Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - JP_Finn

Pages: 1 ... 9 10 [11] 12 13 ... 81
151
Bug reports / Advanced game course, Foreign traders
« on: June 28, 2023, 07:01:41 AM »
The task has minor typo succesful vs correct form successful

Also, I believe the task is outdated as villagers do not share news about traders anymore.

152
Development News / Re: Version 3.80 released
« on: June 27, 2023, 07:37:38 PM »
I've now found few master smiths that produce Fine items. I actually don't mind it, as they still can produce the more complex items, I.e. skramasaksi, broad sword, and so on, according to the cultures knowledge of the items.

Maybe the local goethite can't be used to produce Masterwork items: the smith is master at forging, but maybe not a master bloomer.

I've not wandered in Sartola, but Driik and Reemi Expert smiths do not offer skramasaksi, only Master smiths do. And yet somehow in the world there are Decent and Fine skramasaksis.

153
Sometimes one gets lucky :)

Also, I tend to use bark for tanning small game, say up to lynx/wolf.
Deer, elk and bear I generally tan with the animals' fat. (unless I need fat for custom recipes)

154
I feel that the skill should be unarmed. Pinching the arrow head between knuckles…

155
Suggestions / Re: Sightings
« on: June 23, 2023, 01:54:16 AM »
Maybe even sightings of wildlife: bear, elk, forest reindeer herd, wolf pack. But I feel that would require good or great relationship with the people. Especially with elk and deer, folks wouldn't give away locations of game that their lives can depend on, to some stranger passing by.

156
Suggestions / Sightings
« on: June 23, 2023, 01:50:42 AM »
Now that we have a system in place for asking for blacksmiths that extends beyond connected villages, I suggest to add foreigner sightings.

Either villagers telling the character there's some foreign people sighted at X direction, Y distance away. Earlier in the day, yesterday, few days, week ago.
Or the character could ask if the folks have heard of or seen foreigners lately, same as for smiths and sages.

Extra bonus if we could get sightings of traders and invaders both.

157
Gameplay questions / Re: Effin' lynx.
« on: June 22, 2023, 01:55:03 AM »
If bear shows up to your cabin, at least you don’t have to haul the skin and meat before getting smoking (or drying) and tanning.

Call it “a high calorie food home delivery”

158
Blunt arrows since 3.80 have lot less range than before.
And yes, sometimes shooting on flat land, it’s pretty difficult to see how the arrow might fly 150-300m (165-330 yards). That’s some serious upward angle shot.

Realistically though, losing arrows is more than likely on any missed shot. I’ve had arrows disappear in undergrowth, push through a rotten stump with nothing visible of the arrow. Just saw it hit, had to dig and tear in to the stump to find the arrow.

There’s an alternative solution for finding arrows hiding: mod to add corner brackets on the arrows’ graphics. Visible arrows by @Galgana

159
Gameplay questions / Re: Effin' lynx.
« on: June 21, 2023, 02:21:59 AM »
Yes indeed. Big deadfall. I dot even try to chase lynxes when spotted in the wild. Just build a big deadfall. Bait. Return in 24-48h and bonk the lynx on the noggin.

160
Suggestions / Re: Birds should be less intimidating
« on: June 20, 2023, 09:12:34 PM »
I agree, also would be nice to have a separate option in the ini file exclude birds prompting task cancellations.

161
Suggestions / Re: Crafting Engine recipes.
« on: June 19, 2023, 06:45:54 AM »
After messing about with the arrowheads and other bits. using [name:] in the recipe can alleviate most of the issues experienced with the crafting engine's procedural short comings.
(I think I might need to edit the suggestion to edit the order of cookery_ and diy_ files are ran, not to be run in alphabetical order... otherwise vanilla recipes might get pushed down on the ingame crafting menus )

162
Gameplay questions / Re: Caves
« on: June 19, 2023, 06:34:05 AM »
I think the main culprit for "bears & caves" comes from the "The Great Man of the Forest" task on the Advanced Game Course.
The task mentions caves as a place for finding bears, but I think the task text hasn't been updated since the caves used to be multi-level dungeons sprawling with 2 and 4 legged beasts.

163
I think the snow crust /fatigue might mostly affect players ( not characters ) from low snow environments...

And even then, craft a pile of something, anything, of value, go to village that has doggos to sell. Purchase any size or sex pooch. Find large game, shoot to cripple, sic your pooch on it. Head to the general direction of the chase. Follow barks. Bonk breathless beast on head, and then bust their skull in.
Skin. Butcher. Thrive.


Dogs in hunting are like cheating.

(but I still think the dogs chasing game should let out barks before reaching the target. And most anything running should have still slower fatigue build up)

164
Solved'n'fixed bug reports / Re: 3.80 Punt quest very messy
« on: June 19, 2023, 06:18:27 AM »
I've once had the punt maker say something in lines of: "it'll be done by late morning". Late morning came, spoke to him, he said the same. Not that it'd be done shortly etc. I think that character crafted something to pass time, might've been noon. Spoke to punt maker: "late morning". And did same, picked up the punt, took to the old fisherman, complete quest.

For those who want punt crafting, add in corresponding SUBMENUs in diy_glossary.txt:
do not replace any section within the file. And leave one empty row below and above recipes and sub menu identifiers.
Code: [Select]
SUBMENU_START:lumber]

.Hollowed log. "Log" [effort:3] [phys:arms,one-armed] *TIMBERCRAFT* /6h/ |2| [assist:2] [noquality]
{Log} '+to be hollowed' [remove]
{Fire} '+for burning the hollow'
{Axe} <Carving axe> '+for cleaning charred wood'
[WEIGHT:60]

[SUBMENU_END:lumber]

[SUBMENU_START:transport]

.Punt. [effort:2] [phys:hands,one-armed] *CARPENTRY* /300/ %50% |1|
{Hollowed log} [ground] [remove] +'Hollowed log to shape'
{Axe} <Handaxe>
{* fat*} #1# +'fat for treating' [remove] [noquality]
{Fire} '+for heating the fat'

[SUBMENU_END:transport]


165
Suggestions / Cookery without fire
« on: June 18, 2023, 11:24:57 PM »
Simple suggestion: implement [cut] as cooking method that retains nutritional values and inherits the name, while not requiring fire, or pot, nor reduce weight. And keep "raw" attribute on meats and fishes, mushrooms and vegetables.

Usable for piecing fish, salt curing proteins before drying or smoking, making farmers lunch (vegetables, berries, bread...) or simply slicing bread in half; some for fish bait, some to eat right now. Options with cookery would easily double.

Pages: 1 ... 9 10 [11] 12 13 ... 81
anything