Medieval Dynasty

Medieval Dynasty

View Stats:
Seedy Mar 16, 2023 @ 8:29pm
Does the fisherman smoke those spears?
I finally have a small income of flax, on my xbox game, a field of 32 doesn't seem to be enough to feed the all devouring fisherman who goes through a bit more than one fishing spear per day. I can understand why most skip fishing, too expensive.
< >
Showing 1-9 of 9 comments
Mark Forbes Mar 16, 2023 @ 9:23pm 
you can hunt fish with a bow and arrow, it's so cool :)
Eternie Mar 16, 2023 @ 10:52pm 
Agreed in early game fishing is nearly impossible, with a fishing spear a day for each fisherman would need several full flax fields just to keep up.

With No improvements for fishing spears and the massive 10 flax for each linen Thread. Fishing nets are even worse though. So I avoid the nets, but do maintain 3 fishing huts in my current Heir game. I also buy flax and flax shafts from most shops so that as I get a short fall I can make and supply fishing spears.

If you watch the fishermen / fisherwomen they stand almost perfectly still then jab the spear into the river bottom to spear the fish. As such they are probably breaking the spear in the river ground.
Why the fishing nets automatically break after 3 uses is beyond me but apparently it's the law.
Kwalyz Mar 16, 2023 @ 11:14pm 
You need 10 flax stalk to make one linen thread which makes one fishing spear when combined with the other recipe requirements.
A fishing spear has 20 durability points. One piece of fish meat uses 0.3 durability points of a spear. Therefore your fisher can gather 66.6 pieces of fish meat with one spear.

If you want them to use less spears per day then I suggest you set them to dry (or salt) almost as much fish meat as they gather as these tasks don’t require a fishing spear. Dried fish has higher nutritional value than fish meat. Just keep a small amount as fish meat so you have it up hand for the seasonal quests that need it.
Morri Mar 17, 2023 @ 2:30am 
A more durable version of the fishing spear (like all the other tools) would be very welcome indeed.
Durability of all tools is off, in my opinion, an iron scythe just lasting a few fields, seriously?. I mean people passed their tools down from father to son. IRL I'm still using my fathers axe (not to mention saws, chisels, hammers etc.) they occasionally need sharpening of course and dads spade has had a new handle but is is still, in all respects, the spade of my father.

Ok, I DO understand that the game needs to keep you busy and can't have tools that last too long otherwise you'd only need one of each but it could be a lot better balanced.
setonix26 Mar 17, 2023 @ 6:51am 
yeah maybe the wear and tear of tools should also be in relation to the seasons. An axe shouldn't break already on 1 day of working with it. The stone axe should at least be able to survive 1 season. And maybe an iron axe should not disappear when it breaks, but it should be repairable as in being able to be sharpened.
Seedy Mar 17, 2023 @ 7:09am 
Yeah, one of the few issues I've had with this game from the start, dissolving tools.
Maybe it's okay for a tool made with sticks and stones to break after a few uses, but once you start with more expensive materials the durability should go up by orders of magnitude, and the durability consumed per use should go down.
Making the building repair system a bit more interesting might be a good resource sink, and have crafting buildings charge a 'maintenance fee' to operate, over and above the cost of the actual item.
7C Mar 17, 2023 @ 10:49am 
Originally posted by Morri:
A more durable version of the fishing spear (like all the other tools) would be very welcome indeed.
This is exactly what I want. Every other tool has stone -> copper -> bronze -> iron. If you're doing stuff with fishing you're never able to fully grow out of the stone age.
Eternie Mar 17, 2023 @ 3:22pm 
Originally posted by Seedy:
Yeah, one of the few issues I've had with this game from the start, dissolving tools.
Maybe it's okay for a tool made with sticks and stones to break after a few uses, but once you start with more expensive materials the durability should go up by orders of magnitude, and the durability consumed per use should go down.
Making the building repair system a bit more interesting might be a good resource sink, and have crafting buildings charge a 'maintenance fee' to operate, over and above the cost of the actual item.


I think I'd nearly prefer to run around doing maintenance on ALL buildings once a year than this haphazard this building then one on other side of the map and be noticing a dozen half damaged buildings I'm not allowed to repair yet.
< >
Showing 1-9 of 9 comments
Per page: 1530 50

Date Posted: Mar 16, 2023 @ 8:29pm
Posts: 9