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Messages - PALU

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1
Gameplay questions / Re: Bears during winter
« on: March 13, 2024, 08:45:33 AM »
UrW bears don't hibernate currently.

2
Bug reports / Re: [3.83] Runaway Slave Start - Njerpez Infighting
« on: March 10, 2024, 10:02:01 AM »
For context, it can be mentioned that the same phenomenon used to be a major issues with parties of recruited hirelings: They constantly shot each other and the PC in the back while trying to hit the enemy on the other side of the victim. When your character accidentally hits one of them they frequently attack the PC.

Note that is is from before companions (and enemies) were changed to take the risk of friendly fire into consideration. Ironically, my recollection from attempt at runaway slave starts is that they frequently hit each other, but I don't remember them getting into a fight over it (that was well before the friendly fire check was introduced).

3
Gameplay questions / Re: Water Folk dont visit
« on: March 02, 2024, 09:52:30 AM »
The spirit quests aren't completed until you've reported back to the quest giver, so you should return to him to see if he recognizes the quest as performed. If not, you'd have to try again.

My guess is that it has been performed, as spirit quests usually involves keeping your mouth shut. You've obviously missed out on the feedback you'd received from looking at the spirit's appearance and what it said, but I don't think that's vital.

Note for the future: Instead of pressing the wait turn key, you can locate the command to wait (I don't remember what it is off the top of my head). When something happens (such as the appearance of a spirit or noteworthy animal) you'd be notified.

4
Gameplay questions / Re: Water Folk dont visit
« on: February 23, 2024, 07:13:39 AM »
Looks like a valid spot to me. Spirits don't appear 100% of the time, in my experience, but four failures for a first meeting seems too much (repeat sessions can take many attempts, as they're probably tired of you). Also, I think it's important to start the waiting process in time, i.e. before the point of the night specified, although I'm not certain that's a factor.
In your case the partial screen shot mentions midnight, and if that's all it says (rather than before midnight, or something like that), then you should start during the previous time segment, in my experience (at least I've had more success with that timing, possibly 100% failure when starting during the specified time period).

5
Gameplay questions / Re: Travel time raft vs. walking?
« on: January 24, 2024, 10:56:06 AM »
@dangerousbrick already mentioned the vehicle max stack size being 40, and I think that's correct.

You can manage/manipulate these limits by making use of the PC max inventory stack capacity as well, so you place 40 (or, for more ease, slightly less) stacks of light items into your PC inventory and the heavy stacks on the vehicle.

In the case of looted clothing, you may want to spend a few days turning the smallest pieces of clothing into bandages to reduce the number of stacks (assuming you have a use for a lot of bandages, but what other use do you have for huge piles of damaged clothing).

In the extreme case you may even fight your inner pack rat and leave some of the most useless stuff behind for a future trip to the area (that's likely never to happen). I know from my own experience that this is really hard to do, though: If it ain't nailed down it has to come with me (unless I can pull out the nails, in which case those items come as well).

6
Gameplay questions / Re: Wielding a rope
« on: January 17, 2024, 11:30:50 AM »
The game allows you to throw anything, and in most cases it causes some damage, but that doesn't mean it's effective. Similarly, you can hit things with anything you can wield, but, again, it's not particularly effective.

7
Development News / Re: Haft them axes, haft them spears
« on: January 13, 2024, 11:03:30 AM »
I would suggest the head quality to be stored separately from the quality of the overall item, as suggested above.
I would also suggest considering whether the head should have a separate wear status or not. If it has a separate (future?) wear status, it might be restored through (a future) sharpening activity.
Thirdly, I would suggest a de-hafting activity whereby you remove a  (s)haft from a hafted item to allow the head to be mounted on a new (s)haft. This could be used as preventative maintenance on an item with a badly worn (s)haft, but could also be used to try to improve the quality of an item where the hafting didn't work out properly, resulting in a lower quality item than you'd like.

8
Elk are good swimmers in real life, so it wouldn't be off if they just ran out into water and swam away.

Running through shallow water should definitely be a thing (at a speed and fatigue cost), but doing so when the ice breaks is probably a very bad idea. Not only do you (the animal) get cold, but also cut by the ice, the progress would be very slow (unless the ice is thin enough to offer little resistance to the legs ), and it would be very strenuous.

9
Suggestions / Re: Make it easier to find quests + add more quests
« on: December 29, 2023, 09:43:49 AM »
My understanding was that the game can generate multiple quests, but once you encounter one the others are muted, but I'm not certain this is the case.

However, there are some long duration quests that can be active in parallel with "normal" quests (I know this from experience). The quests involving spirits tend to have long duration (so you can get the water spirit in late autumn and not fail it just because all water freezes during the winter, not to mention your character won't fare well from waiting naked for hours when it's freezing cold).

10
Not bugs / Re: Crops not staying planted?
« on: December 28, 2023, 09:36:35 AM »
Lots of animals can eat crops. I've had significant damage caused by a badger, for instance (managed to hunt it down eventually, but it took many attempts).

Traps can provide protection to some extent. However, traps suitable for small animals will do nothing to stop medium sized animals, and traps for medium sized animals will do nothing against small animals (fences will keep large animals out, although bears can smash them if they find a reason to do so). Small and medium sized animals have no problems passing through fences.

Also note that while trees block passage for ground based animals, they're passable by birds.

11
My experience is that enemies tire out eventually, but some can run quite far before it starts to affect them. I've attributed that to a light load. Note that "quite far" may well be sufficient for them to catch up with you, in which case you'll have to chose whether to fight back or continue to try to get away (fighting is definitely tiring).

If there is a thick crust on the snow it's probably faster to run than to ski on it, but running will tire you out eventually, while skiing will not (in these conditions, at least if you're a skilled skier).

12
It doesn't really help that UrW NPC mirror neurons aren't working, so they assume that if they can see someone (or something) you can, even when your sight path is blocked by a building...

13
Bug reports / Re: [3.82] Two problems with kg calculations and labelling
« on: November 26, 2023, 08:35:55 AM »
There's a setting for the resolution of units in the UI. I think the highest is 3 digits.

14
I think context should matter.

If you accept a quest to hunt down robbers and you lose companions in that quest, villagers shouldn't refuse to join up for other types of missions because you're an untrustworthy murderer, unless none of them survived (survivors ought to be implicitly assumed to be able to confirm of your story through rumors, even if you don't have them with you at the time you visit that village again).

If, however, you hired someone for a hunting trip or to help out on your homestead, you should have to have a lot of explaining to do to get anyone to risk it with you again (if a robber band attacked you in your homestead and you can prove that, the death of your hired help might be considered to be on the robbers, not you, but if you took your hired hand to hunt robbers, that's a different matter entirely). It would probably be difficult to implement the explanation bit for anything but the robber quest, though.

15
Having the higher ground in a dueling situation is generally considered advantageous. While the lower ground combatant may have an easier time striking the legs, the higher ground combatant have a reach advantage towards the opponents head, which is a more vital body part.
The kind of weapon used matters, of course: a dagger would be awkward to use, while a spear would reach the lower ground opponent easily.
In the case of a craft, the person on board the craft can also step back and concentrate on attacking during the swimmer's attempt to climb onboard the craft and to push the swimmer back into the water, waiting for the swimmer to tire.

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