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  • Locked thread
Nordick
Sep 3, 2011

Yes.

TorakFade posted:

Also replaces the terrible Finnish cosplay pics with cool drawings.
Well that's a dealbreaker right there if I ever saw one.

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Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


I think that part is optional.

TorakFade
Oct 3, 2006

I strongly disapprove


Nordick posted:

Well that's a dealbreaker right there if I ever saw one.

Oh, the cosplay pics were funny for the first few years. I've been staring at this game since 2002, so please cut me some slack alright?

Galaga Galaxian posted:

I think that part is optional.

Not really but you can just not overwrite/extract the TRUEGFX folder, but only the TRUETILE for the sweet, sweet tiles.

The truly optional part is new portraits for your avatar that are literally ripped off of King of Dragon Pass (which is of course a good thing but I'm quite unsure how legal it is - they do have a disclaimer on how they're not created by them but picked randomly off the internet and if the creator wants them removed they will, but eeeh).

Anyways I like the normal portraits, 'specially Smug Girl and Slightly Sad/Disapproving Dude so there's always a bit of cosplay in my playthroughs.

TorakFade fucked around with this message at 20:04 on Oct 4, 2016

Elth
Jul 28, 2011

Yeah I really love the cosplay portraits. Sami is a dedicated guy and shows it by posing for the main menu wearing half a moose.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Starting to think the update will slip to be in November. I know these things happe, but man, I want it to come out already.

TorakFade
Oct 3, 2006

I strongly disapprove


Galaga Galaxian posted:

Starting to think the update will slip to be in November. I know these things happe, but man, I want it to come out already.

Sami has been suspiciously silent these past few days, probably they are finalizing it already but who knows. Let's hope we get a surprise next week! (not bull related I hope)

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Beta for 3.40 is out :toot:

quote:

Version: 3.40 beta 1 changelog


BETA NOTICE:

This is a beta release. There are likely to be bugs and some of the listed improvements will be tweaked and polished further in patches to follow.

Your current Steam version characters are compatible with this version.


- added: Quests

There are quests - and that's big. We start with around 15 quests in this version, and more will follow in the future. It's quite impossible to pinpoint it all, but here's a few lines about the most important ideas,features and mechanics regarding the implementation of quests.

The quest system as a whole is an enormous (and laborous) addition. We haven't taken the easiest path, but use verbose dialogue, procedural generation and randomization to maintain replayability and immersion.
Quests don't come in your way in linear or fixed fashion. Not in the the same order, not from the same NPCs, not in the same locations, and so on. Some of the quests may appear several times, some only once.
The plots vary from everyday chores and problems to folklore and mythology based stories and incidents.
We've paid attention to making quests also to fill in the game world and the worldview of the player (character) to good and interesting extent. There are both mundane and otherworldly things to discover, solve and learn.

Quests bring a lot to the game, but open-ended and non-linear roaming, adventuring and surviving remains the essence. You are likely to get involved in quests relatively rarely. Perhaps only once or twice a month or so.
And in the end it's completely up to player characters as to what extent, if at all, they want to unfold the quests and stories there now exist.

* quest generation

Quests are generated on the fly during the gameplay depending on various factors, world events and pre-conditions.
Things like cultural area, season, nearby landscape, character's familiarity, reputation, carried equipment or skills may all affect to whether a certain quest will appear or not. For example, a certain quest might get generated only if the character is somewhat known, has flawless reputation, it's autumn and there's a big lake nearby. Another quest may require character to be a stranger but of the same culture as the quest giver.
However, if the world events and conditions are suitable the quest generation also keeps on trucking in the background regardless of player character's whereabouts, actions or status. So, there are quests and new kind of events in the world - and then there's the ordinary open-ended life of the character. These two just may occasionally meet.

