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 - codyo

Pages: [1]
1
Suggestions / Fishing Menu needs updating
« on: August 24, 2021, 09:07:08 PM »
1. Set Fishing Net: This button is actually the same function as "Active Fishing", or as "Applying" an item. When pressed this should be a unique action that only shows nets in your inventory for use.

2. It might be a good idea to have a redundant way to create fishing hooks or fix them to fishing rods in this menu.

2
I've been playing on this character since the first iteration of the 3.70 beta, and so far I have never once seen a wandering raider within an entire game year.

This has also been reported on r/URW https://www.reddit.com/r/URW/comments/p44xgo/lack_of_hostiles/

I did not read anything in the changelog that mentioned the frequency of Njerpez was vastly lowered within the areas they are supposed to be. On this character I travelled from the northwestern coast of the Seal tribe, down to the middle of the kaumo territories, and even in the East I have never seen a wandering raider. In 3.63, Njerpez were super common sights down between the Kaumo, Kiesse, and Reemi lands; where they wandered both in those territories and in no man's land, but it's starkly different in this beta.

I have witnessed a Njerpez raiding camp pop up in Kaumo territory, and there were raiders inside it, but no individual parties on the world map.

3
Bug reports / 3.70b Rescued Adventurer Hunting Village Livestock
« on: July 01, 2021, 12:53:24 AM »
Hi. I came across quite an odd bug in this new playthrough.

I was in a seal-tribe village looking around and trying to find things to trade, and eventually left when I saw everything I wanted to. But I realized I hadn't talked to the villagers for any new quests. So I went back after a few steps on the wilderness map, and saw all the villagers were in combat mode for some reason, when everything was fine just before. Odd. The next turn, everyone left their combat state back into normal again.

I ran into the center of the village to see what was going on, and discovered that the lost adventurer I found in the middle of the wilderness from several weeks prior, must have suddenly started hunting inside the seal-tribe's own reindeer pen. (I know it is him since I still have his quest log)

He had a really easy time I think since the reindeer were trapped, by the time I found him, he was in the pen with two dead reindeer, skinning one, and had a puncture wound on his shoulder, from what I assume from maybe a villager attacking him. I didn't see the fight actually happen.

From the arrows I found in the pen, it's also possible that a villager on the outside of the pen tried to fire inward at him, and accidentally killed one of their own reindeer too. It's odd that a "hunter" would kill two of these on his own and then decide to start skinning.



The good news for me is that I now have two full reindeer corpses to take home without anyone in the village caring.

4
General Discussion / Things are going pretty well in 3.70b
« on: June 28, 2021, 06:16:14 AM »
The first village I found under this new starving adventurer allowed me to do some menial labor in exchange for some much needed supplies before I had to set out into the wilderness again, part of my reward being one of these fancy new fishing poles with an iron hook attached to it. Thankfully fishing poles are now dirt cheap in this version only costing a few squirrel hides and I was able to buy a handful of food along with it to get my character by another few days.

Well the food went out fast. Fishing with a bare hook on the nearby lakes had been hit or miss since my Sartolainen adventurer wasn't much of a fisher to begin with. And with no other skills, valuables, hunting supplies, or even a nice trapping fence to use, I didn't have anything to put on my hook and starvation creeped back into being a daily threat. The best thing I was able to catch were a few roaches, if I was lucky at all, which barely give any nutrition for the effort spent anyway.

Sharing my dwindling food with the spirits as offerings might have been a good decision though, because eventually I came across a lake with grouse in big enough numbers that they're nearly choking the sky and they basically fall into my lever traps every hour on the clock. Fish even love the fat I get off of the little birds, I'm reeling a decent amount of perches and barbots every day with even novice skills with grouse fat.

So with a new supply of food every day(a wisely portion set aside for the spirits of course), spare yarn bought from the village, a bed of spruce twigs under my adventurer's back, and a view of the stars and changing moon phases every night. I like to report that life is going pretty well for this character. The new features are neat.


5
Suggestions / Snowstorms and Blizzards
« on: February 05, 2020, 07:57:45 PM »
UnReal World should have periods of severe weather to make winter properly dangerous and scary.
Blizzards with their high winds would make freezing temperatures much worse and turn layers of clothes into more of a necessity. Right now a person can easily go through winter without worrying about the temperature much. Cabins aren't that necessary for warmth.

Mechanically a blizzard would be a period where for 10 hours, or much more the snow animation is constantly on. With some random tiles in your view sometimes completely going white for a single turn. Visibility is reduced on the local map and global map. Temperatures drop severely and should go lower than whatever the minimum is now. The interior of a building and cave should provide the most protection. Shelters made up of conifer branches can still help, but you should require a large fire going constantly on the tile beside you. Frostbite on your hands, face, and feet would be a big hazard during the storm.
Weatherlore will need to be updated for blizzards. Based on your skill, you will be able to detect if one is coming in the next day. Or couple of days. As you become more skilled, you can guess more details about it, like how herblore works.
Like at 10% skill you can guess if you're on the edge of a blizzard or not. Maybe how long it will last once you're in it, with A LOT of room for error. At 30% you might be able to see a blizzard a day ahead. And so on. Perhaps it's not very realistic to accurately predict a snowstorm in the dark ages, but it would make the weatherlore skill more interesting and valued.

I think it would be interesting to put all the features of a blizzard on some kind of Bell Curve using multiple dice. Making snowstorms with "mild" values the average and expected. But once in awhile you may roll very brief storms or very long ones that last a week. Some may have worse visibility and temperature, or not. This way not all blizzards will be the same and it will allow for more memorable moments where characters can become lost and stranded in severe weather. Certain months during winter should be at more risk for blizzards as well. Like the "Winter" month(December) and most others during the season may have a 4% chance per day of developing a blizzard. Center month(January) may have a 7% chance each day. I don't know Finland's weather cycles very well, so I don't know which parts of the year is most at risk for bad weather. This is just an example for weather chance.

