

 Buoidda's mod contains a cool function where you used to be able to drain the blood out of an animal carcass, and then use the blood for various recipes, eg blood sausage.  However, I noticed that with some newer changes to the game, draining the blood is often not possible because it calls for "elk carcass", "reindeer carcass" etc but then does not recognize the animal carcass when it is "Big female reindeer carcass", "small largely-cut reindeer carcass", etc.

Is there any way to re-write the recipe so that it works with any generic animal carcass?  I'm fine with self-imposed roleplaying restrictions.  Or, alternatively, is there a way to re-write the recipe so that it works as intended?

Here is the current code from Bouidda's mod:
Code: [Select]
.Reindeer blood. *COOKERY*  /20/ :148:
{*reindeer carcass*} 'Pick up reindeer carcass'
{Branch} [remove] [boil] '+for stirring'

.Elk blood. *COOKERY*  /20/ :148:
{*elk carcass*} 'Pick up elk carcass'
{Branch} [remove] [boil] '+for stirring'

.Stag blood. *COOKERY*  /20/ :148:
{*stag carcass*} 'Pick up stag carcass'
{Branch} [remove] [boil] '+for stirring'

Suggestions / Are the Northern Lights visible in Finland?
« on: December 18, 2018, 05:45:51 AM »
If so, I just think it would be cool if they would show up on the weather screen sometimes.

Suggestions / "Excuse me, sir... Could you tell me about this plant?"
« on: November 06, 2018, 07:53:47 PM »
It would be nice to be able to ask shamen in towns about the local plant life.  Sometimes, when in a foreign area or if your herblore skill is poor, you will see plants growing around the neighborhood or in the fields and have no idea what they are.  You can't steal leaves or flowers to identify them, but why couldn't you just ask a friendly local?   It seems logical to me.

I'm not sure how this would work, exactly, since you would have to indicate a nearby plant.  Or, another alternative is that you could show the leaves or flowers to a sage and he could tell you.  This would not add to your herblore skill, and you would not be able to recognize the plant on your own without more practice, but you (the player) would have to remember, "Ah, pretty grass = bear pipe". 

What do you think, good idea? or does it rob the gameplay of a necessary element of mystery?  Or is it just too impractical to implement?  Thanks!

Suggestions / Lighting torches off of other torches?
« on: May 26, 2018, 12:12:59 AM »
Currently, torches can only be lit from open fires.  This gets a little annoying if you are conducting protracted activities in caves.  I would think you should be able to light torches off other torches.

Gameplay questions / Any way to find lost items?
« on: May 25, 2018, 07:44:37 PM »
I made a foolish error - I ran into a squirrel whilst travelling on the world map, and stopped to hunt it.  I dropped most my items to make it easier to throw spears at it, but after killling the squirrel, I simply walked off and accidentally left most my items.  I didn't realize until stopping later and trying to craft something.

Anyway, stupid mistake, I know.  But is there any way to use the game's files to easily find out where the items are?  I checked the message log, which gave me a vague idea (it's in a forest), but not the specific location.  Is there any way to look this up?  Has anybody more experienced figured this out before?

I realize it's cheating, but I've already searched for a while and I just want my stuff back.  Thanks in advance.

Suggestions / integration of animals into bargaining
« on: May 19, 2018, 04:10:50 AM »
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.

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