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Messages - Buoidda

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46
I also tend to roam around in vacuum-cleaner mode (funny I thought of the word even before finding it in yours, @Dr.Hossa), thus upholding that roguelike tradition.

My camp consists of dispersed piles of sorted goods (junk).

So yes, I too would very much like to see quick-key for toggling vacuum mode on and off (used when entering camp).

alt+g?

47
General Discussion / Re: Geographical inspiration for the Unreal north
« on: January 01, 2021, 02:16:23 PM »
(reflected in my poll response)

Note the past tense: how did you think...? (prior to visiting this topic)

48
Mod Releases / Re: Buoidda's crafts 2.3.2 [released 2021-01-01]
« on: January 01, 2021, 09:58:45 AM »
Gotta think about that, in the meantime, boil urself some linden flower tea.

49
General Discussion / Re: Geographical inspiration for the Unreal north
« on: January 01, 2021, 09:46:29 AM »
If it was gulf of Bothnia, depending of the exact time-scale, Sámi tribes could inhibit the whole map, excluding the coasts, or only north and east parts, or only north or or...

There are Sámi place names as south as Uusimaa (around Helsinki). I've also read that linguists have concluded that Häme (a region of southern Finland (southern at least from my perspective)) is actually the same root word as sáme [saame, sääme] = sápmi however you spell it. So at some point of history, the inland häme was a sámi region, while the later (more?) finnic tribes claimed the coastal areas.

There are some genetical evidence that the Sámi did not collectively shun north, but rather assimilated into Finns as the settler lifestyle slowly made its way inland.

Now if it was the Arctic ocean, the distribution of more-like-Sámi-than-Finn-tribes would be arguably a majority (at least geographically) rather than minority that it is currently. But it's a fantasy world.

DISCLAIMER: there are some debate historically too (though more evidence of sámi presence in even southernmost Finland seems to pop out every now and then) and it's difficult to say anything on this subject without overly broad strokes, so take the above with a grain of salt. Especially since I haven't posted sources...

50
Suggestions / Re: more sea-ness of the sea: seatic species
« on: January 01, 2021, 09:17:18 AM »
Anything I would reply would predict massive derailing, so I wrote this poll instead. Can you please copy your comment there as well?  :P

51
General Discussion / Geographical inspiration for the Unreal north
« on: January 01, 2021, 09:14:22 AM »
I personally always thought it was the arctic ocean, until I read this.

Quote
I've always interpreted the "north" side of the UrW map as being cognate to the Gulf of Bothnia rather than the Arctic Sea, but I guess the interpretation isn't exactly clear. 

Correct  :)
That is about what I thought when coding the random map generator. That the map loosely resembles Finnish geography but is not 1:1 equivalent. And that the sea is modelled by real life Baltic Sea, although in UrW map we don't see anything resembling Sweden and Norway. So the interpretation isn't exactly clear - I never thought of a accurate explanation of how the land masses are formed beoynd the UrW map.

Also, the basic philosophy is that the game world doesn't actually simulate the world as such, but the way the people at that time experienced the world they are living in. So, it might be that there are some land masses behind the sea, but they just aren't drawn on the map as the peoples of UnReal World might not know exactlty where and how those lands are.

So let's talk, shall we?

52
Suggestions / Re: more sea-ness of the sea: seatic species
« on: January 01, 2021, 08:14:57 AM »
While they would be nice, I read here that @Erkka concurred that the north coast draws inspiration more from the gulf of Bothnia (between Finland and Sweden) than the arctic coast. [Maybe some artistic freedom here...  ::)]

That's why I left he cute puffin (colonies) out.  :'( (If somebody managed to see them mentioned in the first seaness thread before its dissection to bits.) [... and here  ::)]

53
Mod Releases / Re: Buoidda's crafts 2.3.2 [released 2021-01-01]
« on: January 01, 2021, 07:59:58 AM »
Bowstaff update 2.3.2
- shortened pine belly making from 6h to 5h to allow making it with a handaxe
- deprecated offal since it was unnecessary with the ground item not consumed bug [urw 3.63]. Use bones on the ground for carcass harvestables.
- removed <axe> from bowstaffs since it preferred stone-axe over (iron )knife and unnecessarily multiplied time use
- slightly increased skill bonus modifier for bowstaffs
- large spruce now also found in the north (albeit more rarely: *big* spruce is not) [minor flora update!]
- typo in .spruce bowstaff. "Staff " (extra space) prevented it from appearing in menus

54
Suggestions / more sea-ness of the sea: seatic species
« on: January 01, 2021, 06:18:49 AM »
So you got your breath of fresh air from the open sea. Time to relax and take a nap... such a peaceful - THOSE DAMN SEAGULLS! Shouldn't have left the catch unguarded mur mur...

European herring gull wiki : captures my idea: "Their loud, laughing call is well known in the Northern Hemisphere, and is often seen as a symbol of the seaside in countries such as the United Kingdom."

Add seagulls to the game. Make them generally misbehave like steal fish and bicker (audio?) noisily.

And would be nice for some of those fish to be only sea-dwellers too.


55
Guides and tutorials / Re: Seal hunting tactics
« on: December 31, 2020, 07:03:08 AM »
Yes if it's right next to water, I might go for the head too (but you still get another turn if it falls down). Further away, legs. But again, depends on context. There are no absolutes even though the small amount of words we have to restrain ourselves to use might seem so at times.  :P I have usually a poor skill in the stone axe I'm using, so I'm weighing that too. It's easier to hit the legs than a moving head.

