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Messages - Matti-patti

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31
Yeah this is especially case of the arrow icon/tile blending in so well with the pines and whatnot. Even the vanilla bone tipped arrows are much easier to spot due to the white head.

32
Suggestions / Re: Birds should be less intimidating
« on: June 20, 2023, 09:27:19 PM »
Yeah that too. I guess there could also be a entry in the options for "harmless animals interrupt player", which would drop the interrupt queries for anything except large animals, predators and valuable fur bearing animals. Then you could have that on when you start when you actually might care about that squirrel/hare/grouse popping up, and then turn it off when you no longer care. Also domestic animals in villages shouldn't interrupt.

33
Suggestions / Birds should be less intimidating
« on: June 20, 2023, 08:45:45 PM »
This is something that has been bothering me for a long time. Please make it so that we can zoom out to the world map even if there is some random grouse hovering in the air nearby. Birds in the air tend to be chill about the player's presence so that they can stick nearby and you need to run away from the bird before you can zoom out. None of the birds are ever aggressive to the player either. The only potential exploit cases I can think of is that the player might zoom out to prevent a bird of prey from killing another bird or prevent it from stealing a meat cut you left lying around on the ground, which are of doubtful utility.

Similarly I'm not sure dogs should be so hung about birds of pray (i.e. bark in alarm) as they are insignificant animals to the player. It's unnecessary info clutter.

34
Gameplay questions / Re: Effin' lynx.
« on: June 20, 2023, 08:27:16 PM »
I don't think trap pits catch lynxes, I have seen them plenty of time in other traps I have had besides my trap fences but never in the pits. In addition it seems these days critters can bypass incompatible traps so they no longer work as magic fences.

The easy way to keep your animal safe for any amount of time is to tie them to a tree in a nearby village. Then you could just have a single trap somewhere near your homestead and wait until the Lynx gets into that, then you can bring the animal back in.

The elaborate solution would be to to make a pen for your animal and then surround that with rings various of traps. You could have one ring of pits (or bear traps), one ring of heavy deadfalls and one ring of small deadfalls. One of those is bound to work. :D

35
If the unspecified 1-2% refers to encumbrance, my experience from swimming is that 1% is "free", i.e. you can swim as far with an encumbrance of 1 as with 0, but with a significant penalty to the range at 2.
That was some time ago, but I don't think this has changed since.

If someone could be bothered, it should be possible to test by counting how many tiles you can run before reaching a fatigue level of e.g. 10 at various levels of encumbrance.

Yup, encumbrance. There actually was a thread on that: https://www.unrealworld.fi/forums/index.php?topic=6751.0

I've got a 5mph Kaumolais with (it appears) at least 85% in all his stats because I rollscummed HARD. I never take one without maximum agility and strength for maximum spearchucking. Don't know how people are running at 7mph!

Owl tribe are much faster but they have smaller build/carrying capacity. I don't think you'll ever see a 8km/hour Kaumo.

Though it's worth emphasizing that the bulk (as in character's body weight) only matters for maximum carry weight and the encumbrance free clothing you can wear, between those points it's all about character's endurance stat. The clothing thing can be an issue (less so if you are able to find the masterwork clothes to dress both light and warm) during colder periods, but I find linen undershirt + nettle cloak + fur mittens + fur hood + fur footwear to be very functional set and it only weights 10,7 pounds combined. In the dead of winter you will be skiing so more equipment and you won't be running either so it's less an issue.

36
Suggestions / Add more "manufacturer" NPCs
« on: June 19, 2023, 10:32:05 AM »
In the category of super obvious suggestions: now that there is presumably some kind framework for the orders systems, it would be nice to see other relevant NPCs.

For example bowyers who make bows and arrows (possibly player would need to supply the arrowheads?), rough/decent clothing from female npc from villages (possibly with rather long manufacturing times as they have other things to do than make you clothes), rare dedicated seamstress NPC who make fine and masterwork clothing in at least Driik and Reemi villages. Maybe (already present) craftsman NPCs should be able to supply you with more general items like paddles, punts, yarn, snares, nets etc.? The readily available stock in villages could then be revised to be more basic accordingly (though I think they should always have some stuff there, a desperate player might want to steal an axe, for example).

