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Messages - Galgana

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General Discussion / Re: Everything about Njerpezit?
« on: June 03, 2022, 11:11:24 AM »
Njerps have a tendency to fight well with swords (their cultural proficiency is 4 out of 5 according to the text file ini_skills.txt under the main game directory) but the average redshirt will be, well, average in other disciplines (default is 3 for almost all combat skills, 2 in crossbow, and 2 in flail).
Although they're famous for their lamellar armor and one-handed scimitars*, not every warrior necessarily will be using these types of equipment. It's quite possible to encounter in various states of geared-up-ness (adequately, or less so) archers, spearmen, axemen, club-handlers, as well as dogs in the warband camps that occasionally spawn as a regional event in the east, i.e. Kiesse, Reemi, Kaumo lands.

*In terms of offensive capability, the scimitars are characterized by their 5 points in edge aspect, which may inflict bleeding wounds. They also have a couple of points in blunt aspect: 2 for standard scimitar, 3 for the signature cultural version.
The Njerpez scimitar performs comparably to the broadsword (same attack and defense class ratings, equal in attack aspect points except the broadsword in addition has 3 points in point aspect) and is well-suited to a sword-and-board fighting style. But watch out when your opponent has already figured out the same thing!

You might be wondering what do the Njerps even want with the eastern part of the Unreal World. According to the lore in the GAME.NFO [F1] encyclopedia, they're competing with the local tribes (mainly Kaumo) for hunting grounds in order to get rich from the fur trade.
When the warbands are in the area, you can see in the [F6] world map where they have spread their cultural influence in the form of a purple circle.
Generally, the camp will consist of a couple of wooden buildings and a few kota tents; deconstructing the kotas will net you some loot in the form of ragged reindeer furs as long as you don't have any active BIY building mods.

It's also possible to encounter a few wandering Njerpez warriors, which can be an unpleasant surprise when you're traveling without companions. Don't rush to meet a strange man in red the moment you see one on the zoomed-out map!
But when it does happen, getting away from them can be tough; their stealth skill is above average (4 out of 5 proficiency), which makes it all the more tricky to stay hidden long enough to move out of range from their activity.

However, not every Njerp is a bloodthirsty savage. Depending on an individual NPC's personality profile, one might adhere to the adage of "discretion is the greater part of valor": sometimes you'll find a Njerp who behaves more cautiously by trying to get out of your way (with some swearing involved) if you happen to be well-armed.
More behavioral patterns are described in this spoiler-tagged excerpt from the v3.19 changelog, which can be found in the text file news.txt:
Spoiler: show
- added: NPC "prey-predator" relationships

        * NPCs now actively react to presence of other human beings, specifically those
          of another culture

          For now this is most notable when Njerpez meet other cultures, but later on the
          system will be expanded to create cultural conflicts. These NPC reactions are
          effective regardless of your character's presence so you may occasionally find
          traces of violent confrontations in the wild. Or you may now get to witness a lone
          woodsman espacing an aggressive Njerpez warrior, villagers attacking the Njerpez
          first, or your companion being attacked before you have even spotted the red shirts.

        * NPCs can have wider scope of attitudes towards other people

          In a sense variety of NPC reactions gets closer to behaviour repertoire we already
          have in use with wild animals. In addition to being blunt aggressive or peaceful
          people may now try to avoid you, stay hidden, try to chase you away or prefer to
          escape upon being spotted. And it is the Njerpez who have this new behaviour and
          attitude system currently in use.

        * Njerpez aren't always hostile, but not friendly either

          Njerpez behaviour of attacking with 100% certainty is history. Especially the lone
          warriors may very well choose to escape or stay hidden instead of attacking. Njerpez
          still don't want to interact with other cultures, but encountering them doesn't
          always lead to spilling of blood anymore. It's now possible that Njerpez circles
          around your camp while you are a sleep, and instead of waking up with an arrow
          in the eye you now just noticed his footprints. For Njerpez who are encountered in
          their war camps or villages attacking the intruders still remains a top priority.