* obtaining quests

Quests can be obtained by talking to people. This applies both to villagers and lone wandering NPCs, although villager given quests are more commonly met. Quests can be accepted or ignored at will, so you are free to decide in what to get involved. All the quests are told within the chat dialogue which is often versatile and not too straightforward. The dialogue proceeds based on the chat options, questions and answers, you choose. You don't always necessarily get to know all the details or tidbits. And sometimes you may learn seemingly trivial things about the UnReal World in general within the quest dialogue.

There are basically three ways to find out about a quest:

1. You talk to NPC and find out about a quest.
2. NPC comes talk to you and tells about a quest.
3. You talk to NPC, asking "How is it going?", and they tell you about a person/situation which can be investigated
further and may then lead to getting involved in a quest.

So the general "How is it going?" chat option now serves as a way to ask if somebody in the village has a known quest or problem of which the other NPCs are also aware of. If there is, NPCs will hint you about it and mention who you should talk to. This kind of hints about quests are often quite vague and call for asking the NPC in question for more information. Within this sort of quest hint dialogue you can pretty much always ask where to find the NPC in question.

Notice that NPCs may also rarely have personal problems or quests of which the other villagers are not aware of.

* quest journal [F2]

A new information page, quest journal, has been added. Quest journal is viewed with [F2] key command and it contains the list and details of quests the character is currently involved in, or has completed in the past.
Quest journal main page shows the list of quests along with their titles, quest giver information, assignment and expiration dates. You can then select a quest from the list to view it in detail.
Detailed quest information is provided by showing all the relevant talk lines you have heard from NPCs. We don't use ordinary "your goal is to..." quest summaries, but instead you'll see the exact information you've been told.
Should you discover new information from NPCs along the way the quest journal details will update accordingly. From the quest details page you can also view the quest related map markers. See below.

* quest related map markers

Quests also add markers on the map of known areas. Locations of the related NPCs you have met and talked to are always marked on the map, but there can be also markers of important quest related areas - if you have found about them.

There's "[F6] Map locations" option at the bottom of each quest details page. It shows the map of known areas with markers of the said quest. Like all the map markers also the quest related markers can be pointed and clicked, or selected by keyboard, to view the associated information.

There are two types of quest related markers: 'Quest location' and 'Quest related area'.

'Quest location' marker shows locations of NPCs you have obtained quest related information from. These are the locations where you originally heard NPCs talking about the quest. Clicking the marker shows the quest in question and the related NPC description. You often need to return back to the quest giver after completing the quest further away, and these markers help you to find your way at the important quest related people you have met.

'Quest related area' marker indicates a specific quest related area or location somebody has told you about. Quest related locations are always described also verbally within the quest dialog, but in some cases the area markers appear to indicate rough whereabouts of the place in question. Size of the quest related area markers can vary, and they foremostly give you an initial idea of the area where to head for further investigation. Clicking the marker shows the quest in question and what the marked area is about.

* quest rewards

You may get rewarded by NPCs for completing a quest. There are different types of reward, and here's briefing of the most important ones. In addition, completing quests also quite often increase your reputation in the eyes of the whole village, or the solitary NPC in question.

- items

NPCs can reward you with variety of items. Sometimes these are plain ordinary items, but there are also new items you can obtain only by completing quests. These new special items are often somehow magical or enchanted in nature. NPCs will describe you the properties and usage of the new special items within the quest dialog.

- get taught in skills

You can get rewarded with a lesson in certain skill which improves the said skill with 3-6 points the next time you use it in true situation. The lower the skill level is the greater skill improvement results from a given lesson. Having to actually use the skill after the lesson means that in case of a tracking lesson the improvent requires tracking skill to be used where there actually are tracks to spot. And in case of a sword lesson, the improvement requires a true sword combat maneuver to be executed. And so on.

