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Messages - Ares

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1
Bug reports / Re: Game freezes, lost all companions on reload
« on: September 17, 2023, 06:00:19 AM »
Yes, most recent stable version on Steam. Windows 10.

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Bug reports / Game freezes, lost all companions on reload
« on: September 06, 2023, 05:55:16 AM »
As the title suggests, the game froze while entering a water tile from the world map on my punt to come ashore. The game froze in the loading screen. I let it sit for five minutes, but it remained frozen. I closed it out, and when I reloaded, I was far away from that spot, still on land, but my three cattle laden with all my possessions, three dogs, and two companions had all vanished.

3
Suggestions / Combat Skill, Companion Tracking, & Returning Companions
« on: September 05, 2023, 01:30:23 PM »
I'd like to suggest a separate Combat skill be added to better reflect character's composure in battle. It should increase very rapidly with fighting, and should mostly exist to better differentiate between civilians, novice fighters, and veterans. Essentially, a hunter may possess great skill with a bow, stalking prey that won't fight back, but if suddenly thrust into a life and death struggle against several seasoned Njerpez warriors, he may suddenly find himself quite unnerved. But if he's then been through several encounters--especially if successful--he will likely go into his next fight with far more confidence. The impact of this skill wouldn't be too overly significant--weapon and defense skills should still remain paramount--and as I mentioned, it should increase quickly. This will make it more important to find adventurers and seasoned fighters if for instance you are planning on chasing down some robbers or sacking a Njerpez raiding camp. As an aside, I also would suggest making tracking a useful skill for companions when chasing wildlife, making seasoned hunters more useful if you're hiring them to help you hunt.

Next, I would like to suggest that companions be more likely to be willing to 're-enlist' with you immediately (or sooner than they would otherwise) if your pay greatly exceeds their expectations. I think it creates greater immersion when I keep the same companions around for my various tasks. If I've led them on a successful raid of a Njerpez camp, for instance, and their efforts were rewarded with a great deal of loot, they'll likely trust me for future, lucrative expeditions. But if I was stingy in rewarding them, they'll likely be more inclined to look for work elsewhere, and may take a long time to be willing to work with me again. It would also be nice if when they left me in the wilderness they might indicate which village they will be heading toward should I wish to recruit them again in the future.

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Suggestions / Herblore Quest Reward
« on: September 04, 2023, 01:11:28 PM »
It's rather slow to grind up herblore, and also doesn't make much sense. Sitting and pondering an unknown leaf every day for a year shouldn't make you suddenly much wiser when it comes to the mushroom you later find. I think it would make more sense if herblore were taught to the PC by sages and foresters as a reward for performing quests, or even occasionally in exchange for goods.

5
Suggestions / Double Check Before Attacking Allies/Pets
« on: December 20, 2022, 10:38:49 AM »
Could there be a togglable setting (default set to on) to ask before going through on an attack on followers/pets (the same kind of yes/no when it asks if you want to enter water)? Obviously for some people they may wish to do this often enough to not be bothered with it asking every time, hence the toggle. However, I often accidentally mistarget a friend or pet in combat, which is very frustrating with a permadeath game.

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Suggestions / Re: Creating Settlements
« on: May 31, 2021, 10:58:42 PM »
Couple thoughts: Foreign Raiders are pretty much present as Njerpez.

The difference, in my mind, would be that foreign raiders would arrive via boats, and with different equipment than the Njerperz who have their own distinctive aesthetic. Depending on the size of the raid, it could be anywhere from only one metal armored, highly skilled war leader with a handful of more lightly armored supporters, to four or five war leaders with their retinues. They would then leave afterward on their boats. It would be a distinction primarily in flavor, to add more depth to the world.

Temples were not a thing. Maybe a “seita” or even a sacrificial grove. But temples, nah.

Fair enough. I was just trying to brainstorm some communal buildings that might help to add immersion to the world and create the feeling of a real community, while also providing the player with tangible goals to progress toward.

