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Messages - Galgana

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46
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.

47
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.

48
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").

49
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'
[WEIGHT:15]
//[TILEGFX:sledge]

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.

50
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.

51
When I started a somewhat long time-consuming activity, the weather was rainy at first but then ceased to rain partway through my crafting progress. Even though the raindrops graphic immediately cleared up in the screen, the audio of rain.ogg continued alongside the axework.ogg loop until the crafting action was completed.

52
Do you know if it is a reproducable issue or a one-off?
Possibly a rare occurrence. In three separate villages I tried stacks of 10, 11, and 12 boards to leave on the ground and did not manage to attract NPCs in those instances.

53
When a sleeping animal is selected to be milked, the animal will wake up and wander around at the start of the milking process instead of when it is completed. This behavior is contrary to the feature described in version 3.19:
Quote
* Animals will stay put while being milked

54
I encountered this issue while shopping at a village. I picked up a stack of 11 boards from the ground, which made my character unable to move due to becoming overencumbered with other items in my inventory, so I dropped all 11 boards on the same spot. After exploring the buildings for any other available goods, I noticed many villagers were bunching up near the boards as though intending to pick them up but nobody did. I picked up the boards again and dropped them indoors, which made the crowd disperse.

It seems that the villagers' AI wanted to reclaim unpaid boards that were dropped outdoors, but the total weight of the stack may have prevented the NPCs from taking them.

55
Gameplay questions / Re: squeezing damage?
« on: July 26, 2021, 05:10:25 AM »
Bear hugs for certain. I believe deadfall traps are also capable of crushing victims.

56
I used a 15 ft piece of leather cord to build a fence and then deconstructed the fence. 2 pieces of 4-foot cords were returned but the weight for each remained 1 lb.

The leftover 7 ft piece of cord was the expected 0.5 lbs. Combining the pieces back into 15 ft resulted in a cord weighing 2.5 lbs.

edit: 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.

57
While attempting to craft a split spruce twig in 3.70b, I get this error:
Quote
PROPERTY FAIL! WRONG RAW: Selected item has no properties to be derived into Tying Equipment.
{Spruce twig} is rejected as an ingredient, which at first seems to be a consequence of the material updates for tying equipment in the 3.70 build.
However, the root rope recipes do work as intended even though the non-birch one calls for a rock and a stone. Perhaps the issue is with the update for spruce twigs:
Quote
- added: sleeping on spruce twigs

         Sleeping on spruce twigs now gives a little extra warmth and protection from the cold.

I tried changing the recipe header into a substitute for spruce saplings, like a young spruce bough, but saplings are not accessible as a base object in the crafting system and cannot be spawned this way. Looks like we'll have to give up on spruce twigs for cheap typing equipment.

58
Gameplay questions / Re: Capture dog in the wild?
« on: July 21, 2021, 06:07:30 AM »
You can only capture dogs inside villages. I have read it somewhere here or on the wiki.

I tried this with a fortified village that had four dogs and six head of cattle. After eliminating all the human residents, I was successful at leashing the cows in the pen but not the dogs; the dogs bark in disagreement and either flee or retaliate by attacking.

I checked the news text file and the behavior I described does correspond with this particular detail from version 3.30:
Quote
- added: leashing animals from depopulated villages

        It's now possible to leash animals from depopulated villages, and thus make them your
        own pets. There are some risks and exceptions, though. Sometimes domestic animals choose to
        fight back if their masters are dead and you try to leash them. And dogs can't be
        stolen this way at all - they always fight back rather than allow to be put on the leash.

59
I've read somewhere that a base skill of 95+ is effectively considered the same as 100. But bear in mind that combat performance can be very contextual.

Regarding physical penalties (fatigue, injury, encumbrance), I think the 10% masterwork bonus can behave like a buffer that extends the lower threshold of the 95% skill rule, thereby allowing you to continue achieving grandmaster-level rolls.

A couple of other under-the-hood equipment modifiers to factor in:
One-handed penalties for two-handed weapons (introduced in version 3.17). Example: a shield and battleaxe combo will incur a -15% weapon penalty. With masterwork-quality this likely is mitigated to a base penalty of -5% for attacks and counter-attacks. When your other hand is wielding a weapon instead, using the masterwork battleaxe to block will also have a -5% penalty.
Crossbows have a 10% bonus to shoot (according to the version 3.19 changelog); masterwork crossbows accordingly would have a combined 20% bonus for accuracy, though I don't think the time to load a projectile is impacted.

