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Messages - Edico

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16
Suggestions / Re: Parry as skill
« on: August 19, 2020, 08:45:06 PM »
I feel like this is already modeled in the fact that the cultures that get + to timber craft also get + to axe skill. Those two skills also overlap in terms of starting stats, str/agi for axe and str/agi/dex for timber craft.

That would give axes a nice boost actually, since they kind of fall behind both spears and swords.

In my opinion If you don't consider starting skills the battle sword is the best melee weapon, if you do consider starting skills then the battle axe is the best weapon. Edge v. Point really seems to favor edge. I don't think axes need a boost.

17
Gameplay questions / Re: Head gear, bird leather
« on: April 09, 2020, 07:03:00 PM »
Sightly off topic here, but it would be nice if there was an actual gameplay incentive to wear metal body armor. As it stands it's just not worth the weight penalty versus layering clothing. Maybe if there was a hard limit of # of articles of clothing so you could still layer them where you wanted, something like 15 total maybe? Or increased penalties for equipping too many clothing articles

18
Gameplay questions / Re: Various questions from a new player
« on: March 12, 2020, 04:22:46 PM »
There shouldn't be any penalty for using stale fat or a mix of fat and bark. I can't remember if spoiled fat works. If you use the fat from the animal you can reduce penalties to 0. If you use bark, 99.9% of the time if you'll get at least a 1% penalty since the unused will be in your inventory.

You seem to be implying that the weight penalty of the clean skin and of the tanning agent used in the tanning process is not counted when you apply tanning agent to a clean skin. Do you KNOW this to be true? I know that it shows no penalty at the END of the process, or DURING the process, as the hide is placed on the ground as soon as the process begins. But my understanding is that only the penalty at the beginning of a crafting process matters and it seems quite possible that the penalty is applied before the skin is dropped on the ground, depending on what order the steps of the crafting process are carried out by the game.

The same question applies to cooking. If I have 10 cuts and nothing else in my inventory and I roast them, is the penalty from the weight of the cuts applied against the cooking result?

These questions are rather autistic, but I'd rather learn to craft the optimal way and then not worry about it than continuously craft suboptimally. That's one of my tiny pet peeves is the seemingly random way in which items can either be nearby or must be in your inventory in order to craft something. If it were up to me, tools would always have to be in your inventory, as would any raw materials smaller than a slender trunk. Or just tools, and raw materials can always be nearby but not in your inventory. But, for instance, when you're drying meat, I believe the only thing that MUST be in your inventory is the tying equipment, which doesn't make a whole lot of sense.
Whether encumbrance matter depends on how strenuous the task is. As far as I understand, light task take no penalty from encumbrance, while medium/heavy ones do.

Maybe in general this is true, but it's certainly not always true.  Fishing is not strenuous and you receive a message about encumbrance penalties when trying it

There shouldn't be any penalty for using stale fat or a mix of fat and bark. I can't remember if spoiled fat works. If you use the fat from the animal you can reduce penalties to 0. If you use bark, 99.9% of the time if you'll get at least a 1% penalty since the unused will be in your inventory.

You seem to be implying that the weight penalty of the clean skin and of the tanning agent used in the tanning process is not counted when you apply tanning agent to a clean skin. Do you KNOW this to be true? I know that it shows no penalty at the END of the process, or DURING the process, as the hide is placed on the ground as soon as the process begins. But my understanding is that only the penalty at the beginning of a crafting process matters and it seems quite possible that the penalty is applied before the skin is dropped on the ground, depending on what order the steps of the crafting process are carried out by the game.

The same question applies to cooking. If I have 10 cuts and nothing else in my inventory and I roast them, is the penalty from the weight of the cuts applied against the cooking result?

These questions are rather autistic, but I'd rather learn to craft the optimal way and then not worry about it than continuously craft suboptimally. That's one of my tiny pet peeves is the seemingly random way in which items can either be nearby or must be in your inventory in order to craft something. If it were up to me, tools would always have to be in your inventory, as would any raw materials smaller than a slender trunk. Or just tools, and raw materials can always be nearby but not in your inventory. But, for instance, when you're drying meat, I believe the only thing that MUST be in your inventory is the tying equipment, which doesn't make a whole lot of sense.

Maybe the penalty is applied before the agents are combined, maybe after.  I truly don't know.  Unless you get the devs to give a specific response you won't know for sure.  I believe as you do only the penalty at the start would matter if it did, the question here is, is that calculated after the ingredients are "removed" from your inventory or before.  I play as though it's calculated after, as all i'll lose is the amount of time it takes me to drop excess items.

19
Gameplay questions / Re: Various questions from a new player
« on: March 10, 2020, 09:41:03 PM »
There shouldn't be any penalty for using stale fat or a mix of fat and bark. I can't remember if spoiled fat works. If you use the fat from the animal you can reduce penalties to 0. If you use bark, 99.9% of the time if you'll get at least a 1% penalty since the unused will be in your inventory.

