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Messages - PALU

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1426
Development News / Re: "Spirit of the forest, I presume"
« on: December 13, 2017, 01:10:54 PM »
Is there any plan in the future to also include sacrificing weapons or even live animals? I had a character some time back that miraculously survived an accidental wandering into a Njerpez village (this was back when they were all very aggressive and impossible to evade) and had a ton of loot as a result after all the Njerpez were dead. I had her go and buy a bull and "sacrifice" it along with the most expensive weapon of the loot into a bog at night. It just seemed the right thing to do to thank the spirits for her survival and loot.

However, I'm not sure if the sacrifice of weapons or live animals is in keeping with ancient Finnish culture/folklore.

Do general sacrifices "mean anything" to the spirits/character karma when done outside of a quest?
As far as I've understood from the development reports as well as beta experience, general sacrifices take the role of the previous general fisher/hunter sacrifices at least.

1427
Gameplay questions / Re: 2.50 Beta for non-steam players?
« on: December 09, 2017, 07:07:06 PM »
That is unfortunate, Is there a way to become a lifetime supporter, because steam does not work on my computer.
Yes. The donation page isn't updated (unless that has been done in the last few days), but this thread https://www.unrealworld.fi/forums/index.php?topic=943.0 should provide the info you need.

1428
Suggestions / Re: AI Response to Killing Villagers
« on: December 06, 2017, 05:04:53 PM »
Apart from the dog(s) being additional opponents, the sneak part won't be an issue because the dogs won't consider you to be hostile until you attack (the same way a Njerp can walk past you 6 meters behind your back when you're hiding without the dog raising the alarm: has happened to my character).

1429
Gameplay questions / Re: Item disappear bug
« on: December 06, 2017, 12:10:18 PM »
The first thing happening is that tracks start to disappear prematurely, since they are among the least important things. I believe I've seen that.
Later you're supposed to get a warning, but I've never seen that one. Eventually things start to disappear, starting, I think, with the "least important" ones.
I think the stack limit for item disappearance is 3000, but I'm not certain.

Based on how homesteads seem to interact with villages and villages with each other, I suspect one "area" in the world tile you're in and a ring of probably one, but possibly two tiles outside of that. This is guesswork, though.

Avoiding it is easy, as it's hard to get it in the first place:
- Place your farm plots a little bit away from your homestead (900 tiles is at least 900 items when crops grow).
- Stack things that are stackable (within reason: there is no reason to be obsessed with it, as a few dozen "extra" stacks aren't much). If killing a lot of Njerps, recycle their clothing into bandages (or other things you're probably using regularly). Clothing rarely stack because they're in varying state of wear, while bandages do. Weapons likewise don't stack, again due to wear. If using a metal crafting mod I'd recommend recycling weapons into iron, otherwise selling those (if villagers have anything to offer) is a good idea. If nothing else, weapons can be sold for fur that can be sold to traders for trinkets.
If you're an obsessive hoarder, consider setting up multiple stashes. You should, e.g. be able to dump stuff into one stash until you get a warning, at which time you'd start to fill up the next one.
- Excessive construction can presumably get you into trouble as each wall is one or two stacks of logs, floor/ceiling tiles contribute, fence tiles are made up of one or a few stacks, etc. I haven't had any problem with surrounding my homestead completely with bear trap arrays, though.

1430
Gameplay questions / Re: Item disappear bug
« on: December 05, 2017, 10:21:07 PM »
I.e. it's not actually items, but items stacks that's the issue, so things that stack are not a problem unless you deliberately spread them out, but if you're an obsessive collector who has a habit of murdering lots of civilians and emptying their villages of goods you may get in trouble as the clothes of the victims tend to get worn by your attacks, and thus won't stack (usually). Farm plots can also be a bit problematic if they're numerous and close to your homestead.

Your branches are thus considered to be one stack.

1431
Suggestions / Re: AI Response to Killing Villagers
« on: December 04, 2017, 08:17:32 PM »
While I agree the idea to burn fools who try to make a stand in a building is a good one, the credit should to to taptap, not me.

