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Topics - Jackdaw

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Suggestions / More tools for seal hunting
« on: October 13, 2021, 10:44:49 PM »
I was thinking about how tricky it is to hunt seal in URW (which is very accurate to real life, so great work there!) and wondering how existing traps and tools in the game could be maybe tweaked for realism and maybe(?) better luck hunting seals specifically, especially if one wants to play an Islander or Seal-Tribe character who relies on hunting seals for a living. There is an interesting source here: http://northernwildernesskills.blogspot.com/2018/01/sjalen-seal-hunting-in-northern-baltic.html which has information about specialized seal net traps which could be set on land or in open water, as well as the fashioning of hooked seal-spears with elk leg bone.

I know the Ango is already in the game, but does it actually provide any bonus to hunting seals as its in-game encyclopedia entry suggests? I would be curious if there was some way to adjust its attack values/add a length of rope so that it lowers the movement ability of a seal, making it harder for it to dive away. There are a few interesting threads about it in the forums already, and maybe these things could be incorporated into a future fishing/water-hunting update involving making your own fishing nets, shallow-water fish traps/fishing weirs,  and other traps which have been recorded as early as the Bronze age in Sweden. Perhaps I am being too specific here, I know this would all be a lot of work when the devs have already done so much already. It just strikes me as odd that some of the most reliable seal-hunting techniques involved deadfall and bear traps. Obviously something like this would be a far-off (if ever) update, but if anything I thought it would be an intriguing discussion at least.

Here are links to where you lovely folks and the legendary devs have talked about this before, and the last one is a good thread about seal-hunting in general.


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Gameplay questions / Post Spruce Shelter Location?
« on: October 12, 2021, 04:43:34 AM »
Apologies if this question has already been answered elsewhere, but I was wondering about the marking of shelter locations in the both the wilderness map and the map of known areas in F6. Usually if I make a regular shelter with slender tree trunks it leaves a small marker as a brown triangle, or a square for a settlement. However, if I make a post-spruce shelter, the shelter location is not marked anywhere on either of the maps. Is this intentional?

I've been applying my own markers in the F6 map mode, but I was curious to know if there was a reason why the post-spruce shelter is not automatically marked.

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Solved'n'fixed bug reports / [3.70b] Character Creation Bug Testing
« on: July 03, 2021, 02:57:52 AM »
Greetings!

Firstly, I'm delighted by the changes introduced in the beta and very excited to see the new progress. With that, I thought I would report in on my findings after testing the bug I and others have encountered when creating new characters in the 3.70 beta.

On (Custom - Easy) and (Custom - Too Easy) modes, upon reaching the skill point buy page when creating a character a bug is triggered where the "exit character creation" pop-up appears whenever entering any key or clicking on any part of the page. The bug does not seem to appear on (Custom) creation mode. After testing 8 new characters, the bug appears to be triggered anytime you either:

1) Use up all of your improvement options points; the pop-up of "All Options Used" appears, but selecting 'Undo last and return' becomes a loop because any further clicking or entering of keys triggers the pop-up.

2) Reduce any skill to its maximum lowest value; triggers the problem as outlined above.

I hope this provides some useful insight if you have not already found the source of the problem!  ;D

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Suggestions / Going nuts!
« on: November 17, 2020, 01:22:42 AM »
I know I'm not hugely active here on the forums, but I thought it might be worth suggesting a new forage food item: european hazelnuts (Corylus avellana). This species grows wild in southernmost Finland and might be unique to southern territories in the game map (Driik, Reemi, etc.) and provide another option when foraging in the forest.

These can be shelled and then eaten raw or roasted, or maybe added as an additional ingredient for porridge and other existing recipes in the game. They might also be useful as an alternate bait item for small game that are attracted to these nuts in the wild (squirrels and birds especially).

Huge fan of UrW, excited to keep playing and following its development!  ;D

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Suggestions / Combat Options
« on: September 04, 2020, 03:16:05 AM »
First and foremost, I am a new player and I am completely in love with UrW. This game is a treasure. My one suggestion is that perhaps in future there could be the addition of multiple game modes (i.e. a pacifistic mode where there are no human threats such as Njerpez or robbers, the 'standard' or original level of human v human combat in the base game, and potentially an even more hostile game mode where both Njerpez and robbers are more common, and consequently villages are more suspicious and less welcoming to the player until trust can be built).

In my opinion, other humans are the greatest threat the player faces, and it could be interesting to see a selection screen similar to the starting scenarios where we might be able to decide how much or little human combat we want to face in addition to the other dangers of the forest, and perhaps the ability to change between them later on.

What do you all think?

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