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Re: Island challenge stories DAY 49
Patience. That's what he needs, Hroarr decided. He wanders in the forest, looking for reindeer tracks, and suddenly spots a small elk. Chasing him, Hroarr also notices a lynx. The elk manages to flee.

DAY 50
The young man continues tracing the elk and finally finds it. The chase takes a long time, and both are so exhausted that they barely can move. Finally the animal is killed, and Hroarr falls prone. It takes an hour to recuperate enough to skin and buther the carcass.

DAY 51
He tans the skin and rests.

DAY 52
Hroarr spots the lynx again and decides to set several bing deadfall traps.

DAY 53 – DAY 58
He resets light lever traps and sets them in another part of the island. Five birds and a fox caught.

DAY 59
The lynx gets into the trap! It manages to tear Hroarr's left shoulder.

DAY 60. 10% injured
The young warrior rests and tries fishing, yet no success.

DAY 61. 10% injured
Foreign traders! Hroarr asks them to let him travel with them, but they refuse. However, that doesn't makes him upset because he barter a handaxe. For the first time Hroarr feels really happy. It must be the spirits who guided the traders exactly here.

DAY 62. 10% injured
Hroarr decides to fish until reindeers' meat dries. Three pikes this time.

DAY 63. 9% injured
A pike and a burbot! The spirits are kind to him. That's enough for several days.

DAY 64. 9% injured
It's getting much colder.

DAY 65. 15% injured
No catch gain, and Hroarr gets his left foot frostbitten.

DAY 66. 12% injured
Fish seems to avoid his javelin, and he stops fishing. Time to prepare for escape.

DAY 67 – DAY 69. 11%..10% injured
Hroarr disarms all the traps, makes a paddle and a raft, loads his few belongins on it and leaves the island. Farewell, the spirits of this place, and thank you for all your help.

DAY 70. 9% injured
It's hard to find a way through the ice, and his path is tortuous and slow.

DAY 71. 17% injured
Hroarr's feet get frotbitten, but he doesn't care. And finally he reaches the mainland, climbs a hill... and spots a fortified village. So, he is in Driik. Hroarr falls on his knees and cries loudly, “I'm safe!” The struggle against the island is over. Yet there will be, of course, more struggle. But Hroarr isn't afraid.

Spoiler: screenshot • show

November 10, 2020, 05:40:17 AM
1
Re: Buff up the elks, add swimming and jumping over fences I don't think there will be any discussion because there is nothing to disagree with in the first place  ;D

Maybe the reason it is really easy to go 1v1 with them is when you actually can get close to them they are almost always breathless. I got hurt pretty badly once from an elk attack, but I waited a few turns to actually see if they attack

So if I'm not wrong, a solution can be to increase their chance to attack even if they are breathless. But I don't really know if going in a fistfight with and elk was the choice for the finnish hunters or the behaviour of the iron age finnish elks ;D ;D

November 10, 2020, 09:51:39 PM
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Re: Buff up the elks, add swimming and jumping over fences Elk stamina should be multiplied by factor of 10-20. Endurance hunting elk should be a few days walk without rest. Not the current: send dog after an elk and then catch up 400m later to a breathless elk. Also, creatures as NPCs should get fatigued more in snow (apart from certain creatures running on the snow)

Erkka and others responded to another suggestion (springs, creeks, road rework) which included mention of game behavior, get in the water, swim or ford; so I full heartedly agree here.

November 10, 2020, 10:34:31 PM
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Re: Wolfpack guarding traps aka what the hell do I do now!? —snip—
Can someone remember trapping a big wolf with a deadfall trap? Pits don't count.
I found a dead big wolf in a big deadfall trap I had originally built to catch a lynx. The fox/arctic fox* cut bait was gone.

*fox cuts are useless for anything else really IMO

November 10, 2020, 10:45:25 PM
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Re: Traps should be nerfed I think what needs adjusting is the effect of the trapping skill.  Trapping should be a lifestyle choice, and with low skills your traps should have next to no chance of catching anything, or if something is caught then it should usually escape.  Invest heavily in trapping skill on the other hand, and you should expect to survive well enough on your traps alone.
November 12, 2020, 01:41:29 PM
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Re: Fjara the Huntress of Owl-tribe. A Quest for Mother DAY 1186

She had survived. Travelled all over Driik, working first for food, then for gear. She had come back to the Owl-tribe land. The pain of the loss did not go away, it only passed into the background. Her parents would have wanted her to go on.

And now Fjara stands, looking round the homestead built by her. She's achieved what her father and mother had dreamed of. This small estate is a tribute to the memory of them.
***
She finishes loading up the bulls and deers and sets out. It's time to go to Driik, to trade. The weather is hot and sunny, and walking is a pleasure.

Hearing a merry singing, Fiara stops and suddenly, surprisingly for herself, decides to turn off to meet the owner of such a charming voice. He turns out to be a stately woodsman, busy with carving a trunk. He is so involved in work that he doesn't hear Fоara approaching with her little caravan. For some time, she just stands there and listens.

“You sing good,” at last says the girl. “It seems, we've never met before.”

The man turns around, a big smile breaks over his face. “I am new here. Who are you, young maiden?”

“A young maiden, like you said. Fjara is my name.” She steps closer.

“Mine is Frodr.” He puts aside an axe and sits down on the trunk.

Fjara stares at his face, and suddenly she feels her throat tighten. Can it be?.. He has njerpez ritual scars on the face. The ones they mark slaves with.

“You... you had escaped from slavery, right?” The thrill makes her dizzy.

“Yes, that is true,” he answers in a grim voice. “Two years, four months and eighteen days I had been a captive of those scum.”

“And was there... was there a woman named Eeva? Brown hair, blue eyes, a head taller than me, thirty one winters old?”