Of course, the NPCs' stats and gear are taken into account as well in determining the success of your combat actions.
There's also the flanking penalty (introduced in version 3.13) when you're engaged with two or more hostile NPCs: attack and defense maneuvres are impacted by -10% per combatant after the first.

60
Have NPC stack caps always been a thing? I don't recall it from the last time I played, but I might just not have loaded them with much stuff.
I searched through the news text tile in the game folder for carrying- and packing-related updates. You can view them in chronological order under the spoiler:

Spoiler: show
v2.12
Quote
- animals can be used to carry loads.

       Now you can get yourself a horse, bull or whatever you want to
       (is animal is tame and willing to be leashed) and pack  it  up
       with your stuff. There are two new commands to  be  used  with
       pack-animals; [#P]ack and [#U]npack. (Commands can be executed
       by pressing
  • first and then selecting Pack or Unpack option

       from the menu) [#P]ack is used to pack animals  and  [#U]npack
       get  something  that  has  been  packed. To  keep  the animals
       following you, you should leash them with a rope.
v2.60
Quote
- pack animals carry varying loads.

       This depends on the  animal  size  and  strength.
       Cattle can carry more than a sheep, and horse can
       carry more than a cattle, and so on...
v2.80
Quote
* In addition to a maximum number of  items  a  certain
         animal can carry there's also limit in weight now.
         You can't pack logs on a sheep no more etc.
v3.17
Quote
- added: watercraft capacity restrictions

   You can transport either 40 different item stacks or 200 times the
        weight of your watercraft. If your punt/raft is overloaded you
        can't row it and notification about it will be displayed.
        (Weight restriction is far from realistic, but we need to allow
        transporting logs with watercrafts until floating timber is
        implemented.)

 - fixed: animal same item limit when packing

        If you packed more than 255 same items on an animal some of them
        disappeared. This is fixed so that more than 255 same items will be
        now distributed in separate item stacks.
v3.30
Quote
- fixed: companion accepted weight limit

        It was bugged and companions accepted less items than what they could actually carry.
        Fixed now and we shouldn't bump into "Sorry, it's too much for me carry." nagging that often.
v3.32
Quote
added: need to pay companions & companion inventory restrictions

        * companion inventory restrictions

          You can't anymore freely pick all the items of your companions to yourself. Companions now tend to keep
          their most valuable and usable personal items to themselves, and usually only the cheap items and
          food are freely pickable. However, all the items you have delivered to your companion can be picked
          back at will if they are not in use (wielded or worn) at the moment. So it is still safe to pack or lend
          your companions even the most valuable goods you have.

v3.52
Quote
- added: NPCs will store the obtained timber in the village

         NPCs may obtain timber (eg. boards) through trading. Previously NPCs just carried the heavy loads around
         causing unncessary burden for themselves. Now they eventually store the timber in the village.

- fixed: when trading with NPC the accepted items they couldn't carry just disappeared from their inventory after the trade

          Now the excess items NPCs can't properly carry are put on the ground as a common village property.

- tweaked: recruiting companions who carry village property from failed/cancelled trades
 
        There are two new conditions to prevent exploiting companion recruiting with returned village goods:

        * Companions don't count the returned village property as their own when checking if they have enough
          equipment to join you.

        * When companion agrees to join you they won't keep carrying the returned village property but drop it on
          the ground where other villages come to reclaim it.

 - changed: children won't anymore participate in picking up village property left on the ground
            after failed/cancelled trades

        This is because you can't do one-to-one trading with children, and sometimes you would like
        to go for that with some items NPCs just picked.

 - added: NPCs wearing the new clothes/armours they get

        NPCs can now actively wear the new clothes/armours they have obtained. They'll usually
        go for wearing new clothes/armours after being delivered or having picked some.
        Delivering useful pieces of clothing/armour to your companion is now worthwhile, even
        though NPCs make the final decision whether they will wear something or not.
v3.60
Quote
- changed & fixed: foreign traders won't accept more furs than they can carry

          Previously foreign traders dropped their excess load after completed trade and this opened an
          exploit where dropped furs could be picked up and used again in trading. Now foreign traders simply
          reject the offered items they can not carry.
v3.70
Quote
- added: foreign traders can share the excess trading load

        Previously a single foreign trader wouldn't accept more traded furs than he could carry. This made trading of heavy pelts often all too awkward. Now foreign traders can share the excess load so that if the NPC you are trading with can't carry it all the excess items are distributed to his fellows who can.

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