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Topics - JP_Finn

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Suggestions / Graphical representation of known people.
« on: May 27, 2020, 05:37:11 PM »
When someone gets aggressive, we see the red “ “ above them.
What I’d like to see is green, blue, orange or yellow “ “ or * or ! or ? on them

But more specific, if an unknown/not yet introduced villager has a quest, or has something to tell or suggest to the character, have them display e.g. yellow ! Or ?

If that character was known to the character, display the icon in blue and if friendly, in green.

It’d also be nice if known NPCs were similarly identified, so character wouldn’t need to manually look at them, just to see if they’re known, or if that’s the NPC quest giver or not.

Characters* / icons, colors all open.

*a-z, “!? and so on

Suggestions / Collecting embers
« on: May 21, 2020, 04:18:02 PM »
In the light of fire mechanics change, I suggest picking and packing embers for portable fire source. Should work with wolf hide or bigger, using dirt* as insulation. Or collect the embers in a pot.

Given the frozen nature, heh, of winter, the soil around extended burn campfire could be thawed enough to be used.

Not bugs / [not a bug, slow down JP...] Forum posting limit
« on: May 20, 2020, 08:27:24 AM »
Looks like I can’t post on the Suggestions. 

Either I got too many ideas, or the system wants status quo upkept.

Suggestions / Butchering and tanning agents
« on: May 20, 2020, 06:14:27 AM »
I'd prefer to get entire muscle groups, fat, brains and other organs, even blood, tendons, full skeleton as butchering products. Not just 1lbs cut of meat, 4 bones and fat. (with possible skull and antlers)

Especially for tanning, brains would be nice. For vitamin source (not yet implemented... eventually? cooking and eating liver shouldn't be overlooked. Lungs less usable, kidneys and spleen definitely. And I've personally always liked the flavor and texture of stewed elk(alces alces) tongue, delicious with cranberry jam and truffle mashed potatoes... mmmm  :D

But to the real suggestion:
Can we please simplify the 'fat/brains' received from butchering animals?

I.e. get "fat or preferably brains and lump it into a single inventory item.

Pros: less inventory clutter. No tanning agent shortage if character used capercaillie fat to tan hazel grouse skin (it gets fully used, yet hazel grouse fat isn't enough to tan capercaillie skin)
Cons: folks using bark to tan and fat as baits would lose their weight gaming "optimization"/option.

My character Antti went to look for Traders with some furs, popped by at forester village, they had wounded adventurer there. Bear had mauled him, you know the drill. Anyway, bears aren't easy to find in winter and previous one resulted in 200lbs+ of awful dried bear cuts.. dog food, eh.
So figured why not look up the handaxe, kill the man-eater bear and get winter hide and better jerky.

Day later, big male bear killed on a ice of a lake. Packed 90lbs on the dog, had to leave 60 lbs behind as fur load was limiting Antti from hauling it all in one go. (he's big guy @ 217lbs, max strength, high endurance) battling tiredness, dark of the winters night and fatigue, popped into a Njerpez. And he's standing mere 5tiles/10m away, facing towards. Oh crud.
Antti has so far killed 31, his dog 4. But this one might be fatal, the wrong way. 45% fatigue, 39% encumbrance. 7% injuries from bear bruising. Oh well, at least the dog's deep cuts healed 2 days prior.
Drop the excess load, furs, meat, all other food items, water. Anything but battle gear: broad sword, bow&arrows, handaxe, broad knife

And what does the Njerpez warrior do? Mind you, he had shortbow, plenty arrows, Njerpez scimitar, knife...

The Njerpez, turned away and fled. He literally hightailed outta there.
With Antti's load at max, decided to let him run. Which he did.
But, what's changed? Like the guy in red, running away?  :o

I guess massive guy clad boar armor, bear and elk fur, metal helm and long coif, steaming like bull from the near black night over knee deep snow; dropping ~150lbs fresh bear cuts, stack of hides and grabbing masterwork hunting bow with handaxe, broadsword and two knives on the belt, roundshield strapped to the ruck... could be intimidating. Especially if there has been a hidden scout to witness what happens to any of their ilk.

Suggestions / Functionality change salting
« on: May 19, 2020, 12:17:00 AM »
Main attraction for salting vs smoking or drying is the time it takes. Yet, you need to come back 5 days later to collect the salted protein. And coming back deducts usability that we can get by smoking. I.e. if I have to come back for the protein, why not take it to cabin to begin with?