Repairing clothing doesn't degrade quality, it will remain masterwork. You can use any fur to repair fur clothes, no penalty for quality either. However, if you use enough of one type of fur to repair the clothes, it can take on the properties of the fur type you used. For example, when I get masterwork fur clothes I like to use a little more than 1/2 for bandage/cords and then repair with bear fur. I then have masterwork bear fur clothes with additional pierce protection, even though the clothes won't say "bear fur."

20
Not bugs / Minor bug: water craft and vanishing feathers
« on: March 05, 2020, 11:39:23 PM »
I think you usually can't land water craft where there are items, but I successfully landed in tiles where there were feathers and they disappeared. Maybe something to do with how light they are?

21
Suggestions / Clothing: Wear and Tear and Protection
« on: February 27, 2020, 08:07:17 PM »
It seems with the more recent releases that clothes don't degrade fast enough when damaged in combat.  I haven't really had to repair any of my current characters clothing, aside from his shoes.  Birch bark shoes seem to fall apart pretty quick but other than that footwear doesn't seem to degrade fast either, but footwear still degrades faster than the rest of my current characters armor who engages in combat pretty often.  I suggest that this be bumped up a bit, particularly for linen/nettle items.  I also think the current situation opens up somewhat of an exploit-

Protection values of degraded items.  Right now, it appears that if an item has protection level of 2, it will maintain that protection level until it has degraded to 50% or less.  This means that stacking linen/wool/nettle can be done with significant weight reduction.  Items with protection value of 3 seem unaffected by degradation of less than 33%.  I don't think this is bad per se, but with clothes not degrading quickly you can just use up some of your clothes for bandages/cords and just have lighter versions with the same protection.  If clothes degraded faster then 1 or 2 hits in combat could significantly reduce the protections of your almost half worn clothes so this wouldn't really be viable.

Edit: Also should probably add a chance for clothes to degrade in quality when you repair. With masterwork fur/leather you can use for cords and get fine cords then just repair with normal leather.

22
Bug reports / Re: transporting heavy objects on wilderness map
« on: February 27, 2020, 03:25:51 PM »
I'll give an example. You want to transport 50 slender tree trunks. Pick up a few at a time until you have 50, zoom out, drop them, move over 1 tile, then pick up again a few at a time.

Maybe don't allow dropping of items on overland map? Or at a minimum disable the get command on overland map. It's probably not really game breaking though

23
Gameplay questions / Re: Njerpez War Camps
« on: February 27, 2020, 12:49:36 AM »
No man's land North of Reemi, South of the water between kaumo/reemi. West Bank of the river that separates the cultured side from njerpez.

24
Gameplay questions / Njerpez War Camps
« on: February 26, 2020, 10:37:57 PM »
Had one pop up sort of near my settlement, had never seen one before. Do they just pop up at random now? I had seen they were possible in older versions, I'm assuming they put these back in for one of the recent versions.

25
Gameplay questions / Re: Various questions from a new player
« on: February 25, 2020, 07:36:04 PM »
You can only craft fine staves in modded versions. Highest craftable in vanilla is decent. You can get fine cords from fine cloth or better, and sometimes you can craft fine javelins if you can find fine/master work staves for sale. I believe it's easier to do so if you have the applicable master work tool, as it should add 10% skill to common. Also easier if you limit your penalties. I think the only reason you can get fine cords is because you're using fine or better cloth.

Winter fur doesn't add anything as far as protection. Fine/masterwork designation for clothing seems to increase protection for fur/leather/iron/chain, as to how much I'm not sure. My guess is value*1.25 and 1.5 respectively, rounded down. Wool/linen seem unaffected by those tags

26
Gameplay questions / Re: Robbers quest - any new ways to find them?
« on: February 24, 2020, 02:04:31 PM »
So I'm going to take a guess here and say maybe when the robbers are from a different culture group that they're discernible, i.e. you get owl tribe robbers in kaumo land for robbers quest, if you can see them on the overland map. Maybe that's what's happening?

27
Gameplay questions / Re: Robbers quest - any new ways to find them?
« on: February 21, 2020, 08:52:33 PM »
I've only seen robbers with the adventurer sprite

28
Gameplay questions / Re: Robbers quest - any new ways to find them?
« on: February 19, 2020, 05:30:11 PM »
In another thread for the wounded adventurer quest someone mentioned walking the tree line looking for tracks, seems to work for this quest for me, they seem to take up residence just inside the woods, or maybe it's just my luck

29
Suggestions / Re: Flooding
« on: February 17, 2020, 10:21:20 PM »
I think just in general it would be nice to add not only this, but things to make water slightly more dangerous. Possibility of slipping and falling off raft etc. I can only imagine how hard to code it would be.

30
General Discussion / Object maintenance?
« on: February 15, 2020, 04:43:23 PM »
I recently got the message that URW needed to perform object maintenance, anyone else ever receive that message? What's happening? I've seen map maintenance before.

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