- village goods of your choice for free

You can get village goods up to certain value for free. Upon getting this kind of reward NPCs usually tell you the value of the reward in squirrel hides which gives a rough idea about what you can expect to get.
The village goods you can get for free can be anything that villagers would also normally trade, and you can choose the goods from storehouses or individual NPCs. In practice this reward works like having a certain amount of trading credit.
After picking up your selections the items appear as 'unpaid' and you claim them to yourself through trading options the same way as you would normally trade for unpaid items. But now upon starting to trade, with the reward active, villagers tell you how much of the selected items your reward covers. If your reward doesn't cover all of the trade you need to pay for the remaining amount by normal means of trading. If the reward covers all of the trade you don't naturally have to pay anything, and the remaining value of the reward can be claimed later on. You can change your mind, decide whether to accept the deal or not and all that just like in normal trading.
It is the same with getting reward provided items from individual NPCs. Start trading, make your selections and they will tell you how much, if at all, you need to pay. Moreover, individual NPCs are usually more willing to give their goods as a reward as they would in normal trading situation.
You don't have to use the reward right away or at once, but can spend it at any time you desire. Everytime you claim some free goods NPCs will remind you about how much of the reward still remains.

- spells

You may learn new spells both as a quest reward and during the quest dialogue in general. These new spells vary from
hunting and fishing spells to interacting with the spirit world. Sometimes the spells itself or following the magical
means NPCs describe are required to complete certain quests. See separate spells section below for more information.

- treasure tales

NPCs who know about treasures may reveal the information about what is hidden and where as a reward. You'll usually
obtain enough verbal information to go search for the treasure, but the rough whereabouts of the treasure also gets
marked as quest related area on the map of known areas.

- added: new spells, in a new way

There are around 20 new spells and magical means to learn and perform. The new spells differ a great deal from the common rituals (F4) in their content and way of performance. We'll get into details below, but this all can be very well consideredthe start of the spell system and spirit world overhaul. The new spells are based on the worldview and beliefs of the ancient Finns - with a greatest ambition. All the new spells are based on the actual collected hunting and fishing spells.
We've pursued, in a lack of better words, for historical and mythological accuracy This comes down not only to spell backgrounds or verbal description but also to how the spells were actually performed. The new spells are not simply selected from the list for the magic to happen, but performed with the actual player character actions which vary for each spell.

* The new spells can be learned from NPCs within quests. Verbal information to perform these spells can be then found within quest dialog in the quest journal. (In the future versions we'll make the new spells appear in the ritual screen [F4] as well.)
As the spell descriptions are sometimes verbose and contain background information too they can also reveal you a little something about the people's worldview and beliefs in general.

* The new spells are often "do like this and that will happen" kind of things. To perform a spell in question you then need to follow the instructions by using the common game mechanics and actions.
For example, if the spell instructions would say "throw three rocks at a spruce tree before the sunrise and your loop snares will be favourable" the spell would be performed by throwing three rocks at a spruce tree before the sunrise.
That's just an example and not an actual magical mean there is in the game, but you get the picture.
When the spell required actions have been executed there's no notification of any kind about a succesfully performed spell.
If you did the right actions you've performed the spell right, and some magic did happen. If the spell actually worked in the game world or not, well, that is hopefully to be noticed at some point. That's how the spells work.

* Effects of the spells and magical means are vague and subtle as usual. Some spells are simple, some are more complex, but most often they consists of seemingly ordinary things that have magical meaning behind them once you know it. There are rarely evident results to be noticed, but nevertheless the magical, ritualistic and mythical actions you learn and perform have impact on the game world.

- added & improved: valuables

Dozen of new valuable items have been added with deep thought, based on archeological findings and inspired by historical references. The assortment of valuables now consist of brooches, combs, pendants, bracelets and rings made of bronze and silver.
All the valuables are now also culturally dependent. Valuables are still very rare and mostly carried by wealthy traders, or found in treasure caches.

- added: valuables for foreign traders

Foreign traders may now carry some valuables for trading.

