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Messages - PALU

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16
The "somewhere around here" message is given when the target is outside of the village, and so seems to happen when the target is in the other "part" of the village as well.

17
I managed to replicate the issue and sent a save to Sami. He's responded that he now understand exactly where the problem is and that it will be fixed, so there shouldn't be a need for others to send him any additional saves.

18
Gameplay questions / Re: What actually affects fishing outcome?
« on: August 06, 2023, 09:29:50 AM »
I don't think wasting resources affects the standing with the spirits, but the amount taken (regardless of if it rots later or not) does, in particular if you don't sacrifice sufficiently (and it's still possible to take more than it's possible to compensate for with sacrifices).

19
Gameplay questions / Re: What actually affects fishing outcome?
« on: August 04, 2023, 10:31:35 AM »
Depletion: As far as I understand, depletion is implemented on some level. Over fishing of a small lake will deplete it (I believe I've seen that at some time many years ago: fish was back after having waited for a significant amount of time), while you obviously can't deplete the sea (using the tools available, and large powered trawlers are not available).

However, I have no idea whether there is any depletion logic implemented on the smaller scale of fishing spots and areas around them.

20
Bug reports / Re: 3.80 Smithing issues
« on: July 28, 2023, 09:47:39 AM »
Villages adjacent to each other (essentially forming a larger village) can be problematic. If you're asking about the location of a character who belongs to "the other" village they'll say the character is somewhere around there but they don't know where exactly (I think you get the same response when characters are outside of the village boundary for isolated villages).
I think I've seen the smith issue in such a merged village, with one half of the village claiming there's a smith in it, and the other half doesn't.

21
My guess is that you've been very unlucky.
I've had one case with failed delivery, and believe I've had successful deliveries from that smith later.

There is something wrong with the smith's predicted delivery times, though, as I've had instances like "it will be ready tomorrow", so I come back the next day, only to be told that it will be ready in the morning, and by the next noon it will still be ready in the morning (and it actually was ready the next day, finally).

22
This is a borderline issue between bug and suggestion.

I went up against an enemy (njerp) archer for the first time in a long time (possibly 2-3 years), and while I have no problem with the removal of the cheesing ability to attack enemies from beyond their (fairly limited) maximum attack range, I think this has been carried too far, as I've been attacked from out of my (the player's) maximum visibility range when zoomed out to the maximum possible. While this probably is within the character's maximum view range (as counted in number of tiles), it's not within the maximum display range (with the possible exception of the very corners of the displayed area).

Now, it can be said that attacks from extreme range has a limited probability of hitting, and thus may actually be detrimental to an enemy with a limited amount of ammunition, but it still feels unfair to let the enemy attack from a range at which the game doesn't even allow me to try to fire back.

As an aside, the enemy can now fire your own arrows that injured them back at you, which is rather nasty, to the point that you may have to think carefully whether firing at them from a distance would actually be better than engaging an ammo depleted enemy in melee.

(If anyone is interested, my character did eventually manage to take out the enemy after suffering significant injuries).

23
Gameplay questions / Re: Shields vs projectiles vs dodging
« on: July 18, 2023, 09:11:59 AM »
I believe this is the case. The shield position provides a defense for the parts covered, and this defense comes into effect if the missile's hit roll ends up on a covered part, so no shield skill check is made.

24
Gameplay questions / Re: What makes enemy fall unconscious?
« on: July 18, 2023, 09:07:42 AM »
1. It should be the same things that cause the PC to fall unconscious:
- Injuries
- Fatigue
- Blood loss
- Shock (I had one character that tended to faint when injured. The last time was a bite to the hand by a wolf, something the character never woke up from, presumably because the wolf wouldn't stop the assault at that point).

The two first factors add up in some manner, but while you're rendered immobile at 100% penalty, you don't fall unconscious at that threshold.

Blood loss also factors in together with the other factors in some manner (a character can faint due to blood loss but wake up still bleeding).

I don't know if head trauma provides an increased risk of unconsciousness.

2. Weapon skill affects the outcome of weapon attacks, so a higher skill should increase the chance of an attack resulting in a more serious injury. Attacking an unconscious creature with a melee attack results in a guaranteed hit, and the target doesn't exactly have a wealth of factors to reduce the damage roll.

25
Fishing was modified fairly recently when baits were introduced. At that time, spear fishing was made (even) harder, and I would suspect tridents were reduced in efficiency as well.
The scenario where tridents have been used successfully in recent history is lantern fishing, i.e. fishing at night from a craft with a bright lantern or fire on the craft (the fire would be contained in a metal cage, often (always?) hanging off of the craft). I believe this kind of fishing is banned in many placed because it's too effective, but iron age Finland should have had no such laws...

26
Congratulations for getting your hands on you ordered item!

I think the smith HAS received a reputation loss due to his actions: YOU don't trust him to deliver as promised!

27
My experience with the "something came up" situation is that the order is discarded and the smith remains locked up for some time (I think I waited another full production time period before visiting again), after which amnesia sets in and the smith is again open for business. Thus, I think you'll only suffer from denial of service for a limited period.

Someone mentioned that the(?) commissioned item was found among the general goods in the village after such a failure, so it might be worth it to look around to see if you can buy your item that way.

28
As far as I've experienced, you do indeed have to repeat all the steps, even though you shouldn't have to as you already know the spell. I agree that you should be able to bypass the redundant steps if you've already done the quest and thus know the spell.

29
Gameplay questions / Re: You Think You Might Hear Some Kind of Rustle
« on: June 28, 2023, 08:14:15 AM »
I've had a Njerp come up to my sneaking character was building a trap, and the bugger disabled several traps, without detecting my character. That was a long time ago, though, but I've also seen other humans pass traps that are part of trap lines/fences.

I had one idiot who first cut down a tree (or several) that formed part of a trap line around my homestead, and then ended up in the now disconnected trap. He insisted everything was fine for the month or two it took to heal...

30
Gameplay questions / Re: You Think You Might Hear Some Kind of Rustle
« on: June 27, 2023, 08:35:36 AM »
Humans detect trap lines (and both robbers and Njerps are humans), so they can bypass and/or disable those. Humans do not detect isolated traps, though.

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