Frodr looks into her eyes attentively and says the words that make Fjara's heart pause and then beat faster, “Your mother?.. Yes, I did know her.”

The girl feels tears begin to flow down her cheeks. Legs fail her, and she falls on her knees, and stares at the ground blankly. “For all these years... mother was alive! I could have saved her!”, a thought occurs to her. But than another, calm, as if not her own, inner voice retorts, “No, you could have not. You were not ready. But now you are. There's a time for all things, and Sky Father assigns a proper role to everyone.”
***
Frodr agreed to help her. It will be a great joy for him to take revenge on slavers. He told that there was just a dozen warriors in that small outpost where he had been captured. Fjara exchanges all her valuable belongins for weapons, and hires almost forty men in Owl-tribe settlements. There's even more people willing to fight njerpez then she expected.
***
They attack at night and kill almost all slavers in their sleep. No mercy, even on women and kids. They find three slaves... and one of them is Fjara's mother.

Eeva looks senile, yet seeing the daughter makes her look twenty winters younger. They stand in the middle of the outpost, hugging and crying, and whispering words of love to each other disconnectedly, with no attention to the warriors who, having paused gathering the loot, look at them. At this moment, the mother and the daughter forget the world exists.
***
The three of them come back home. Eeva looks around, turns to her daughter and asks, “Have you really built all this by yourself?”

“Yes, mom,” Fjara chuckles, “All as we had wanted back then.”

Frodr stands in a distance, looking at her. “I guess, twenty-nine months of slavery were worth a girl like her,” he thinks and smiles.

THE END



November 14, 2020, 12:59:13 PM
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Re: Buff up the elks, add swimming and jumping over fences Bogs aren't very deep the reindeer should definitely wade into it to get away.
November 15, 2020, 08:32:06 AM
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Re: Buff up the elks, add swimming and jumping over fences Traps, alone, in lines, or as part of fences:

Summarizing the above:

Reality:
1. Only pit traps really make sense in fences.
2. Only pit traps are usable for catching reindeer and elks.
3. Snares can work without bait (although I suspect it's just birds in that case, not hares?)
4. Traps apart from the cases above don't trap anything unless baited (except in freak cases)
5. Trap lines aren't a thing (although as far as I understand it, a line of snares still makes some sense if there's an implicit "fence" of twigs and the like between them). In general, animals just avoid the obstacles and pass through the free space in between them.
6. Larger animals tend to just pass over/beside traps too small for them, and would trigger them only very rarely (and then typically "from the outside", and so won't get harmed).
7. Fences aren't actually hard obstacles to reindeer or elks. Given enough incentive, they'd jump over, but why waste energy on a jump when there's an easy opening? When pursued, jumping a fence may be considered a better option than running along it. A fully fenced in farm plot area may well be enticing enough to warrant a jump.

Game (current):
1. Any kind of trap works in fences.
2. Trap lines are a great way to keep unwanted animals out of places you don't want them (such as your farm plots or your homestead), and, in fact, is the only one unless you're willing to build a full scale house wall around the area.
3. Trap lines usually keep animals of sizes other than the target one out, even though they wouldn't have much trouble passing through in reality. There are occasional cases where e.g. elks pass through snare trap lines, but I'm not sure I've seen e.g. badgers cross them.
4. Bear traps are alternatives to pit traps, with the advantage of not needing to be able to dig (frozen or unsuitable ground), but the disadvantage of requiring ropes.
5. Traps in trap lines trap animals of their target size, not letting any through.

Possible game changes (discussion points, rather than actual suggestions):
1. Pit traps being the only "catch all big game" choice.
2. Bear traps in trap fences keeping reindeer and elks from crossing (the fence going right up to the trap).
3. Wolf traps in trap fences keeping reindeer from crossing (?), as well as bears, unless the bear decides to smash the fence to get through (so it definitely won't go unnoticed). Elks would just pass over.
4. Elks and reindeer given the option to jump fences, but only doing it when there's enough incentive.  This has the problem of there not being any way to keep them out of anywhere short of a wall (neither palisades nor moats exist).
5. Reducing trap lines from being blocking lines to being a handy way to ensure humans detect them, but otherwise work as stand alone traps. Again, there's the problem of the lack of alternative ways to keep animals out. While elks and reindeer are mostly a nuisance in the wrong place, big predators are a dangerous threat that can't be kept out with fences.
6. Baiting required to stand a reasonable chance to catch anything unless it's part of a trap fence, unless the trap is a snare.

There are a lot of possible discussion points not listed above...

Swimming animals:
I agree almost all animals should try to escape by swimming rather than stupidly run back and forth along the water line. It would make the initial game a lot harder, though, as starting characters generally lack the tracking skill to chase animals to exhaustion, and typically don't have either the means or the skill to cripple them from a distance (after which they'd still fail to track them). Thin ice should probably keep them from trying to get away through water, while ice that's almost thick enough ought to make them hesitant, but taking the risk when there's no escape route (rather than running back and forth). On the one hand, it can be easier to catch them by drowning, but on the other hand it's a risky pain to recover the carcass. There's probably a need to consider game balance carefully.

November 16, 2020, 12:08:47 PM
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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
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Re: Buff up the elks, add swimming and jumping over fences Loop snares as well as lever traps do catch hares unbaited. Simply set the trap(s) on the animals path. And here a shrub, low fence, house/barn wall can be used to guide the animals into the traps. Even row of logs or trunks* should be usable as small-game fence. Yes, they can fly/jump/scurry/climb over around or even make U-turn; but small game, especially prey ones, like cover. And predators, well, like to check the cover spots.

*I wish the trunks/logs would be longer than 2m; than what we get from fallen trees...

November 17, 2020, 05:41:58 AM
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anything