- added: treasure caches

People may have hidden their wealth and valuables for variety of reasons at varying locations, and you may sometimes stumble upon these treasure caches. They can be found by mere accident, but far more likely after hearing treasure tales from NPCs within certain quests. The most common locations for treasure caches are caves, cliffs and islands. Treasures can be also buried in the ground and can't be easily found unless you have heard where to dig.
Different cultures have different opinions about what can be considered a treasure worth of hiding, so the items to be found in treasure caches are culturally dependent. Hiding the rare valuables is common for all the cultures, but treasures of UnReal World more often consist of everyday items such as tools, weapons, grains, clothes or furs.

- added: meeting and seeing the spirits for real

Many kind of spirits and otherworldly creatures have always existed in UnReal World, but they haven't appeared for player characters in visible form - until now. Now it's remotely possible for some player characters to actually see certain spirits in the game world.

- added: holding SHIFT down selects the whole stack when selecting items in inventory with ENTER or mouse click

- added: telling a difference between running and walking tracks

Upon examining tracks you can now distinguish animal running tracks from the regular walking tracks, depending on your tracking skill and strength of the tracks. When running tracks are spotted they are simply mentioned to be "running tracks" instead of just "tracks". For example: "You notice here [track and animal information] running tracks."

- changed: 'f'ire and 'b'utcher commands removed from [r]epeatable tasks[/b]

As these commands have hotkeys of their own it was in vain to have them occupy [r]epeat list.

- changed: dog skin is now classified as fur

- adjusted: forest reindeers are now a bit more timid than previously

- fixed: bug potential of domestic animals getting transported from their pen at overworld map

- fixed: rafting characters occasionally located on dry land when zooming in near certain terrain types

- fixed: occasional decent quality crafts from worse quality raw materials

- fixed: boil recipe requirements order

A cooking pot was asked before the water, which isn't preferred order. Now it's water first, then a cooking pot.

- fixed: wrong flatbread graphic tile

- fixed: containers disappearing when utilizing a stack of containers filled with required ingredients/raw materials

- optimized: hungry dog food searching routines

Having multiple leashed hungry dogs following you could cause slowdown on certain zoomed-in areas due to their
food searching routines. This has been optimized now for way faster performance now.

- fixed: [unpaid] tag persisting if unpaid items were offered back to NPCs during the trade

This occasionally resulted in items becoming impossible to trade for after NPCs had stocked them back to storehouses.

- fixed: all the village dogs wanting to follow you if you bought one of them

This resulted in irrelevant confirmation messages when zooming out nearby villages.

- fixed: village fields the player character had visited for the first time in early spring not always getting resown properly

- fixed [rare condition]: crashing on zoomed-in maps with lots of holes in the ice and creatures falling through the ice

- corrected: woollen dress weight,

It was 5 lbs, which was too low. Now woollen dress weighs 6.5 lbs.

Galaga Galaxian fucked around with this message at 20:17 on Oct 28, 2016

TorakFade
Oct 3, 2006

I strongly disapprove


Galaga Galaxian posted:

Beta for 3.40 is out :toot:

Yessssss :getin: dog fur so we can be proper Finnish hobos, and GHOSTS

Also if there is no bull testicle groping in the new spell list I shall leave a scathing review

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Haven't played yet, but it sounds like hidden treasures are absurdly overpowered (like multiple masterwork weapons and such).

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Galaga Galaxian posted:

Haven't played yet, but it sounds like hidden treasures are absurdly overpowered (like multiple masterwork weapons and such).

Well it's a beta but yeah you would have thought getting tops 1 or 2 really high quality items would be fine and maybe some less good stuff as well.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Started a new character. Usual Driik region start. Things were going good at first. Got a lucky kill on a stag when I crippled it with two javelin hits. Invested in a dog which brought more kills. Meat and hide traded for a collection of axes, a longbow/arrows, punt, and some dried/smoked food. Well equipped I head towards the great lakes that kiesse and kaumo lands tend to border, the place I usually build my homestead.

Nearing Kiesse lands I stumble on a cave and decide to check it out since treasures can be found in them. Indeed I had found a leather tunic in a previous cave.

