Recent Posts

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Suggestions / Re: Make Menu only for Modded items = saving BAC and other large mods
« Last post by Sami on May 01, 2024, 05:21:20 PM »
Without getting further into this a few things come to my mind...
Now I haven't tried BAC or other mods, except for snippets provided for bugfixing, but if it's eating up all the space there must be hundreds of entries to make - right?
If that's the case I'm just wondering are they all absolutely necessary... or could there room for quality over quantity approach, removal of some probably excess curiosities, streamlining recipes to meet more with the existing resources or make categories, and so on?

(Also, are there any "other large mods" that are found troublesome to keep up with the recent updates to the game?)
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Development News / Re: Spring things, pausable things, future things
« Last post by zhihao1 on May 01, 2024, 07:47:05 AM »
Literally waited YEARS for marriage and kids features to arrive. Can't believe it's finally in the works  :'(
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General Discussion / Re: My first entry: The Challenge!
« Last post by Grungus Järvinen on April 30, 2024, 07:43:34 PM »
I will be beginning this journey on the 17th of May 2024 5:00 PM GMT+1 I also have been planning to record and play for quite some time now, I hope to share this experience with others both new and experienced in the game, let's hope this turns into a nice and fruitful Let's play series!

Many attempts have been had of course, lmao, however I already have recorded the first episode and will most likely spend the next few weeks editing and splicing up the video to make it more enjoyable for you all to watch  :D
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General Discussion / Re: Most effective weapon to pair with a shield?
« Last post by Dirk382 on April 30, 2024, 07:38:29 PM »
I've had good luck with a good battlesword. It has great damage and its to hit bonus cancels out some of the penalty for onehanding.
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General Discussion / Re: My first entry: The Challenge!
« Last post by Bert Preast on April 30, 2024, 04:51:45 PM »
Welcome to an Unreal World of pain, suffering, starvation and shivering!  Unless you've already played a fair bit and know what you're doing, you're doomed.  Even if you do know what you're about, bad luck may still doom you.  Gotta love it  :)
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Development News / Version 3.84 released for Windows
« Last post by Sami on April 30, 2024, 01:26:40 PM »
Windows version 3.84 has been released on Steam, Itch and for lifetimers.
Linux and OS X builds will be released later this week if the workflow goes as expected.

This version continues the ongoing transition to make all the crafting tasks pausable, features a good deal of related crafting requirement changes, adds BOWYER skill, introduces springs as a new water source and naturally offers a fistful of bugfixes too.

Here's the changelog:

Version 3.84 (stable) changelog

** Saved characters from version 3.80-> are compatible with this version. **

- added: BOWYER skill

The bowyer skill is the ability and knowledge to make bows. Success in the skill determines the quality of the bows crafted. For migrated characters this skill is created upon the first load in this version.
Needless to say, the available craftable bows now call for BOWYER skill in their crafting.

- added: craftable Longbow

You can craft a longbow from [M]ake menu under "Weapons" category.

- added: pausable weapon crafting

Crafting of the items in [M]ake -> "Weapons" category are now pausable tasks allowing you to have breaks and continue at will later on. These weapons are stone-axe, stone knife, club, javelin, spruce quick-bow, shortbow, longbow and bowstring.
To continue paused weapon crafting use the same crafting option again standing beside the said partially finished item. Like the other partially crafted items these will remain on the ground and can be picked up only after they are finished. They are rendered with a different tint and described as "partially crafted", "half-crafted", "largely crafted" etc. when looking at them.

- changed: crafting times and requirements of certain weapons

Now that the weapon crafting is pausable the production times of certain weapons have been increased to more reasonable levels. There are also minor changes in some material or tool requirements.
The changes are as follows, but bear in mind that these are the average set values and poor tools and/or skills may very well double the actual production times.