And this is an excerpt from the v3.63 changelog covering the composition of wandering Njerp parties:
Spoiler: show
 - added: wandering Njerpez can be met in small groups too

          Njerpez warriors don't wander all alone anymore but can be met in small groups, or pairs as well. If a conflict will arise from these encounters you have to be extra careful now. A group of wandering Njerpez can also have multiple dogs with them.

 - adjusted: wandering Njerpez commonness based on the region

          Wandering Njerpez are most commonly met in the east and south-east. That's an old rule which hasn't changed, but in the previous versions the borderline of their existence and non-existence was strict and rigid. Now the wandering Njerpez commonness is more gradual, decreasing the further into the west and north you go. Now it's been also verified that Njerpez raiders don't ever try to reach regions of western and northern cultures, so that's where to settle if you want to avoid raiders completely.

Another thing to remark about the Njerpez culture's skills proficiency distribution is that they're above average in timbercraft and below average in skiing. But you won't be seeing any NPCs on skis since that feature hasn't been implemented yet.
The winter season is a popular time to go on counter-raids against the Njerpez in their own cultural territory located in the furthest southeastern part of the Unreal World landmass. They're about as susceptible as everybody else to fatigue from running in deep snow, which is quite conducive to the kiting-on-skis strategy (better be wielding a bow in the primary equip slot and go switching between ski stick and arrow in the secondary slot).

Keep in mind, though, that the v3.71 snow update makes it so that snow depth is neutralized within the immediate boundaries of a village map tile; you'll have to lure villagers out further to get them exhausted.
Night-time raids during the winter will give you the visibility advantage since the field of view for NPCs will light up zoomed-in map tiles as they wander around. It's also recommended to do some scouting yourself in better lighting conditions in order to be familiarized with the vicinity and establish some escape routes.
Perhaps you might even take the time to set up some traps, but NPCs generally are savvy about how traplines work and can disarm them. Another downside about winter is that permafrost makes it impossible to dig out trap pits.

So, who lives in a Njerp village? Besides warriors, there also are the typical tribesmen, womenfolk, and children as you would encounter on less hostile territory. But unlike other cultures, they don't keep elders around.
Some villages are fortified, which in this case means they have a fence around the village perimeter. Nothing fancy. Such settlements are indicated on the F6 map by the color red when you have toggled off the map marker display.

Once you have eliminated all the residents, you're free to try your hand at taming their livestock. But dogs will always remain loyal to their dead masters and never can tolerate accepting a new leash under these violent circumstances. As for any cattle, sheep, or pigs, there's a chance that they'll attempt to fight back upon being leashed for the first time (unlike animals acquired through honest barter), but they'll calm down if you unleash the animal and try again.

General Discussion / Re: Can you cover your eyes with Armor?
« on: June 02, 2022, 11:41:49 PM »
According to the modding syntax, eyes are not a bodypart that can be covered under the parameter [ARMOUR_COVERAGE:]. Therefore, it is currently impossible to create an armor piece capable of protecting the eyes.

For maximum coverage of the other head parts, you can layer:
  • fur hood and iron spectacle helm to protect face and skull
  • mail cowl and woollen veil to protect skull and neck
The total weight of this gear is around 8 lbs.

I consider the long mail cowl to be unnecessary for most purposes. While yes, it provides additional coverage to the shoulders* compared to the standard mail cowl, but the drawback is that it's also 2 lbs heavier.
This can make a difference when you're layering other clothes, since worn equipment begins to contribute to the encumbrance penalty when the total weight goes over 10% of your character's bodyweight.

*Most armor and clothing tops for the torso will also extend to or past the shoulders (excluding the cuirass, which provides only thorax plus abdomen protection).

Suggestions / Re: Switch keyboard shortcuts
« on: May 07, 2022, 01:36:18 AM »
You actually can activate a confirmation message for hotkey-sleeping by changing an ini setting in the file urw_ini.txt under the game's main directory:
Code: [Select]
// Ask yes/no confirmation when you press a hotkey to sleep.