Also, I've never actually had any character attack any village: Njerp villagers attacked my character on sight, so wiping out the village is a purely defensive action of fending off a large wave of attackers who attacked unprovoked (and I've even tried to let fleeing Njerp civilian run, but they eventually turn around and attack again).

And yes, killing enough "civilized" (i.e. non Njerp) civilians should have dire consequences, and man hunting parties would be a good implementation of consequences, especially if they can locate and ransack/attack/destroy the player character's homestead. Getting attacked while asleep in the bed, or even better, having the homestead burned down and the door barred should drive home the message that rampaging man slaughter has consequences.

1432
Gameplay questions / Re: Psychic enemies
« on: December 04, 2017, 05:49:49 PM »
I agree with taptap. I made my attacks fully expected to eventually die (which came to pass). It's not the way I normally play (except that I tend to use similar tactics against Njerps and robbers when fighting alone). Attacking villages ought to normally be fatal.

1433
Gameplay questions / Re: Psychic enemies
« on: December 04, 2017, 05:17:13 PM »
No, you probably didn't actually follow my advice (or at least not my tactic). If the enemy is gaining ground, don't allow them to gain extra ground by firing at them: firing should almost always be reserved for when they're so slowed down that you can both fire and back away without them reaching you. If civilian reach you, DON'T switch weapons and start swinging, as that will definitely allow the rest of them to catch up. Instead, continue to back away, even if they get a few feeble hits in. Fighting is quite exhausting and running saps stamina, so they'll eventually become slow enough to allow you to both fire and back off, at which time they're easy pickings. They will either swing, run, or recover sufficient breath to do one of those. The slower your character is the harder it is to succeed with this tactic, of course (which is one reason why you shouldn't overload the armor, while the other is that you'll tire too fast). Don't expect to do any substantial attacks until you've backed for two or three world tiles. Don't attack unless you're at zero exhaustion. If have any exhaustion, back away and recover, even if you have a clear shot (if they're sufficiently tired you can stand in place and recover rather than back away).
The mistake I think I did with my character was that when he suffered the second injury that caused everything to be harder, I continued to try to back away even though he could hardly move at that stage: I should have switched to melee to try to kill/incapacitate them (they were almost completely exhausted as well) and then try to flee, but I'm not sure if that would have been possible.

1434
Gameplay questions / Re: Psychic enemies
« on: December 04, 2017, 11:26:28 AM »
I agree with LoLotov's recommendation to scout the area first. With my tactics I make sure to scout at least 3 and preferably 4 world tiles away from the target village so I can back away and still know where the trees and pools are.
Unlike LoLotov, my first tactic is based on not giving the enemy a chance to get any hit in at all (fair play doesn't have a place in matters of life and death, in my view).
When I want the fight to start, I make sure to leave stealth to ensure the enemies come running from as far away as possible, to gain time to tire them to the point you can fire at them and still back away without them catching up.

1435
Gameplay questions / Re: Psychic enemies
« on: December 04, 2017, 07:32:07 AM »
Firstly, your marauder mustn't be so heavily armored that mobility is hampered or fatigue is building up. My Njerp exterminator was a huge 2+ meter tall maximum strength/weight character with an unencumbered walking speed of 8. I loaded him up with a lot of armor, but would not accept a speed reduction to below 7. At that rate I could keep backing away to tire even civilians, as well as cripple civilians with bow shots when they got near. Occasionally civilians caught up, but they were ineffective against the strong armor unless having extreme luck (my character got injured twice before the final fatal run, over about a dozen villages), and backing away allowed me to kill them with the bow as they'd get completely exhausted so they couldn't keep up with my character backing away. I didn't encounter any particular problems when firing at civilians.