Anyways I'm walking around it looking for the entrance when I round a corner and there's a Njerp a short distance away! I fire off two arrows which he takes on his shield and then he's in top of me. Bad situation, I'm loaded with gear and the dog is loaded to capacity with over 50lbs of fur.

Start fumbling to pull out my spear and unleash the dog. Dog draws his attention first but takes a bad hit from his handaxe and starts limping away. He and I start fighting Fine Spear vs handaxe/roundshield. Both of us take a few minor hits and then he gets me good in my right shoulder making me drop my spear. For a second I consider just using my knife but instead I dodge two attacks, pick my spear up, and resume using it with only my left hand. I figure I'm hosed at this point but I get a lucky hit that KOs him and I waste no time driving my spear into his prone skull.

Modest loot. Shield, two handaxes, a leather curiass, better clothes than I was wearing (in decent shape still too). Plus a beat up metal helmet.

Only problem is the crippled arm and injured dog. Wish I could use my physician skill on the dog.

Any tips for healing? I've uh... never had a serious wound before. I tend to snipe my Njerpz not melee them. (Edit) sucks bandages gotta be replaced every day and are consumed. Cant I wash them? Guess I'll just bandage the serious cut and only clean the two shallow ones.

Galaga Galaxian fucked around with this message at 04:37 on Oct 31, 2016

Tehan
Jan 19, 2011
Going from memory, every time you tend a wound it'll tell you how well it's healing. So wash it every day, and bandage serious ones until it tells you that it's healing well.

Dogs heal over time, as long as it's not bleeding it'll be fine.

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe

Galaga Galaxian posted:

Only problem is the crippled arm and injured dog. Wish I could use my physician skill on the dog.

Any tips for healing? I've uh... never had a serious wound before. I tend to snipe my Njerpz not melee them. (Edit) sucks bandages gotta be replaced every day and are consumed. Cant I wash them? Guess I'll just bandage the serious cut and only clean the two shallow ones.

Dogs will heal themselves over time. Bandages aren't really a problem given the relative abundance of various furs/clothing you can use to create them.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Doesn't really matter now. Got whacked by robbers. :negative:

TorakFade
Oct 3, 2006

I strongly disapprove


Just keep in mind that a low physician skill can actually worsen injuries, if you get the message "it's going to heal just fine" or "heals quickly and easily" (green square near the injury in the injuries screen) you might be better off leaving it be for a couple days in case you're not confident in being capable of treating it next time.

packetmantis
Feb 26, 2013
Can you make necropants now?

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!




I love hiring some villager with an axe to chop dozens of trees over a few days (while I stack em) for the low cost of a 2-3 dozen roast cuts. Hired dudes seem to be able to cut trees a lot faster than you (with a handaxe vs my Fine Woodsman even) and they never seem to get tired.

Now if only I could get a hired dude to help me build the thing.

Galaga Galaxian fucked around with this message at 07:38 on Nov 1, 2016

zedprime
Jun 9, 2007

yospos
Building a cabin is surprisingly little labor compared to cutting down the trees, depending on if you have a good axe set. Villager lumberjacks are just huge when it comes to building a cabin without going crazy.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Good Idea: Loading your big dog down with 75 pounds of meat to take home to smoke/stew. :chef:
Bad Idea: Forgetting to unload the meat until after its rotted. And here I was wondering why the meat seemed to run out so fast. :negative:

TorakFade
Oct 3, 2006

I strongly disapprove


Galaga Galaxian posted:

Good Idea: Loading your big dog down with 75 pounds of meat to take home to smoke/stew. :chef:
Bad Idea: Forgetting to unload the meat until after its rotted. And here I was wondering why the meat seemed to run out so fast. :negative:

Something in your dog is smelling foul!

Did my first quest, gather 40 dog asses pipes for an old man in exchange for a healing bunch of herbs which supposedly cures every wound.