* Stone-axe

Stone-axe gets the greatest time increase in the production time as on average it now takes 50 hours to make one. That's a lot, but it really is a slow process to get the stone blade knapped and grinded out to shape that is efficient for felling trees.
Thus, stone-axe now becomes a survival option which you won't take up too lightly, but only in extreme need. Crafting a stone-axe now also needs another stone for final sharpening and polishing. Also, the previous requirement for rope has been replaced with strong cordage requirement. This means you can also use for example spruce withes for securing the head in place in the handle.

* Stone knife

It now takes 5 hours on average to make and also requires a stone for final sharpening.

* Javelin

It now takes 2 hour on average to make.

* Shortbow

It now takes 12 hours on average to make. The time increase is signficant compared to the earlier, and only a skilled bowyer with quality tools may manage to craft a shortbow in one day. With mediocre skills and tools it's a process of several work days.

* Longbow

It takes 18 hours on average to make. Thus, crafting a longbow is a process of several work days even for a skilled bowyer.

* Bowstring

It now takes 2 hours on average to make a bowstring from strands of yarn, and 30 minutes on average from a ready-made cord. When using a ready-made cord it often needs to be thinned down to suitable thickness so it's not just tying of the knots.

- added: BOWSTRING game encyclopedia (F1) entry

- updated: SHORTBOW and LONGBOW game encyclopedia (F1) entries

- added: pausable haft crafting

Crafting of the spear, axe and shovel hafts are now pausable tasks.

- added: pausable item trap crafting and loop snare batch production

Crafting of the paw-board fox trap and loop snare are now pausable tasks. There are also some changes as follows;

* Paw-board

Crafting time has been increased to three hours.

* Loop snare

Loop snares can be made in batches of up to ten at a time, and it takes 20 minutes on average to craft one.

- added: pausable lumber items crafting

Crafting of the wooden stakes, staves and wood slats are now pausable tasks. There are also some changes as follows;

* Wood slat

Crafting time for a batch of 20 slats has been increased to 200 minutes.

* Wooden stake

Wooden stakes are made in sets of 5 pieces from one slender tree trunk. Previously it was 8 pieces from one trunk.

* Staff

When crafting staves one slender tree trunk can yield 3 proper straight staves. Previously it was one trunk for one staff.

- added: pausable utility article crafting for some items in the category

Crafting of the wooden shovel, birch-bark box and birch-bark basket are now pausable tasks. There are also some changes as follows;

* Wooden shovel

It is now made from a board instead of a wooden block. The crafting time has been incresed to 8 hours.

- added: springs

Springs are water sources bringing groundwater to the surface. They can be found in the terrain on zoomed-in maps at varying environments in size of one to three map tiles.
Springs do remain unfrozen even in the winter which makes them very useful water sources. A spring found in the wilderness may provide a great spot for a homestead for those who like to live in the forest further away from the lakes or rivers.
From now on the village water supply ponds are also springs. As they don't freeze they are easier to maintain and spot even in the winter.
MIGRATION NOTICE: Water supply ponds in the villages you have visited in the previous version will automatically turn into springs in this version.

- added: "behind your back" reference to asking for NPC whereabouts

When asking the whereabouts of an NPC who is close by but not seen by the player character, the people will now point out that the target NPC is "...over there, just behind your back.".

- changed: pushing allowed to locations not visible to the player character

You can now [p]ush items around regardless of the location being visible or not. This helps to maintain character's daily life also in the pitch dark low visibility conditions.

- fixed: pausable crafts in process occasionally disappearing when finishing crafting something else beside them

- fixed: possibility to remove hafts from sickles

This was mistakenly allowed. Sickles are a special case and not yet included in the hafting mechanics.

- fixed: skin item duplication if tanning got cancelled at the requirements dialog

- fixed: villagers occasionally wandering impractically far from the village area

- fixed: low quality hafts not degrading the finished hafted weapon quality correctly

You pretty much always got fine hafted weapons even with the inferior hafts.

- fixed: "Of wolf and woman" quest related NPCs selection mess

There was a rare occurrence where the said quest dialogues didn't unfold properly due to the game engine picking the related NPCs incorrectly.

- fixed: paused craft remaining time checks

There was a rare condition where the remaining time to continue paused crafting was calculated incorrectly resulting in too fast completion of items at the end of the process.