Roads are regarded as a liminal space, which gives rise to superstitions about such places being unrestful spots for sleeping.
Accordingly, the game discourages this behavior through flavor text (and maybe even some sort of consequence towards the player's standing with the spirits, though this isn't confirmed), but I can see why the message alluding to this cultural notion might come across as rather sus.

I also agree that something could be done about the long wait hotkeys. Two possible methods:
  • implement an additional confirmation setting for waiting (0,1,2: none; only [-]; both [-] and [alt] + [-])
  • change the shortcut to [shift] + [.] as an extension of passing one turn

During the 4th millennium BC, an intensive artefact circulation system existed among the hunter-gatherer peoples of north-eastern Europe. Along with other goods, ring-shaped ornaments that were mainly made of different kinds of slates or tuffites were commonly distributed. Although commonly referred to as ‘slate rings’, these ornaments consist mainly of fragments of rings. In this paper, we suggest that the ‘slate rings’ were never meant to be intact, complete rings, but were instead fragmented on purpose and used as tokens of social relationships relating to the gift-giving system. By refitting artefact fragments together, analysing their geochemical composition, micro details, and use-wear, we were able to prove that these items were not only intentionally fragmented but also likely worn as personal ornaments. Moreover, ED-XRF analysis of 56 of the artefacts showed a correlation between their geochemical characteristics and stylistic detailing, suggesting different production phases or batches. Comparative data analysis confirmed the provenance hypothesis that the majority of the analysed objects, or at least their raw materials, were exported over hundreds of kilometres from the Lake Onega region.

Link to study:
tl;dr reporting:

Gameplay questions / Re: Tracking timing of fishing nets?
« on: April 25, 2022, 08:38:25 PM »
If you don't want to use an external tool (for example, my adventuring log spreadsheet), you can mod in a DIY recipe with a \24h\ prep time.
Code: [Select]
.Fisher's net sense. "Hunting Horn" *FISHING* /1/ \24h\ [noquality] |-2|
{Branch} [remove] '+to cast shadow'
{Rock} [remove] '+to mark time'
The object will be placed on the ground and you won't be able to pick it up until it's ready.
You can imagine this recipe to produce something like a sundial on the cheap.

In my experience, an NPC involved in a quest is disqualified from the hireling pool. In that case, their refusal dialogue will have something like "I have my own affairs to attend to" IIRC

General Discussion / Re: Battleaxe vs Battlesword
« on: April 23, 2022, 12:31:04 AM »
The following statements are mostly based on information from the wiki, particularly the pages for Weapons and Clothing.

Proficiency in axe skill is more common for most cultures than proficiency in sword skill. You would have to roll a specialized build to start with a high baseline skill in swords.
According to the ini_skills.txt file under the game's main directory, proficiency in axe is determined by strength and agility attributes. Same goes for sword, plus dexterity on top of those.

A battleaxe will be cheaper to acquire through bartering compared to a battlesword.
Base value on the wiki is 640 vs 1400; these numbers are equivalent to 80 squirrel hides vs 175 squirrel hides.

Battleaxe is lighter at 3.5 lbs compared to battlesword's 8 lbs.
Encumbrance penalty will matter more when you're wearing multiple layers of armor. The lighter you're outfitted, the less fatiguing it will be to maneuver around.

Defense class rating is 2 for both. It's better to counterattack as a defensive maneuver rather than use these weapons to block when fighting against certain other types of weapons. Otherwise, fall back on dodging if that skill is higher than your weapon skill.
Attack class rating is 4 for battleaxe vs 5 for battlesword. That means you'll be outclassing one-handed swords, knives, clubs, and every other type of axe. All spears are in the range of +/- 1 point in attack class compared to the battleaxe.

