See likes

See likes given/taken


Posts you liked

Pages: 1 ... 3 4 [5] 6
Post info No. of Likes
Re: Hillforts and tribal protected areas You could also have occassional fortified settlements in marshy areas and on lakes. Either on a small artificial island or a larger natural island. Lowland fortified settlements did occur in prehistory and antiquity, though hill forts at elevated locations were generally more popular. I think the obvious fortification-heavy culture would be the Driik, but a few of the other sedentary cultures with larger settlements could build simpler defensive palisades and so on.

I tend to occassionally build improvised hillforts of a sort, if I have a homestead (a log cabin and all the accessories) built on a hill top. I craft a lot of wooden stakes and then build a series of fences. Not much defence against intruders, certainly less so than a palisade, but it is easier to defend your home if you build several defensive rings of wooden fences. :D

October 11, 2020, 09:58:03 PM
1
Villagers build new houses and start new settlements JP_Finn's post inspired an idea of villagers building houses over time, maybe once in a year, and up to a certain limit. There might be higher chances for fine and masterwork items to appear in new building. Villages expansion also gives cause to add new quests such as falling some trees and making boards.

Furthermore, villagers could start new settlements, say, once in five years, so as to enhance the impression of tribes actually strengthen and evolve.

October 15, 2020, 05:45:22 PM
1
Small predators like ermine, pine-marten and polecat much more common I've trapped hundreds of birds, gluttons, hares, bears, seals, wolves and foxes during my experience with Urw. But the times I caught trapped one of the three in the subject: only very, very rarely.

I really feel these small predators should be much more commonly encountered and more easily trapped. In fact, more than any of the above.

I'd like to see trapping small predators a lot easier and harder to trap the valuable big predators. For realism and game balance. I'd reduce the value of big herbivore hides too.

Also I think it would be an idea worth considering if birds would be only possible to be trapped with loop snares. That way one could focus more on birds and hares or small predators.

Almost since the beginning of URW I've had one dream: to make myself a coat of self-caught pine-marten or ermine.  8) My current char has perfect eyesight and otherwise well rounded too. I'm trying to yet again become a small predator hunter but it really seems to be next to impossible.  :'(

October 19, 2020, 08:42:32 PM
1
Re: Seasonal sales and Kekri customs Interesting.... Your Kekri sounds very much like our Schedrivka, but performed after harvest and not around Christmas. The debate is still out on the true origins of Schedrivka and other pagan-ish (Kolyadka, Kupala Night etc) traditions that still endure, but I wonder... After reading up on your Kekri, I am almost 100% sure they were initially either related or have been heavily influenced by some other tradition that shaped them in what they are today. Way too many similarities for it to be a coincidence. Sure, our Schedrivka mutated and adapted to Christianity, but the core of it is still there, all the way to kids and teens dressing up in goats, mystical or folklore creatures, going door to door and singing specific songs or chants. I wonder if both traditions had Celtic influence or was it something else? Hmmm...
November 08, 2020, 07:37:20 AM
1
Going nuts! I know I'm not hugely active here on the forums, but I thought it might be worth suggesting a new forage food item: european hazelnuts (Corylus avellana). This species grows wild in southernmost Finland and might be unique to southern territories in the game map (Driik, Reemi, etc.) and provide another option when foraging in the forest.

These can be shelled and then eaten raw or roasted, or maybe added as an additional ingredient for porridge and other existing recipes in the game. They might also be useful as an alternate bait item for small game that are attracted to these nuts in the wild (squirrels and birds especially).

Huge fan of UrW, excited to keep playing and following its development!  ;D

November 17, 2020, 01:22:42 AM
1
Lots of angling improvements on their way Fishing with a fishing rod is going to have if not a complete overhaul, a lots of improvements at least. I've been tweaking the angling code for a good while already, and the work just seems to continue and continue, but when it's all done we're going to have something like this featured:

- fishing rods will be craftable by player character, with slender trunks, cordage and hook.
- wooden and bone hooks will be craftable by player character. (If I get really carried away there might be some special hook types for special occasions.)
- baiting will be featured. Worm digging is under consideration but we can also start with scraps of food and using small fish to catch bigger fish.
- wear and tear of fishing rod parts will be featured eg. hooks snapping off eventually, when they've been nibbled enough. (Gotta add possibility to add new hooks as well.)

These are future additions. Not yet functional in current version 3.63.

November 17, 2020, 05:40:14 PM
1
Re: Lots of angling improvements on their way Great news, thank you, Sami!
November 29, 2020, 03:12:57 PM
1
Re: Hillforts and tribal protected areas
It's well established that hillforts were a thing in prehistoric Finland, and I think it'd be a fun addition to have them dotted around the landscape. Maybe with alloted "chiefs" that consider themselves an authority in the area, offering special quests and such. I know that the Driikiläiset fortified cities are kind of this, they are still not a straight representation of this phenomenon, which occured all throughout pre-historic Finland.

Hillforts are something we’ve pretty much always thought of being such an essential element that they should be added. And I guess they’ve been also suggested before.
Yet they seize to exist in the game. And that’s because, well, we’ve worked on something else instead. But still we cherish the idea of hillforts and would like them to exist in the game one day.

December 29, 2020, 01:38:59 PM
1
Re: Nefarious NPC
Wouldn't it be cool to see more NPCs having dark sides to them, even amongst the kin-folk? Maybe there could be quests added which involved you getting into disputes between villages or people, like stealing animals, destroying buildings, kidnapping or even murdering other villages unsuspiciously (all with appropriate loss of "karma", of course). Maybe Kullervo doesn't like Juha's loud mouth, and wants you to destroy his traps, or ruin the catch in his nets.

Yes, it would, and we would like to add several quests that test your morale and include this sort of malevolent content. Few quests already have this sort of motives for some of the people involved. Also, tribal disagreements and even occasional warfares fall into this category. That’s also something on our want-to-do lists.

December 29, 2020, 06:29:27 PM
1
Little girls as new NPC type So far the only children in the villages have been boys, and now the work has been started to feature little girls as a new NPC type.
For starters it's a bunch of in-game definitions to do, creature generation code to tweak, pixel art to draw and NPC portraits to come up with.
After that we'll give all the children NPCs physical and mental attribute checks to better differentiate their abilities from adult NPCs.
See, currently the combat skills and bravery of the children may occasionally reach the level of fearless grown warriors.
All in all the newly introduced children will be significantly weaker and more vulnerable to harm than previously.
A new post about all that attribute, morale and behaviour mess may follow later on after all the groundwork and pixels are first put in order.

January 31, 2021, 04:29:27 PM
1
anything