But my problem with this whole thing is, how old are your characters when you actually get all masterwork gear and everything settled? Probably very young, I don't know about other people's playthroughs but the "endgame" can be reached pretty quickly tbh. And to think that a 20 something year old adventurer is looking for immigrants for his newly founded settlement is kind of unrealistic, to me at least.

...

Having bigger goals like this can be really good and all but I can see a 25 year old guy or girl being the chief of a very populated village and I don't think this is very realistic of those times.

This is the eternal debate and compromise between realism and playability. As is, it typically takes me less than a single season to be completely outfitted with masterwork gear. The only limiting factor is whether I can find all the pieces I need that season, or if I have to wait for shops to re-stock to find what I need (which on a separate note, is very tedious, searching through every building, town after town for that one or two missing pieces). While not germane to the purpose of this post, I absolutely agree that it is far too easy right now, and prices (especially selling roasted meat) need to be adjusted. However, if you make it too realistic, and it takes many years to make basic progress, the game becomes far too tedious and unrewarding.

I feel like my suggestion, while perhaps not following a totally realistic timeline, strikes a good balance between realism and playability. It would take many seasons to construct the buildings and recruit villagers, and as you did so, the challenge of the game would organically and believably increase as you have to balance the needs of your village and tend to its defense. It would also help ameliorate the feeling of personal progress being too easy in the game, because it would provide further challenge beyond simply outfitting yourself in all the best gear, essentially extending the late game beyond where it is now.

Kenshi and Mount & Blade are both good examples of games where progress feels organic and "earned," optionally allowing the player to advance from a single individual to controlling your own settlements, yet the timeline it takes to accomplish this in both cases isn't remotely realistic. Like I said, it's all a matter of striking a balance where what you accomplish in the game feels earned and organic.

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Suggestions / Creating Settlements
« on: May 31, 2021, 12:50:53 AM »
My number one desire for UrW right now would be the ability to found your own settlement. I enjoy outfitting my recruits with gear, but it's always disheartening when they finish their term of service and then vanish into the wilderness, never to be seen again (or be totally unwilling to rejoin me, even if I do find them). Having folk you could outfit and keep around (as they also develop in skill over time, too) would be great. It would also provide more late game content, as after I've outfitted myself in all masterwork gear, with a nice cabin and endless miles of trap fences I always run out of goals beyond raiding the Njerperz until I get unlucky and die.

My proposal for implementation:

In order to invite someone to your settlement, you first have to have a spare habitation flagged as available. So you'd need to construct homes for new immigrants. Then you'd have to find someone willing to move there and ask them to join your settlement. For this, there would need to be a more complex system defining each NPC's demeanor and place in society. Their relationships, personality, personal wealth, and occupation (shopkeeper, nobility, landed/unlanded farmer, so on), and a much broader range of skills would all need to be tracked.

Each NPC would have an assigned value between 0-100 indicating their reticence to move. Randomized within a range depending on personality, and then adjusted based off their age (younger people are more likely to be adventurous and take chances on a new place), skill (individuals with lesser skill will be more likely to seek opportunity elsewhere), personal wealth (a wealthy shopkeeper would be loathe to leave their thriving business, and his firstborn would also be unlikely to abandon the opportunity to inherit that wealth), and relationships (someone with a spouse who does not wish to move will be less likely to do so, or even if their family is willing, they may require a larger habitation). This personal score for each NPC will then be checked against what you're offering. This will be determined by your settlement's overall wealth, as well as the value of the property you are offering (a tiny yurt won't be nearly as enticing as a large, furnished cabin, for instance), how distant the settlement is (depending on personality; a homebody who values family is less likely to move a long distance than someone who is naturally adventurous), how many people are already living there (a town might be wealthy, but if there's already a large population there will be less opportunity for anyone freshly arriving), as well as town policies. A settlement's wealth can be increased by having walls, agricultural fields, livestock, certain communal buildings (public sauna, perhaps a temple, shops, a feast hall, etc), sufficient food stores, accessible water routes (e.g., on the coast or next to a river that leads to a coast for trading purposes), and well equipped warriors to protect it.