One-handed penalty is 15% for battleaxe vs 30% for battlesword.
Equipping a 6-pound roundshield with a battleaxe will raise the carry weight penalty on a level similar to the battlesword while gaining a boost in defense when blocking. Penalty can be mitigated if using masterwork-quality gear because of the +10% skill bonus they provide.
With that in mind, shield + battlesword offers less advantage because of the steeper one-handed penalty.
At the cost of movement speed, the different shield modes offer passive protection from MISSILE attacks only, contingent on direction of incoming projectiles based on which arm is equipped.

This next section is about weapon aspect and armor material types.
Use 'F3' or the 'l' command and select an NPC to bring up the list of equipment they're wearing, then target the body parts with whatever weapon aspect is more effective against a particular armor material type.

Both weapons have 5 in blunt aspect.
The effectiveness of blunt attacks is ordered most to least against the following armor material types (see table of Material Defensive Value under the wiki article for Clothing):
  • linen = nettle
  • birch-bark = generic leather
  • woolen
  • mail
  • generic fur = lamellar
  • iron
In general, it's better to resort to blunt aspect when dealing with the metals-based armors.

Edge aspect for battleaxe is 9 vs battlesword's 8.
The effectiveness of edge attacks is ordered most to least against the following armor material types:
  • linen = nettle
  • birch-bark = woolen
  • generic fur = generic leather
Edge aspect is VERY much less effective against mail, lamellar, & iron.

Battleaxe has no point aspect; battlesword has 4 in point.
The effectiveness of point attacks is ordered most to least against the following armor material types:
  • linen = nettle = woolen
  • birch-bark = generic fur
  • generic leather
  • lamellar = mail
  • iron
To overcome iron armor, you're better off bringing in a powerful bow/crossbow, or one of the cultural spears (northern, kaumolais, or ango).

Another thing to keep in mind is the weapon degradation system (a toggle-able feature introduced in URW v3.19), wherein damage may be sustained TO weapons when blocking or having counterstrikes intercepted based on:
  • weapon weight
  • material (wood vs iron)
  • impact area
  • strike velocity
  • attack aspect
  • force threshold
Besides the first two, these hard-coded properties can be inherited from base objects for modded weapons but cannot be altered in the current state of the modding syntax.
When you have [WEAPON_DAMAGE:YES] in your urw_ini.txt file, you'll want to pay even more attention to what weapon aspect your opponent is attacking with. These are telegraphed with the following attack declaration strings from messages\urw_combat.txt:
  • point = stab
  • edge = slash
  • blunt = swing

Gameplay questions / Re: Antlers and bones
« on: November 19, 2021, 03:57:49 PM »
Not without modding in new DIY recipes. For example, the boneworking module in BAC has some to turn those butchery products into arrow points, decorative objects, and tool components.

Mod Releases / Re: Galgana's creature sprites - old bear (metsän vaari)
« on: August 31, 2021, 01:00:30 AM »
Any chance of a bear remake? The current one looks really out of place when compared with these beatiful sprites.

I've attached a reversion of the bear sprite from a pre-v3.30 unrealworld bigavatar sheet. An oldie but still a cutie! Consider it a placeholder until I manage to make a proper revamp.

Suggestions / Vegetable dyes, tanning material, inheritable color data
« on: August 07, 2021, 10:45:35 PM »
After reading this post quoted below, I propose a new flora header tag for [tanning] that permits plants and plant parts to be used.
According to Wikipedia's page on heather,[1] "Formerly heather was used to . . . tan leather". So, how about adding it to "tanning material" along with animal fat and birch bark? For characters that are just starting out or scraping by or doing The Challenge, this would allow them to use heather for tanning and roast/eat the animal fat.
An associated [tanning:] property can specify which part of the plant will be accepted in the tanning process, with values of: plant (as the default), leaf, flour.
The flour idea comes from this accidental discovery:
I was about to tan a soaked elk skin with newly obtained bark. But I mistakenly chose birch-bark box of 'coarse grains' instead and, to my surprise, worked as tanning material. I had to fill the now-empty box and try it again to make sure. By not starting tanning but pressing escape during the pause when all conditions are met. Consequently, the birch-bark box, which was emptied when selected for tanning, did not refill when canceling. I repeat: I did not start the process.

