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Messages - amyhistoria

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General Discussion / Re: Weird Crafting
« on: January 01, 2018, 08:58:07 PM »
For arrow-making:

I'm not sure that using different types of feathers in one an arrow - like one hazel grouses with 2 black grouses, makes a curved one.

And I think maybe the goshawk/eagle owl feather is/could be better than the grouses'?

General Discussion / Re: Weird Crafting
« on: January 01, 2018, 08:55:47 PM »
Also please consider making the lumber/stone/rock quality implemented, and the handicraft is a visible skill that started with a high value...

General Discussion / Weird Crafting
« on: January 01, 2018, 08:52:36 PM »
Preferred Tool

Let's look at this bandage-making session first:

The character has a small knife in hand, but the system choose M. Shortsword for her.

So this is a preferred-tool issue. We know that the handicraft is a fixed hidden skill, and unless heavily penalized there are no effects (In lumber making (not sure it's timbercraft/carpentry or general handicrafts) there are seldom one 1 inferior one accompanied with the decent ones)

Same when there are no preferred-tools in some sessions - There are Board knife, Knife and Small knife. When crafting the player certainly want small knife for easiness, but the system would choose a board knife for alphabetic order...

I also noticed that, in lumber making, M. craving axe is a "satisfactory" tool, but appear in red. In one of my save branches, the character get one M. handaxe, and the handaxe session is without the "warning", and seems to make more smoothly...

I'm not sure about the (plain) knife. In new version the knife price decrease its price from 48 to 6, and becomes much lighter. I think this kind of knife may be the preferred tool to light works like cooking. Or it's just a light general tool?

Make Good from Bad

It's possible - I mentioned a exploit in this thread:

I've just found a "exploit", or it's intended?

Bandages made by harsh textiles are decent, and the decent bandages can be made into decent cords...

While PALU mentioned that items can be combined to increase quality ridiculously - like 0.01 lbs decent with 4.99 lbs ragged makes a decent product if the order was placed right.

So why make it "official"? Like you pay more efforts or have more skills, the "bad" can be increased only one quality level. Like if you bother use the high-nutrition fat of the same animal, the fur quality has a chance to rid of "ragged"/"harsh".

Gameplay questions / Re: Short Questions/Quick Answers
« on: January 01, 2018, 08:27:04 PM »
Are the penalties act as Skill *(1-Penalty), or (Skill - Penalty) ?

Gameplay questions / Re: How can you get an axe early game?
« on: January 01, 2018, 08:21:55 PM »
The way is:

1. "Naked" - you only have basic clothes and some food, no valuable items, or take a challenge to rid all of your inventory:

Make torches by cutting branches from tree, then torches. A torch is very cheap (value <1) and can only trade for a piece of low-nutrition meat, or turnips, a cord, or worse. But this is the only way you can made money from nothing. Then you trade it for some tools like fishing rod (4 for normal quality), or juniper bow, and proceed to step 2.

2. Fine - you have a knife, or fishing equipments. Make simple woodcrafts (clubs/staves) which is slightly better than torches, or fish large ones like pike, burbots and trouts, and optionally cook them. There you get more money, and proceed to step 3.

3. Good - you have a valuable item, like a piece of clothes you do not need, a spear (value 344), or something else, like a culture item (not suitable for crafting) or jewelry. You just go and pick arrows, or other currency to start with, and trade them to a handaxe or better - or luckily, you have something good, like a item more than value 200, you can directly pick an axe, and some food/arrows.

Suggestions / Way to increase stats
« on: December 31, 2017, 02:11:57 AM »
What is weird that, the character doesn't develop when her/his skill become higher.

I think at least the height and weight can be increased/decreased according to the character's sex.

1. height and weight:

height can be improved a little bit, since the character started at age 16. Females can only stretch 1-3 cm, while males may continue to grow in early 20s.

For weight, it can either increase or decrease. Increase in weight will increase carrying capacity, and small animals/smaller humans find hard to compete her/him. Also fat in abdomen and forelegs (which females tend to accumulate) increase resistances to wound and cold. The bad is, the character become slower, and clumsy, also more likely to fail in some physical tasks.