It's worth noting that there would be some thematic issues with ordering fur clothing, since furs are mechanically player's prime loot and currency, but fur clothing isn't priced accordingly. For example fine reindeer fur goes for 250 value (25 value/pound) while fine fur shirt is 200 (28,58 value/pound). Maybe (forest) reindeer furs should have the price cut down to half to bring them in line with elk fur for value/pound, though I feel the added value from the expert manufacture is still rather small. The fur clothes could be also made more expensive, but fine furs (warmth 6, but very heavy) are already bit iffy for warmth when compared to rough nettle and linen clothing (warmth 2, but much lighter), so they aren't terribly useful for players except for the items for extremities.

37
It's easier to persistence hunt if you can run a bit, I don't go at 0% since that would mean ditching even a knife, but I tend to go for 1-2% max. For weapons I just have knife, bow (short or northern due to lighter weight) and less than 10 arrows. You really don't need that Kaumo spear when you are hunting elks and deer.

38
Gameplay questions / Re: Caves
« on: June 18, 2023, 05:18:44 PM »
Never seen anything except Lynxes, Njerps and (small) treasure hoards in caves. Also re. the traps, I have never tried it myself, but haven't people used these for seals?

39
Gameplay questions / Re: Winter Fur
« on: June 18, 2023, 11:25:09 AM »
Yes, clothes made from winter fur is warmer. You'll notice it more with bigger animals like bear or elk. I don't remember if the effect is visible for squirrel fur, but it might be. You can examine clothes in your inventory individually to see how warm they are.

Doesn't seem to actually be a thing, almost got existed since it would have meant less "hunt the rare piece of fine/masterwork clothing from Driik/Reemi shops" for optimal winter wear (especially for the smaller characters).

Tested by creating a pair of new Owl tribe characters in 3.80, one in autumn and one in winter and then hunting and skinning an elk. Fine elk winter fur (hunted in Dirt month) made into clothing with decent yarn bought from shop resulted in elk fur clothing with warmth of 5. Decent elk fur (hunted in Harvest month) made into clothing with decent store bought yarn resulted in elk fur clothing with warmth of 5. I verified both were actually 5 (rather than 4 as yellow means both 4 and 5 on the armour coverage screen) by seeing that both produced 8 (dark green) when overlapping with linen clothing.

So you'll still need to get those fine+ generic fur mittens, footwear and hood from shop for your winter clothing. For the rest, furs are at best temporary solution even if fine, since they are weight inefficient for warmth when compared to even regular quality wool/linen/nettle clothing.

40
Gameplay questions / Re: Land North of Njerpez??
« on: January 13, 2022, 02:25:59 PM »
That point about predators is interesting. I normally tend to set my cabin around or in the Koivulais lands as it's in central location, but in current game I'm living in Kaumo and I'm having decent success trapping gluttons, wolves and lynxes. Maybe 1.5-2 animals per big deadfall trap in the first 6 months of the game or so? Granted I have not previously done dedicated trapping with big deadfalls, so I don't known if that's really better than elsewhere.

The amount of bears I have seen seems pretty usual though, and I haven't actually bothered to hunt any.

41
Bug reports / Re: Punts on Dogs (or other pack animals)
« on: December 23, 2021, 11:51:35 PM »
Dog carrying a punt makes about as much sense as player character somehow stowing the same (presumably 2-3 meter long) watercraft into his bag of holding and then running through thick spruce forest while wielding a bow and arrow. Or a bull carrying a 5 meter wooden log.

The game's stowage system is rudimentary, but until (if ever) we get a detailed one featuring frames, cordage, leather straps, bags etc. I don't see reason to touch it. In more detailed system, I suppose the punt could be tied to some kind of light wooden frame secured on the animal/player and is being dragged behind the animal/character.

42
General Discussion / Re: help with hunting and trapping
« on: December 13, 2021, 05:10:08 PM »
Nettle cloak, linen undershirt, fur hood, fur mittens, fur footwear and mail coif is 13,7 pounds, needing 137 pound character to wear with encumbrance. That's quite light, though small northerners can be below that. This is in practice pretty typical outfit for me for my normal activities (well, ideally I'd like to throw linen tunic there as well).

43
General Discussion / Re: help with hunting and trapping
« on: December 13, 2021, 04:24:59 PM »
If you hunt naked (or nearly so) you can afford to run a lot more than if you try to protect yourself against counter attacks when hunting (getting gored or kicked by an elk while unprotected is NOT fun).
While you can mostly avoid triggering attacks from herbivores (and they rarely hit when the animal is exhausted), that isn't the case with animals such as boars, badgers, gluttons, etc.
Also, running into a pack of wolves or encountering a Njerp while near naked is risky business.

There is no reason to go naked as typically your character can support something in the region of 15-20 pounds of encumbrance free clothing. I would recommend having mail coif and bear fur hood on at all times, with enough clothing/leather/furs to cover rest of the body in at least single layer of protection.