Rye flour (made into sour mixture) can be used for tanning IRL, so initially I thought there was some purpose to all this.

But then, another thing was that I had a bag full of these same grains. That bag of coarse grains could not be selected for tanning.

So now I suspect it was the "birch-bark box of ..." that allowed the grains to be chosen in the first place. I have to test this with putting, say, dried meat inside a birch-bark container and try tanning with that.

I shouldn't even be reporting this, because now I want to use rye flour in this fashion in the future...

Color as a new flora property would also be a welcome addition. Now that we have fibres and yarn, clothmaking and tailoring seem closer on the horizon.
Dye plants could be designated by a [dye] header tag. Again, acceptable plant parts for the dyeing process should be specified.

I'm not sure about how color tinting for domestic animals is set up, but perhaps individual garments can also be tinted by the engine to give a visual indicator of being dyed.
I do know fur and leather clothing inherit defense values from the hides of both wild and domesticated animals, so why not colors from the individual animal as well? That could mean enabling tints for wild animals; I know I would be thrilled to encounter a herd of forest reindeer that all had different coat colors. But adding unique properties to pelts could complicate stacking them.
(An an aside: ideally, in animal husbandry the offspring will inherit traits from the parents - including color.)

I'm also thinking about color property being defined for textile plants to represent their undyed state, which could impact the intensity of blending the final garment color. But that may be extraneous to the dyeing process if it should incorporate lye from wood ash as a bleaching agent.
Bleaching would require (perhaps repeatedly) soaking raw cloth in a lye solution and then leaving it to dry in the sun. This means that bleaching will be restricted by the seasons; similar to retting, it can be accomplished quicker during the height of summer but takes more time during spring and autumn.
Dyeing would require a color fixative; I've read that salt or vinegar can be used. Salt already is present in-game, but vinegar could also be introduced as a product of brewing beverages. Cloth should be soaked in the dye solution, rinsed, then left to dry.

Found another instance of crowding. I got overencumbered after picking up 13 boards, dropped them on the ground, wandered a bit around the buildings, then saw the villagers clumping around the lumber. Here's a screenshot of how it looks:

The crowd begins to disperse when I walk into the clump but when I don't pick up the boards the huddle forms again. They tend to stick together in the nearest approximation of a 3x3 formation centered on the boards, and NPCs outside the 3x3 will walk around while waiting for a vacant tile to become available.

I wouldn't be opposed to the possibility of modding animals, or NPCs in general. Perhaps creature data structures could get entries for flavor text that are meant to take priority over the generic messages.

Now I'm thinking it would be hilarious to make humans swear in different languages; it's already possible to add {sound effects} to messages, but even better would be to have "Perkele!", "Helvete!", or "Zaraza!" and other words being flung in combat with members of certain cultural groups.

I had an encounter with a snake and the following happened:
Code: [Select]
(000000):56gg:[T]{029E05F7}      | The snake hisses at you.
(000000):56gg:[S]{029E05F7}      | Snake flees.
(3C5A98):56gg:[:]{029E05F7}      | You begin sneaking.
(143270):56gg:[#]{029E05F7}      | Aiming Zone: Head
(000000):56gg:[Y]{029E05F7}      | You try to kick the snake.
(000000):56gg:[Y]{029E05F7}      | You execute a skilled kick.
(000000):56gg:[Y]{029E05F7}      | You land a solid hit to its skull.
(3C5A98):56gg:[:]{029E05F7}      | The snake seems to have fallen unconscious.
(000000):56gg:[Y]{029E05F7}      | You try to kick the snake.
(000000):56gg:[Y]{029E05F7}      | You carry out a perfect kick.
(000000):56gg:[Y]{029E05F7}      | You land a solid hit to its skull.
(000000):56gg:[Y]{029E05F7}      | You try to kick the snake.
(000000):56gg:[Y]{029E05F7}      | You carry out a perfect kick.
(000000):56gg:[Y]{029E05F7}      | You land a solid hit to its abdomen.
(A80000):56gg:[!]{029E05F7}      | The snake hisses in pain.
(000000):56gg:[S]{029E05F7}      | Snake rises back on its feet.