The village was full of dog pipe plants but I guess that dude just couldn't get around to it. Oh well it wasn't great but it's something, hoping for some more exoteric stuff next time

TorakFade fucked around with this message at 12:08 on Nov 4, 2016

Johnny Joestar
Oct 21, 2010

Don't shoot him?

...
...




how are the rituals working out? any neat ones with good effects?

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


I've done three quests so far, take a lost woodsman to the nearest village, gather branches for a lazy villager, and play messenger between two villages about 4km apart.

The first one netted me knife lessons taking my skill from ~30% to 35%. The other two earned me 5 squirrel hides worth of trade credit with those villages.

As for rituals, I haven't learned any new ones. It also feels like I'm learning normal rituals at a much lower rate than I used to. I guess I need to appease the guardian spirits more often.

TorakFade
Oct 3, 2006

I strongly disapprove


Galaga Galaxian posted:

I've done three quests so far, take a lost woodsman to the nearest village, gather branches for a lazy villager, and play messenger between two villages about 4km apart.

The first one netted me knife lessons taking my skill from ~30% to 35%. The other two earned me 5 squirrel hides worth of trade credit with those villages.

As for rituals, I haven't learned any new ones. It also feels like I'm learning normal rituals at a much lower rate than I used to. I guess I need to appease the guardian spirits more often.

Got a new quest, an adventurer was attacked by a bear and got wounded before escaping so he left behind all his stuff at his shelter, he wanted his spear back and gave me general directions to it. I got to keep all his stuff except the spear too!

he told me of a treasure cache, went there and got a couple of bronze brooches and a full masterwork linen clothing set. Pretty unimpressive but I could trade it for a better axe I guess, I have no idea what clothing is worth because I just tear it down for bandages and cords usually :v:

Was fun though, I rather like the new quests, but as said rituals are nowhere to be seen until now... both new and old, I used to have a full list of rituals within a season, now it's been at least 2 months and I still have only the starting ones.

E: also is it me or beasts and Njerpez are much more prone to fleeing when confronted rather than fighting? I want to kill a njerp for some sweet loot but they keep running when arrows start flying their way :mad:

TorakFade fucked around with this message at 12:04 on Nov 5, 2016

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Turns out the reason my guy wasn't learning any new rituals is because the spirituality stuff is super broken in the current beta.

TorakFade
Oct 3, 2006

I strongly disapprove


Galaga Galaxian posted:

Turns out the reason my guy wasn't learning any new rituals is because the spirituality stuff is super broken in the current beta.

Got fixed in the latest beta, available now.

I still didn't get any quest that would teach me a new ritual, only fetch stuff for a villager. I am mildly disappointed but hey, for a first attempt it works quite well and variety will surely be added.

textbookOrigins
May 29, 2013

This will end well.

My guy learned a spell to make bird-thieves feel bad about themselves!

TorakFade
Oct 3, 2006

I strongly disapprove


textbookOrigins posted:

My guy learned a spell to make bird-thieves feel bad about themselves!

That'll teach them!

That, or a small lever trap baited with a fistful of peas and getting beaten to death with the dull side of a handaxe.

Tehan
Jan 19, 2011

textbookOrigins posted:

My guy learned a spell to make bird-thieves feel bad about themselves!

Birds that are thieves, or thieves that steal birds?

Slime
Jan 3, 2007

Tehan posted:

Birds that are thieves, or thieves that steal birds?

Maybe it's birds that steal birds.

zedprime
Jun 9, 2007

yospos
Is the spell to get rid of bird thieves to throw berries into a snare trap because I have been enacting silent spring this whole time with a short succession of grouse soup making.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Some stupid Sage asked em to collect a bunch of heathers for him only days before the official start of winter.

They're all shriveled and dead you idiot. :argh:

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!




Nothing like waking up to find a rabbit in one of your anti-vermin traps and then suddenly noticing an angry bear charging your yard. I got off surprisingly light on injuries, mostly because (I'm guessing) I'm wearing heavy winter clothes.