Of course, having a wealthy settlement is a double edged sword, as it will also attract the attention of others. While coastal or river adjacent villages are advantageous for trading and agricultural purposes, they will also be accessible to a new villain, "foreign raiders," who can arrive unexpectedly by boat during the late spring and summer. You can pay them off to go raid elsewhere, or fight them. You might receive some warnings a few days or weeks out that there are raiders in the vicinity, if you are in town or visiting nearby villages, but beware if you're out adventuring elsewhere for long periods, as you might come home to a smoldering wreck.

If you have a settlement within the cultural boundaries of a group, or within a certain distance from one of their cities, they will demand annual taxes, and may ask you to provide troops for campaigns. Failing to do so, or coming up short in either troops or taxes, will reduce your reputation with them, as will attacking anyone they are friendly with. If your reputation is reduced enough, they may request you cede control of the town, or else organize a campaign against you. Their demands will obviously increase with the wealth of your settlement.

Wherever you are, you may come afoul of common bandits or Njerperz, but your odds increase significantly the further you are from any cultural boundaries, especially from the Njerperz. This way, there's no truly "safe" place to set up a settlement, as there will always be someone who will covet your accruing wealth and want it for their own.

As for your townfolk, once they have moved in, you can try to assign jobs for them, which they may choose to accept based off their skills and personality (a brave man may be willing to be a warrior even without strong combat skills, but a coward will not), current duties (if you already have someone tagged as a hunter and hide processor, they will not have time to also be a fisherman), as well as access to the necessary utilities for the job (for instance, you may not have sufficient farmland to assign a new farmer, or have the tools they need to perform their job, such as shovels, sickles, and seeds).

Townfolk will also have their own desires. For instance, an unwed man may at some point request leave to travel to neighboring villages to find a possible bride to bring back, if they do not find anyone suitable in the village. A very religious person may grow increasingly unhappy if your town has reached a certain size and still does not have a temple, or if its temple is too small and unworthy. A village woman may desire for there to be some sheep to sheer for wool, or more warriors to protect them. A warrior may wish for better gear, or a larger house. And so on.

As the founder of the township, you can determine certain basic policies. For instance, it could be a free town, where everyone can do as they please, owing nothing, but can be bargained with to assist with various tasks if they're willing to (provide lumber in exchange for X payment, with less payment requested depending on their personality, skills, and overall happiness). Or you may require a certain amount of labor per year from your occupants. The more you demand, the less happy they will be, naturally. People will also be less likely to move somewhere where the taxes are onerous. However, as your settlement grows, it may be inevitable, as you will require more warriors to defend it than you could hope to feed on your own, so you will need your farmers, fishermen, and hunters to provide some portion of their labor.

Maybe this all goes well beyond the scope of UrW, but I think it would add so much more depth to the game. There would be a much more personal connection with the people who populate the world, as well as more ambitious long term goals available to pursue, that can just as easily be ignored by those from whom it holds no interest.

8
I asked my ally to set a fire and he looked all around the completely clear area... and did so on top of my tanning hide. Allies should check for this first before deciding on a perfect spot to set a flame.

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Suggestions / Re: Black Smiths and Armor Sizes
« on: May 05, 2021, 05:44:30 AM »
If I understand it correctly, smiths moved from settlement to settlement as they were highly paid and thus exhausted the demand (or at least ability to pay) reasonably quickly. I would guess they had the local population set up the stationary facilities and then used those to serve the local village cluster before moving on with their own equipment, possibly having the existing fixed facilities repaired/maintained when visiting a village that had facilities from previous smith visits.
If that's the case, you'd have to be lucky to catch smiths on their tours (possibly helped by asking villagers about smith whereabouts).

Yes, this would be a good suggestion to add to it. They'd travel more frequently through the Driik lands, and other rich trading cultures, and infrequently in the hinterlands. Asking villagers would give you a sense of when they anticipate a smith to next come visit their village, and possibly if they know of one currently in a nearby village.

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Suggestions / Black Smiths and Armor Sizes
« on: April 30, 2021, 09:02:25 PM »
I'd like to see metal armor divided into small, medium, and large. Every character would be separated into each category based off their weight and height. Wearing armor other than your size will give a penalty. You would need to visit a blacksmith and pay to have a piece of armor adjusted to a different size. Blacksmiths could also be commissioned to make specific pieces of armor (or metal weapons) for a little more than if you just traded for that same piece normally, and would take a few days to complete (longer for bigger/more complicated pieces). They could also repair your damaged metal armor, too.