The amount of injuries is also something to consider: if it's pretty injured already and might pass out even for a second from the next melee hit: consider targeting body since it is easiest to hit.

Such a good discussion!  :)

56
Guides and tutorials / Re: Seal hunting tactics
« on: December 30, 2020, 07:06:28 PM »
I get it, it's kind of inverse version of herding an (invisible) elk to a corner on land. That's clever @Dr.Hossa. I'll be sure to add that to my repertoire.

Also, good, you pointed out something I neglected to specify: of course with missile weapons it's best to target the body (or the head, if you're feeling lucky).

I meant to target legs only while in melee, preferably with blunt weapons (not only to preserve hide, but to cause crush injuries in legs). They are terrible dodgers and they tend to fall down (roll on their back? cringe in agony? lift their head at you and make sealish war-cry?), giving you another go at pounding it's skull into a jelly*. I'll just quote @Dungeon Smash:

...Aiming for the legs/flippers seems to be a good way to keep it from getting away, then once it's mostly immobilized you can attack the skull...

My characters almost exclusively use blunt end of stone axe until they get a mace (EDIT: or a grainflail). The bigger spears do a lot of damage so at least one thrust should be ok without excessive damage to the hide. With a spear in melee I'd consider targeting vitals, not legs.

If you have a marooned character who doesn't have a raft and a paddle ready, mind that deep puncture wounds are more likely to cause serious bleeding which often leads to the critter dying offshore where you can't reach it. That's a reason to favor melee in certain circumstances.

The "baying(?)" method described by Dr. Hossa's sounds like a good way to keep the animal where you want it. If lacking/running out of missiles, I'm guessing it could still be used to herd the seal on a beach with more cover, even a premade row of shelters. What do you reckon, @Dr.Hossa?

Like doc said above, these are some tricks of the trade we have caught on the way. I don't think there are best methods, just different tactics. Choice of tactic depends on context (my and Matt Easton's favourite word). A blizzard-weathered ol' seal hunter will have tried them all (or maybe have some of them in the toolbox in the original wrapper, because the perfect opportunity never presented itself) Blah blah blah...

* Reference to another roguelike! I will give a crumpled parchment to first one that can tell.

57
Gameplay questions / Trapped wild animals' nutrition?
« on: December 29, 2020, 05:41:45 PM »
I read this in the changelog:

Quote
- added: trapped animals will eventually die

        Depending on their nutrition and overall physical condition it usually takes from few days to a week
        for a trapped animal to perish.

I've noticed wild animals (elks) dying in pens after being released from traps. I failed to find more info in the file so I'm asking here. How is (trapped) animal's nutrition tracked, or is it, really?

Animals that are only herded into pens seem to survive well, so currently it seems the trap installs a death-timer. Is there a way to preserve trapped and then released animals?

58
Guides and tutorials / Seal hunting tactics
« on: December 29, 2020, 04:12:08 PM »
Another post led me to think I should share some of my experience in hunting seals of the Unreal world [3.63].

  • Seals have a place on land/ice/skerry they favor, often returning to it. This changes from time to time. Bothering the seal may lead to this too.
  • Set heavy deadfall traps on favored spots. They do not respond to bait.
  • Shelters work as effective blinds. Stand and wait behind a row of shelters on a favored beach. A seal might just wander next to you.
  • Darkness works pretty much the same way. Stand and wait in an area you know has been recently visited by a seal.
  • They are pretty slow on land. Try running up to them or at least close enough to score a hit with a missile.
  • You can also try running along a beach/edge of ice favored by seals when visibility is very low.
  • Once wounded, above tactics become even easier.
  • Counter-intuitively, it is worth targeting the legs in melee just as with other animals too.
  • If a seal escapes bleeding, it may die out at sea. The carcass will not sink. Try to have a watercraft ready to scout.
  • Exploitish tactic: zoom out near a favored spot. Zoom in later and a seal might be very close.

Things than haven't worked for me:
  • Only shooting at them beyond escape range takes a lot of arrows, patience, hits and skill. I did this before, but above ways are more efficient. It might be worthwile to get first couple of hits this way, though. Target body or just maybe the head. Especially in summer when there is no darkness. EDIT: It's still very usable in the right situation: read about @Dr.Hossa's bay-herding tactic below.
  • Many know the iconic image of an inuk waiting by a breathing hole, harpoon in hand. I've tried this - and would love for it to work - but haven't yet had a seal dive up from a hole next to me. EDIT: Also this has been touched in our discussion.

Please tell the community about your experiences in hunting seals.

59
Suggestions / Re: Ground blind
« on: December 29, 2020, 03:48:15 PM »
Not really. These are stone, but I've seen white fabric ones too, on sleds. https://nunamitcorp.com/inuit-seal-hunting-blinds

In urw, I've used rows of shelters as quite effective seal blinds on land. They might even wander next to you. (You have to be behind the shelter.)

I've actually thought of suggesting allowing building shelters and kotas on ice for the same reason: they would automatically deconstruct themselves when the ice breaks under their weight in spring.

EDIT: wrote a quick seal-tunting guide:

60
Suggestions / more sea-ness of the sea: drinking sea water
« on: December 29, 2020, 11:51:21 AM »
When drinkin sea water it would help immersion with a short message about the disliked taste (would psychologically work like eating awful food: player doesn't have to mind it, but it still nags a bit)

(No need to discuss about the plausibility of drinking sea water/brackish: it has been done already here).

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