This would open up the way for more quests too. Like a questgiver in a village might ask you to go rescue a family member that was returning from a hunt or their traps. The quest could be open during the storm or afterwards for awhile.


6
Suggestions / Difficulty Scaling
« on: November 08, 2019, 10:52:26 PM »
I believe the game would benefit from adding difficulty options during character creation. Options that will add extra challenge for those of us who want it. Without ruining the base experience for new players.
What I suggest are things that affect the entire game world such as animal spawn rates, bandit spawns, average item quality in villages, average temperature and so on. All of which intended to make the game harder only. I think it would be a fair design decision to avoid adding anything that would make the game experience easier.

Here's what the Difficulty menu should look like before you roll your character.
  • Average World Temperature( The world is becoming colder... ):
  •   Normal
  •   Cool (Base Temperature - 5 Celsius)
  •   Chilly -10 Celcius
  •   Absurdly Cold -15 Celcius
  • Bandit Spawn Rate( Outlaws are on the rise ):
  •   Normal 100%
  •   More 150%
  •   Double 200%
  • Njerpez Spawn Rate ( The Njerpez are going to war ):
  •   Normal 100%
  •   More 150%
  •   Double 200%
  • Enemy Skill ( The outlaws are well trained ):
  •   Normal
  •   Elite Raiders +20% skills
  •   Legendary Raiders +50% skills
  • Herbivore Spawn Rate( Prey is scarce ):
  •   Normal 100%
  •   Fewer 75%
  •   Scarce 50%
  • Dangerous Carnivore Spawn Rate( The wolves are hungry):
  •   Normal 100%
  •   More 150%
  • Metal Goods Cost (Iron is expensive):
  •   Normal 100%
  •   Expensive 150%
  •   Outrageous 200%
  • Food Cost (Food can't be wasted):
  •   Normal 100%
  •   Expensive 150%
  •   Outrageous 200%
  • Trade Goods Quality (Masterworks are rarer):
  •   Normal
  •   Poor

7
Suggestions / Traps should be nerfed
« on: November 08, 2019, 02:48:23 AM »
I've been playing for years now and the big thing I've noticed is how incredibly easy the game becomes after setting up a single trap-fence. Usually on the border of a open mire and a coniferous forest or coniferous mire. Or by just keeping a trap-fence around my settlement I often have an elk or reindeer diving straight into one of my traps once every two months.

I don't know how the mechanic is supposed to work for traps. It feels like having a trap causes the game to spawn an animal which must be forced to path straight to it and die. Having a dozen more traps must cause this chance for a spawn to go up even more.
On my current character I have 3 light-lever traps scattered across my settlement and I am assured some kind of bird to step in one once a week or more. There is a massive amount of capercillies spawning all the time. Maybe it helps I live by a lake as well. There is old lore that small lakes and rapids can be a source for wildlife to spawn.

I only have 28% Trapping skill and I feel way too lucky with my traps. However the mechanic works, animals shouldn't be running into them so easily. I end up with a lot of furs and meat to survive indefinitely with little effort.

8
General Discussion / Micromanaging Rope lengths problem
« on: October 29, 2019, 08:36:57 PM »
Why are entire lengths of ropes wasted when you only need 5 feet of a 30 foot rope for a single arrow?
I'd like to use a really long piece of cord for when I'm crafting arrows in large batches. It should be assumed that my character is clever enough to separate the rope into pieces automatically during the craft time. Instead of having to manually cut 5 foot sections of cord for every single arrow I want.
This goes for every other recipe with rope lengths. I was confused as well when I tried drying 50 pieces of meat at once with a long rope and saw afterwards that the remaining 15 feet disappeared.

9
General Discussion / Animals Spawning at Rapids
« on: August 17, 2017, 07:18:05 AM »
I thought I've read animal spawning behavior was changed so they do not pop up at rapids. I never had an animal spawn withing my homestead before as far as I can tell.
Because I just noticed this. I've built my cabin along the shore of some rapids and I was away from it for one night. Then I came back to find an elk within one of my traps.

Judging from the tracks the Elk spawned within my fence, 2 tiles from the shore. It made its away across my courtyard (southeast to the northwest corner) to a trap.

The tracks lead from that shore to here.


Has anyone seen this behavior in the latest version? Or could this be an animal spawning from traps being in the area? Either way, this bothers me because the trap-fence was meant to keep big animals/humans out.

10
Suggestions / Suggestion for the upcoming Trophies
« on: July 28, 2017, 06:06:37 PM »
As trophies are in the next release... one thing I am really really hoping for is having exact animal sizes to animal descriptions, and/or for the bones/skulls you get from them.
It would be cool story wise, to walk into my cabin on a cold winter night and see a large bear skull in the corner, and reflect on the time I beaten such a large dangerous bear.
Quote
e.g. (examining a bear) This is a huge male bear! He stands at 6ft (1.8m) tall at the shoulder.
 You've harvested a 18 inch skull from the bear!
The same for antlers, I'd want to show off the number of the points that I have on the antlers I harvest (the individual horns on an antler for those unfamiliar with the term).
Quote
You take a 15 point set of antlers from the Stag corpse.
The same can be given to fish, make them variable in weight or length... So people can dream about "catching the big one" in the game.

I think adding some flavorful descriptions like this would help towards community involvement too and story sharing.
This way everybody can show off who got the biggest stag/bear/pike and so on ;)

Update:
If more specific size descriptions are added to animals, this should mean variable skins size and butchered meat amounts too. But for the purpose of this suggestion it doesn't have to go this far yet.

Pages: [1]
anything