11
Suggestions / Friendly Fire
« on: April 29, 2021, 03:03:02 AM »
The rate of friendly fire is far too high. If my small dog pops in front of me as I shoot my bow (masterwork, with 97 skill), without fail it always hits it. How can I not shoot over it? I can understand if two people are in active combat, and your ally is between you and the target, that more often than not you will hit them without significant skill. However, with enough skill you might be able to wait and choose your shot when it opens. What I would suggest, is two-fold. First, mitigating factors should make it easier to shoot past an ally. For instance, in the example I gave, it should be very easy to shoot past my small dog at a charging bear. But it should increase in challenge with more distance, the larger the size of your ally, the smaller the size of your target, and made significantly more difficult if your ally is engaged in combat rather than just standing or running/walking (since in the frenzy of action, they will be moving unexpectedly, but if they are just standing it is easier to judge your shot to miss them). The second "fix" I propose is that if you shoot at a target with an ally in the shot's direct path, should you fail your roll and would otherwise hit them, a second roll should be made. If you succeed the roll, you will not fire at all, and will instead lose the action with the message: "You are unable to find a clear shot." It should be based primarily off of your weapon skill and eyesight, with either speed, dex, or agi playing a smaller role to simulate your ability to act during the appropriate window of opportunity, and the challenge of the roll should increase/decrease based off of all the criteria I mentioned before (distance, size of targets, in/out of combat).

So in my initial example, say I am shooting at a bear 14 spaces away, with my small dog on a leash directly in front of me. It should be moderately challenging based off the distance, but due to the relative size of the targets (small dog versus large bear), and the proximity of the dog to me (directly adjacent), it would require an abysmal roll to miss and hit my dog. If I did fail that roll, however, I would then get a second roll heavily based off my skill and eyesight to check whether I pull back my shot to avoid hitting my beloved pet.

This would also help with hired allies. As it is, I either avoid hiring anyone who has a bow, or endeavor to first take it away from them, because they more often than not end up riddling myself, my animals, and my other allies with arrows if I don't.

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Suggestions / Re: Adventurer Gear
« on: April 29, 2021, 02:36:26 AM »
At least he has a cloak, I have seen an adventurer who was butt naked. He also refused to wear any clothing I traded to him, so it was probably some philosophical stance of his.

But I'd like to see adventurers have a bit more warrior like getup compared to woodsmen and hunters. Helm and shield typically, maybe some body armor occasionally

Yes, right after I posted this, the very next adventurer I met was completely naked! I imagine the village I recruited him from were more than happy to be rid of his presence...

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Suggestions / Adventurer Gear
« on: April 27, 2021, 11:54:44 PM »
Adventurer's should generally start off with more armor. I frequently meet them strutting around half-naked. For instance, I just spoke to one wearing nothing but a cloak.

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Suggestions / Re: Fix Robbers
« on: May 24, 2019, 11:36:37 AM »
This will be taken care of in the next release.

The fights which deal with special consequences for the player character's party upon defeat will continue on their own until the true result is resolved for all the participants.
This includes both fighting the robbers, as well as some village fights where villagers choose to deal with the nuisances with non-fatal manners.

Awesome, I'm so glad to hear this! Thanks Sami, very much appreciated, and now I can't wait for this next update!

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Suggestions / Re: Fix Robbers
« on: May 04, 2019, 03:35:51 PM »
I don't know if Sami has seen this or not, but I'm hoping it can get a look at for the upcoming update, which is conveniently focusing on NPC interactions in the game, and this happens to be the interaction I feel is most in need of improvement. The proposed improvements to wilderness wanderers sounds cool and all, but as it is now I avoid anyone in the wilds like the plague on the off chance they're robbers. Even though I could easily outmatch them, the risk of an errant blow knocking me unconscious for half a second and losing all my animals, companions, and gear is too great.

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