As salting doesn’t require water and tub, we presumably heavy salt in-game.
So other than game mechanic from all other cooking, why can’t our characters pack the salted protein and let it cure in the rucksack?

In short, allow salted food to be picked up, before it’s “cooked”/cured. Don’t allow eating it before cooked/cured.

Apologies as the linked wiki article is only available in Finnish, but reading through the "false gods list" in Dauidin Psaltarin aka Finnish translated and adapted book of psalms back in 1551.
It lists 12 western (hämäläinen/tavastian) and 12 eastern (karjalainen/karelian) gods.

Western gods, briefly:
Tapio, forests and game
Ahti, waters and fish
Väinämöinen, sage-wizard demi-god with power of singing spells
Rahko, thief waning moon (with bucket of tar and tall ladder painting moon darker every night)
Liekkiö, grasses, roots and trees. Also bastardized to be phantom of murdered children by catholic church.
Ilmarinen, original god of air&weather. Smith of ... everything?
Tursas, Turisas, bastardized to be also the iku-Turso. First being god of war and battles, second a malign sea-monster. The latter is also a primordial beast generating diseases.
Kratti, god of possessions and hidden wealth. Name derived from Swedish 'skratta' 'LAUGH' a phantom laying above hidden treasures and wealth, laughing and laughing?
Tonttu, aka elf. Various spirits, one for house, one for sauna, one for dry barn (riihi, for dry grains), one for yard, one for yule etc)
Piru, or after christian religion demonized Finn beliefs = devil, god of celebrations and fun.
Kave/Kapeet, spirits of air, often projected as avians. "old man Kave" was carried in his mother's womb for 30 years, and when born came out with his blades and mounted on a saddled horse! Rumored to be Väinämöisen father and possibly also the original iku-turso (not Turisas)
Sons of Kaleva, were giants that shaped the land, shifted boulders, cleared meadows and so on.

Eastern gods were:
Rongoteus, who gave harvest of rye
Pellonpekko, gave barley and brews
Virankannos, gave oats
Akräs, gave peas, beans and turnips
Köntys, created meadows and gave hay
Ukko, was the supreme god, lord of weather
Rauni, Ukko's wife, family and ... fornication
Kekri/Käkriäinen, the god of pleasure/hedonism, with his 2 pronged penis...
Hiisi gave victory in battle (Hiisi was later bastardized to be malign water dweller. Similar to Turisas)
Vedenemä, gave fishes to the nets.
Nyyrikki gave squirrels from the woods.
Hittavainen gave hares.

Western gods seem to have affiliated more towards property, spells /lunar cycle and weather. Eastern gods more towards agriculture and carnal pleasures.

TL;DR; in-game western gods lean towards farming, historically to weather. Eastern gods in-game lean towards hunting, historically to farming and f#cking.

Here's wikipedia article, in Finnish, about the recorded gods, Ancestral finnish gods
This was written in 1551, several hundred (6?) years after the time window for Fantastic UnReal World game world closes.

(If there's any interest into pre-christian gods here, I can translate, if given some time. I'm agnostic myself, if that makes any difference. If someone likes any one/multiple sky-pilot(s), that's their choice, I'm not one to deny it)

Personally I found it interesting that Elks decided to put Eastern cultures towards hunting, not farming.
I guess the thinking were: the Karelians being southern(south-eastern) Finns and Savo-folks to Kuusamo, further inland in the east and more to the north, as the basis for the hunter type the Kiesse & Kaumo are in-game.

And sadly Mr Agricola*, didn't record Northern beliefs in his... crusader... translation works.

*he's the original Finnish language literacy figure, first to write down, any Finnish language, so can't really dis him too hard.

Gameplay questions / Varied handaxes?
« on: May 16, 2020, 07:37:31 AM »
I just noticed I have somehow differing/varied handaxes. They're all collected from Njerpez as ... tributes to Turisas... ?
Any ideas what the differences are; they keep stacking repeatedly the same, so there's something, but what?

General Discussion / Decapitations and dismembering?
« on: May 16, 2020, 01:37:09 AM »
I recall getting occasional decapitation and more frequent arm cut off in days of yore.
Now in 3.62 it seems can only achieve “X nearly severed”.

With broad and bastard swords. Haven’t found battle sword yet. And Expert level in swords.
Has the severing business changed or am I just getting ‘unlucky’ dice rolls/RNG?
Sample rate is only 21 Njerpez (3 instakills with neck&eye shots) so far. “Nearly severed his head” on the unconscious, sleeping or stealth ... terminations.