Unless the UnReal World takes place in a prelapsarian Eden, snakes of course do not possess feet.
For a snake-specific set of rise and fail to rise messages, I suggest:
  • The snake rears its head.
  • The snake coils defensively.
Seals also don't have conventional legs so much as flippers, so I think it would be appropriate to provide them with special bodypart definitions: "foreflippers" and "hindflippers".
For the rising messages, I suggest:
  • The grey/ringed seal rises on its trunk.
  • The grey/ringed seal struggles to raise itself.
I also have some ideas for how to make the movement behavior of seals on land more specific to their anatomy.
One way to go about it is to implement a directional restriction to prevent a seal from rotating 180° within a single turn. Something like how spirit NPCs aren't supposed to show their back to the player, though I'm unsure about the specifics of their AI regarding mobility.
To balance this rotation nerf, a seal could strafe in its relative left-right directions somewhat faster than its forward land speed as a way to simulate rolling to the side (and perhaps gain speed from rolling downhill, like how it happens in this video with an elephant seal; the seal uses its hindflippers to propel down the grade around the 21-seconds mark.)

It's been a while since I've observed seals in-game, so I can't remember if their ability to climb onto skerries and ice has a foreleg injury check. Breaking their front flippers definitely should impair attempts to haul-out, though I've seen elsewhere that moving along a relatively flat surface does not always require using all the flippers (example: the seal closest to the camera in this video), and forward undulations on land generally don't depend on the back flippers anyway (see this PDF of "Kinematics of terrestrial locomotion in harbor seals and gray seals: Importance of spinal flexion by amphibious phocids").

Posted in a separate thread as per Sami's recommendation.
I encountered another issue with tying equipment. This one concerns crafting with stacks.

I wanted to use a crafting recipe that called for 60 ft of rope, for which I added the [nominlen] tag. In my inventory were 4 units in total of 15-foot leather ropes (2 decent quality and 2 fine quality). After selecting these ropes for use, the interface said it still needed 30 ft. At this point, I had no other ropes available for selection.

I cancelled the crafting menu and combined each pair of leather rope. The crafting recipe successfully accepted 30 ft decent rope plus 30 ft fine rope.

It seems that the number of units in a stack were ignored and only the base footage was taken into account.

DIY code; external assets have been commented out:
Code: [Select]
.Sledwagon. "Punt" *TIMBERCRAFT* /2h/ [effort:3] [assist:3] [phys:stance,arms] [noquality]
{Board} (8) [remove] [ground] '+for frame and skis'
{Block of wood} (2) [remove] [ground] '+to split for summertime wheels'
{Axe} <Carving axe> '+for shaping'
{Rope} =90= [remove] [nominlen] '+for securing loads'
{Leather rope} =60= [remove] [nominlen] '+for pulling harness'
//{Leather tarp} [remove] '+to cover loads from weather'

Just to clarify, I also had 6 units of decent 15 ft {Rope} in my inventory which were successfully accepted as inputs. The issue encountered here concerns {Leather rope} stacks of different quality.

After bartering for goods with a human villager, I returned to the same village weeks later and discovered that one of the resident dogs was carrying things I had traded away.

While I don't remember exactly which human NPC here was the one I had chatted with, I've got a fair idea that the entire stack of clothes I had sold did not exceed their individual carrying capacity, since I hadn't observed the NPC drop items at their feet immediately after the trade was concluded. This fact contrasts with a barter exchange made elsewhere which had a few hundred roasted meat cuts be dropped by an NPC afterwards (and I tidied up the area by moving the stack indoors).

The dog in the screenshot is not for sale, which makes me unable to determine whether ownership of the dog might also transfer ownership of the items in its inventory.

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