The occasional herbivore kicks are easily avoided as you say, and the same can be said of lynxes and badgers. You normally come in close quarters with these animals only once they are already breathless. If you want to be safe, fire a single arrow at them from one tile away, that usually drops them unconscious if they are breathless. I almost never actively hunt gluttons since they are fast and have high endurance. Njerps are more rare these days. Wolfs can be dangerous, but just as long as you don't have a herbivore for pack animal you can usually disengage. The bear fur hood and mail coifs are there as assurance if one bites your back (which always attacks neck, even when suboptimal).

44
General Discussion / Re: help with hunting and trapping
« on: December 12, 2021, 05:34:59 PM »
I'd recommend starting a hunting newbie character in the Kuikka territory (and Kuikka is a good culture pick overall). There tend to be a lot of game, as well as lots of hills and mountains to serve as vantage points. There are lots of tightly packed settlements with very high populations (meaning you can sell lot of roasted meat) that sell copious amounts of: archery equipment, preserved foodstuff and furs. Hunt an animal, skin and butcher it, cure the skin and cook the meat and sell it. Only downside is that there are no cabins or saunas to smoke in, but you can build a larder with trade. I recommend summer start due to long view ranges. Trade some of your starting equipment for your first bow and arrows if you did not start with one. Shortbow is cheap and functional.

What I do when I spot an animal on the world map is that I first take note exactly how many moves and to which direction I need to do in order to arrive at that exact spot. You can use the look command to calculate the exact amount. I then walk there. If this does not trigger an encounter with an animal, I mark that spot (where I sighted the animal) on my map. After this I walk through all the eight adjacent tiles on the world map. If this does still not trigger the encounter, I walk back to the tile where I initially spotted the animal in, zoom in, and then start walking in ever larger circles until I find the tracks.

If you are desperate for animal in terms of in-game time then Palu's suggestion can work. Go to tile, zoom in and look back and forth. If you see nothing, zoom out and move to next tile. Provided visibility allows it you can see majority of a tile that way.

Some tips on actual art of hunting:

1) Animals as a rule prefer to move diagonally. They might for example head towards general direction of west, but zig-zag diagonally when they do so. If you are not sure where animal went it probably moved somewhere diagonally. I'd say that learning to predict animal AI is the biggest difference between experienced and inexperienced hunter in URW, as it allows you to chase the animal more efficiently.
2) Animals often also tend to rebound backwards from where they came from, particularly herd animals. Meaning they go to some direction, then stop running and circle around and start returning towards the general direction where they came from. If you can reacquire an animal and scare it back to running when it's rebounding back you are hunting efficiently.
3) There's a zoom function. Perhaps obvious, but it might be missed at first. You normally want to be at the furthest or second furthest zoom when hunting.
4) Pick your time and place for hunting. It's visually annoying to hunt in rain. You don't want to hunt in spruce mires and conifer forests if you can help it.
5) Short range shot through many trees is not as good as long range shot with clear arc of fire. While you can chase animals down uninjured, it's much easier if it has a leg wound. Don't neglect broadhead arrows if you can find them, they cause copious bloodloss which can kill even Elks in one hit and makes the animal easier to follow even if it doesn't (it does damage the hide though).
6) You'll be surprised how much you can run with no or extremely little (0%-1%) encumbrance.

Also, when hunting wolf never process the carcass at the site of the kill as this often results some wolf biting your neck from behind, which is often insta kill without mail coif.

Unlike some other commenters, I run often, but I do so periodically in spurts to not tire out. As far as I see there is no real reason to not do this, excepting maybe if are heavily loaded and/or have terrible endurance. The extra speed from running more than makes up the slightly slower speed you have to deal with afterwards.

45
General Discussion / Re: Hunting gripe
« on: December 12, 2021, 03:12:39 PM »
As I recall the only major things that have changed in hunting in the last decade of development is that animal spawning was made slightly harsher in that traps don't conjure them anymore (which could be exploited for active hunting), but since I don't trap beyond small critters that hasn't really affected my gameplay. I don't have great trouble at locating animals. Another thing that has changed is that you can't climb into trees on the world map anymore to check for game. I'd actually like to see the latter one reverted since IMO it's absence make one bit too reliant on hills and such for scouting.

If you are Owl, Kuikka, Kaumo or such you don't necessarily even need dogs for hunting. I once gathered enough reindeer furs for 10 fur kota with newly created Kuikka character within first in-game week.

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