I think height can affect speed (+ in plains, - in woods/caves), as well as the chance of physical tasks success/failure (depend on the tasks). Higher characters are more frightening and attractive.

2. Personality Stats

I heard in the wiki that the stats range in 0-18. So for intelligence, I think that it can be only increased by 1-2 in a character's lifetime (permanently, temporarily can be increased more by herb/drug) by practicing skills. Bigger fish like salmon or trout boosts growth.

Will can be increased to full as the character bother practicing, but also the growth is slow.

3. Physical Stats

Strength, Endurance, Dexterity, Agility, and Speed can be trained, but not to full (restriction of genetic factors...). There are sex/age bonus or penalties for that - for agility and speed, old characters and NPCs have penalties. Females are better in endurance while males tend to better in strength.

Eyesight, Hearing, Smell/Taste, Touch

They cannot be trained, only increase by "buffs". Eyesight and hearing will very slowly decrease in a character's lifetime (by 1-2 points) as character do more activities. For a elderly character/NPC, there is a sudden penalty.

Gameplay questions / Re: Help with bird thief quest
« on: December 29, 2017, 05:31:29 PM »
So I can say that some of the quest is broken - in both logic and the description.

In logic, it's unknown that if the character do the ritual right. Even the character do wrong (or didn't do), a confirm can be made in front of the hunter. Then the hunter just passively wait, without mentioning to recheck the ritual.

In description, the sage and the hunter didn't mention that WHERE the ritual should be done. And WHO the bird thief would come to confess.

In fact I thought the bird thief is non-human - for example, a smart predator, or a spirit aimed to protect animals from being over-hunted.

Gameplay questions / Re: Help with bird thief quest
« on: December 29, 2017, 05:11:59 AM »
I've find the traps in around day 10 and do the ritual immediately. Also after first ritual I come to the hunter to confirm. Also I redone some rituals after that. It turns that at last day the thief still didn't come. Luckily I've backup at "expire at 3 days", in order to test a "fur cap migration issue".

And I heard that the reward is very disappointing...Waiting for the Mr.Coding Sami to tweak that..

EDIT: I checked the wiki, it turns out that...

Once the feathers have been acquired, the spell can be cast in a village sauna or a base rock after either of these has a burnt out fire (you can check by looking with l, this will also tell if a gray ground square is base rock).

the ritual must be casted IN THE VILLAGE.

Not bugs / Re: 3.50b2 - fur cap has no effect
« on: December 29, 2017, 05:09:16 AM »
Yeah, after backup the save, I made a new badger fur cap and remade that cap also. They have protection values.

Not bugs / Re: 3.50b2 - fur cap has no effect
« on: December 28, 2017, 07:52:50 PM »
I just looked at my character...started with 3.50b1, migrated to b2.
Is your cap worn down to a sliver? If so, you may consider repairing it or making a new one and check again.

Not sure what version the character started with, but definitely after 3.18. The cap was a full one. Also I didn't understand what "to a sliver" means.

When examined, the fur cap didn't give any protection values (in my case it was a bear fur cap). Also when viewing overall protection using "A" (while only wearing fur cap at head), there are nothing either.

Suggestions / Re: Textiles and Scissors
« on: December 28, 2017, 06:15:20 PM »

Another related exploit of the UrW logic is...

Yeah, I know this years ago. In 3.50, a cord made from 0.24 lbs decent leather, and 0.26 lbs from harsh ones result in one good cord.

Suggestions / Re: Textiles and Scissors
« on: December 28, 2017, 03:22:52 PM »
I've just found a "exploit", or it's intended?

Bandages made by harsh textiles are decent, and the decent bandages can be made into decent cords...

Gameplay questions / Re: New Price List?
« on: December 27, 2017, 07:33:09 AM »
Got the "object viewer" from old forum (accessed by VPN):

Gameplay questions / Re: Short Questions/Quick Answers
« on: December 27, 2017, 07:01:59 AM »
Does anyone remember that what is the village goods restocking frequency? One season? Every year? Some months? Or randomly?

Would the "map maintenance" refresh the goods?

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