- fixed: title song playback interruptions and cracks upon the game starting

The issue was with .ogg file loading. The troublesome audio is now loaded before the title song starts, and some .ogg audio has been replaced with .wav files.

- fixed: occasional white screen flash when player character goes to sleep

- fixed: attempt to haft an invalid target item made the item to disappear

- fixed: sickles weighted too much


Sickle item weight was mistakenly set to 3 lbs. This is fixed now, and sickles weigh 1 lbs as intended.

-----

Cheers!
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General Discussion / My first entry: The Challenge!
« Last post by Grungus Järvinen on April 30, 2024, 01:18:31 PM »
Chapter I: The Challenge, Conditions:

- Random Character start.
- Season Start: Winter.
- Random Starting Location.
- Starting Scenario: Hurt, Helpless, and Afraid.
- First action/s: Take off all clothes, and discard all items, you will start with nothing.

Chapter II: The Rules:

- You may only go on one big hauling trip each year to sell and trade goods in any settlement/tribe of your choosing, and at any time you choose, However, in your first year, you are not allowed to visit or interact with villagers or wanderers on the map.
- No entering any settlement, for any reason. (the exception to this, is the date you choose to set out on your "Big hauling trip" to sell & trade goods)
- Can trade with merchants on your first year, (apart from any other wanderers like Vagabonds, then you will have to wait a year as previously stated)
- Can fight robbers, njerpezit
- On your first year, you may not Fight anyone, Interact with anyone, Obtain Quests from anyone, Talk to anyone, Trade with anyone (Apart from the merchants, you are allowed to do all things stated previously)

Chapter III: Your Ultimate Goal:

- Your overall Goal is to survive your first whole year from when you first entered on day 1. After this you are free to stop playing, however you can continue with the rules stated above, venturing out only once a year, after your first year has been completed.

Now then, Let's talk about how you came to be here:

Chapter IV: Your story:

You play the part of a young man, called Jari (just as an FYI, you don't actually need to call your character Jari, this is just for people who are interested to listen to my story)

"In Iron Age Finland, there was a young man named Jari who lived in a small village with his family. Jari was always curious about the world outside his village, and he often found himself questioning the traditions and beliefs of his people.

One Cold Winters day, while walking in the forest, Jari stumbled upon an ancient sacred site. Despite knowing that it was forbidden to enter the site, Jari couldn't resist the temptation and entered it. As he explored the site, he accidentally broke one of the sacred stones, which was a grave sin in his community.

When the village elders found out about Jari's sacrilege, they banished him from the village, but not before beating him severely and he was forced to live on his own in the woods. Jari was devastated but determined to survive and make a life for himself.

Over time, Jari learned how to hunt, fish, and forage for food. He built himself a small shelter using materials from the forest, and he learned to live off the land. Jari also spent his days reflecting on his actions and searching for meaning in his life."


Before people ask, yes this is a modified version of @Utumno's Post!


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Bug reports / Re: 'Abandoned Trap-Fence' starting scenario
« Last post by JP_Finn on April 30, 2024, 07:12:19 AM »
Sounds like the starting scenario’s trap fences were generated few versions ago, before withes got introduced. I’ll move this post to the Bug section
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Bug reports / 'Abandoned Trap-Fence' starting scenario
« Last post by McKwack on April 30, 2024, 05:53:06 AM »
Not sure if this has been asked before, but searching for 'Abandoned Trap-Fence' resulted in only 1 unrelated post, so here goes:

A couple of times I've tried creating a new character with the 'Abandoned Trap-Fence' starting scenario, but this time I decided that some of the fences aren't exactly.. 'strategically placed'.. so I decided to disassemble a couple of fences, and lo behold.. I got 2x Birch-bark Ropes (5 m) for each disassembled fence.. I would have thought I'd only get 2x 1.33m of withes, NOT 2x 5m of ropes.

Not sure whether this is intended, a bug, or simply an oversight?

Cheers,
McKwack
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