Looks like I have a new bedspread. Or maybe a rug. :haw:

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
I'm still amazed how much the new graphics add to the game, the more realistic style really works.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Starting to remember why I never make it through winter/a full year. Once you're modestly established, winter is boring.

TorakFade
Oct 3, 2006

I strongly disapprove


Galaga Galaxian posted:

Starting to remember why I never make it through winter/a full year. Once you're modestly established, winter is boring.

Yeah it ain't exactly funny time, but it's better than it used to be. Still, winter is very limiting by design. If you're not fully prepared it's a serious challenge (long nights, freezing cold, snow and ice everywhere, little game to hunt) but if you have a cabin, firewood and a ton of food it's easy to just stay inside and bide your time which is boooooring.

It makes me usually grab my skis, favorite weapons and go Njerpez hunting or just faffing about. If I die no big deal, strongest part of the game is getting set up anyways...

Edit: maybe some of the big, multi step crafting / smithing / tailoring mods would be a great time waster for those long cold nights. I have them and I am almost set up with my cabin, winter is coming soon..

TorakFade fucked around with this message at 08:52 on Nov 19, 2016

textbookOrigins
May 29, 2013

This will end well.

TorakFade posted:

Edit: maybe some of the big, multi step crafting / smithing / tailoring mods would be a great time waster for those long cold nights. I have them and I am almost set up with my cabin, winter is coming soon..

Those are all well and good until you start getting the "haha you have too much poo poo, stuff could bug out" messages. I never got them before I started running some of those mods. I just wanna make a goddamn quilt.

NatasDog
Feb 9, 2009

Galaga Galaxian posted:

Starting to remember why I never make it through winter/a full year. Once you're modestly established, winter is boring.

Yeah, I tend to just wake up each day, check my trap fences, and then spend the rest of the day practicing any crafting skills that I can with materials on hand. Not exactly a big departure from the early game except that I'm doing it with no clear defined reason other than to make numbers go up on my skill page.

zedprime
Jun 9, 2007

yospos
Depending on the weather winter ends up being good hunting and ranging time because you can ski around like a maniac and everything leaves tracks. Offer not valid during cold snaps or in the north.

FreudianSlippers
Apr 12, 2010

Shooting and Fucking
are the same thing!

Gave this a try.

First I did the start with the half finished cabins but I probably spent way too much time and energy trying to finish them before I realized I had a very limited supply of food and no water. Starved to death in the wilderness.

Tried the start as a slave, got slaughtered.

Lived again. Realized I had been trodging around in waist high snow for ages. Tried to make me some skis but found out I needed hides. Murdered my pet pig for it's skin but did something wrong causing me to only get the meat. The tremendous weight of the meat made me unable to move. Died of exposure on my way back to the nearest settlement back broken by the processed carcass of my only friend.

Did the "bad hunt" start. Looted my father's corpse, tried to track down the lynx that killed him but lost the tracks in the woods. Encountered an Elk, spent a longass time tracking it around the wilderness through the snow. Almost managed to sneak upon on it as it slept a few times but eventually lost the tracks. Decided to head towards water since I was getting dehydrated. I soon found out I was in the rear end end of nowhere with no water in sight. I probably walked across at least half a dozen frozen lakes and rivers without knowing it before I had the good sense to crack one open and have a sip. Managed to crawl half dead from starvation into a village at the edge of the bunghole of the north. The village was just two houses, one craftsmen, one woman, one kid and a couple old dudes. Slaughtered almost all of them easily until I got a bit tired and the surviving old man, which had run away earlier managed to get a drop on me when I was eating the food I stole from the mangled corpses of the people I murdered. I wounded him badly enough that he was as good as dead but he had enough fight in him to wear me down till I didn't have the energy to fight any more. Then he stabbed me repeatedly until I died.

Good game.

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Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Try starting in summer instead of spring. :v:

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