Suggestions / Willows
« on: May 14, 2020, 07:50:06 AM »
Add willows to the game.

Allow the characters to peel bark of willows, then allow willow bark (possibly after scraping, or using in-game Cooking to boil it to usable form?) be used as anesthetic herb for treating wounds.
More so for long term/serious injuries cause skill penalty, allow the painkiller to reduce some of the penalty for few hours.

And willows should only produce slender trunks when felled. Eastern and Western. I don't recall seeing any in the north (aspens and alders, lot of dwarf birches). But then, I've not been to Finnish north since 1997.. (am I getting/being old soon?  ???)

Suggestions / Sapling peel/twigs yield
« on: May 14, 2020, 07:41:49 AM »
It's possibly an over sight, but I *feel* that a 1lb birch sapling should not produce 100ft of birch bark strip in the spring.. or ever..

Neither should 1lb spruce sapling produce 20 twigs == 8lbs of twigs... ( I'm not going to go into repeated twig harvest; there's no need to add the record keeping of how many twigs each tree has grown and which are dry and which are still growing and how many have been snapped/cut off)

Suggestion: limit peel and twig yield of saplings to 1/10 of those from young/full grown trees.

Suggestions / Deer&elk Calf hide yield
« on: May 14, 2020, 07:24:39 AM »
I'm not sure on the math with the calf skin size, but it seems... low.
I just skinned another forest reindeer calf, 2lbs fine winter skin*. 42lbs meat. In-game day earlier, bumped into a badger on my trap line check run and bust its knee (it might've been a badger adventurer?  :P) skinned it, got Fine Badger winter skin, and butchering yielded 8 lbs of meat. Which is something that has been "established as good representation of actual*
It'd seem the calf yield is low vs other fur bearers.
Not sure if bug, intentional or oversight?

*Elk calfs seem to yield 3lbs skin most of the time. which is in ratio to deer calves.

But both calves seem to yield roughly third of the skin size vs other creatures.. less so for badger vs deer calf where the discrepancy ratio is 1:5.25  :o

  so I suggest to 2x or 2.5x the hide received from skinning calves

Modding / 50/50 on Decent/Fine clothing with Fine Fur/Leather
« on: May 14, 2020, 05:07:57 AM »
As per subject, what should I modify the skill modifier on the vanilla clothing recipes to get 50% chance for Fine clothing, when using fine raw material?

When asking for a hunter join on longish adventure, then refusing when they ask for more food, they respond:
"Alright, fine. Let me know if you cneed my help some other time."

Suggestions / Axe haft and spear shaft repair, and alterations
« on: May 09, 2020, 04:20:20 AM »
In the dev.plans, and Sami’s comments, we’ll get axe haft repair sooner or later.
I suggest to piggyback on that and alternate haft lengths, within reason. Short, medium and long hafts

Handaxe head with medium haft: handaxe, with short haft: hatchet, with long haft, hunter’s axe.

Woods man’s axe renamed to Felling axe. Felling axe head with long haft: Felling axe, medium haft: forest axe, short haft assembly attempt to suggest awkward setup, allow it and result in awkward axe*

Carving axe with medium haft: carving axe, with short haft: carving (or craft) hatchet. Long haft: awkward axe*

Broad axe with medium haft: broad axe. Short haft: hewing hatchet. Long haft: hewing axe.

Splitting axe with long haft: splitting axe. Short and medium haft: awkward axe*

Battle axe with long haft: battle axe, medium haft: war axe, short haft: awkward axe*

In general;
Long haft requires 2 handed grip or carry penalty, works faster, but lower quality output on tasks.
Medium haft works well one handed, can be used 2-handed. Average speed, average quality output on tasks.
Short handle works great one handed, doesn’t utilize free 2nd hand. Slow speed, high quality output on tasks.

*Awkward axe works slow and produces low quality output on tasks. Similar to stone axe, possibly faster, but not necessarily better.

If the throwing axe is still in-game (haven’t seen one in multiple plays), anything but given, presumably, short haft, gives awkward axe as result.

Please add/correct variations I might’ve overlooked.

E.g. making logs would benefit of using hewing axe, but remaking roundshield would benefit of using hewing hatchet.

Building shelter would be fastest with handaxe still, but using hunter’s axe or forest axe would be very close.

Edit: forgot about the spears: standard for all metal pointed spears would be long shaft. Alternatively could use short shaft with reduction in reach, possibly damage; but work well with one handed/with shield.

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