1436
Gameplay questions / Re: Psychic enemies
« on: December 03, 2017, 07:24:55 PM »
I know robbers are homing. You can kill the Njerps in the escaped slave scenario through hit & run tactics using rocks (although you need a LOT of luck escaping from the center of the camp initially, and have very little room for mistakes in the fighting).
It's true Nerp villagers tend to come at you in a large line, but I attribute that to them shouting to each other, raising the alarm. I've then killed them off by using arrows and backing away (until the last village raided, where a lucky hit from someone who managed to get close slowed him down, eventually resulting in further hits, and finally death with 100% penalties through injuries and fatigue).
Warriors are reasonably easy to deal with because they wear armor that causes fatigue and their constant running means they quickly slow down to a crawl. Civilians are more dangerous as it takes quite some time for them to tire (although bow wielding warriors are always dangerous, unless you can take them out from beyond their firing range).

Thus: To take them out: zoom in, injure or kill one or a few of them, get away and zoom out, rest, zoom in elsewhere (to make sure you have a reasonable distance to them as you zoom in), approach, kill & maim. Retreat...
Never run except to flee as that builds up fatigue that slows you down.
(I don't think I did split any village into two attacks, though: firing and backing away was sufficient until it wasn't).

1437
Gameplay questions / Re: Trapping,am i doing it right?
« on: December 03, 2017, 07:10:12 PM »
I think a poorly set trap will just cause the animals to avoid the trap, not the whole world tile. I tend to enclose a single tile lake in a trap fence and use bear traps on 3 openings on each side. In addition to that I have a small number of paw boards near my homestead to catch foxes that come near. I may also have a paw board or two inside the trap fence.

A trap fence blocks large animals from entering, but does nothing to keep smaller ones out, so foxes and hares can readily pass through the trap fence. I'm not sure about wolves: they can get into and out of pig fences in villages, but the also tend to get caught in my bear traps around the lake, so they may be lazy and prefer to go through the opening rather than through/over the fence.

I would recommend against PoisonPen's trap suggestion as traps that are part of a trap fence or trap array but targets animals of the wrong size acts as a barrier to the incorrectly sized animals. Thus, an enclosure of snares around the farm plots will keep large animals like elks out as well.
In PoisonPen's case the fox trap MAY catch foxes, but it also blocks elks etc. from reaching the pit trap. The pit trap, meanwhile might deter a fox from entering the fox trap both by blocking the path (although the fox can still go through the fence), and by possible deterrence if poorly set (I don't know if poorly set traps have any effect on animals of the wrong size, though).

1438
General Discussion / Re: Borders of Unreal World
« on: November 29, 2017, 01:43:37 PM »
I've been asking myself what would happen once reaching the edges for at least one year. I never tried to reach them, though.

 I guess this is one thing less in my list of discover-the-UrW-misteries' list.

 Regards
I believe I've seen a note indicator up in the top left corner of the worlds that's not accessible. I've never tried to reach it, though.

1439
Suggestions / Re: Endgame economics - Money sink ideas
« on: November 27, 2017, 11:15:26 AM »
@trento007: Think carefully before you equip them with missile weapons. Currently NPCs spray and pray, as they only see their target and don't care if anyone gets in the way. This is regardless of you trying to lead a bandit hunt or them trying to kill a Njerp who stumbled into their village.
My robber hunts have probably seen more of my teams arrows hitting my teams (in particular my character) than enemies, and it wasn't my character who fired any of those...

1440
General Discussion / Re: Northern Tribes
« on: November 23, 2017, 11:39:48 AM »
The Saami were basically wholly reliant on reindeer herding and hunting, plus land based fishing (i.e. rivers and lakes), if I understand it correctly. I don't think they used much or any ocean fishing or boats for fishing. Since reindeer have better feed at higher elevations the Saami probably didn't get much access to any of the coasts, and thus not much access to seals (and on the Baltic side the coastal areas were already occupied by agricultural/fishing populations, so they'd risk conflict if moving in that direction). The Saami life stile was quite different from the Eskimo one so that comparison is not particularly useful, unless, of course, (some of) the northern tribes are intended to portray Eskimos rather than Saami, which I don't find likely (and all northern tribes have reindeer, which I don't think Eskimos have ever had: hunting, yes, owning, no).

I would expect the Saami life style to favor stamina and wiriness over brute strength given the need for traveling long distances over snow covered terrain, and I would also expect it to penalize obesity (should the chance to get obese ever arise).

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