Grim Realms

Grim Realms

View Stats:
SumEdd May 7, 2022 @ 10:47am
Questions on traits
I believe i saw three learnable traits, cannibal, poison arrows, and swamp legs.

I figured out how to get cannibal, great trait by the way. Doing a play through where I force all new recruits to become cannibals.

But how can I get poison arrows and swamp legs?

My guess for swamp legs was moving through lots of mud tiles, or maybe the faction needs to spawn inside a swamp biome.

Thanks for your help.
< >
Showing 1-15 of 16 comments
SumEdd May 7, 2022 @ 10:49am 
And one other question, can animals breed? It seems to me they don't.

And/or, is that a planned feature?
These traits only appear if other cultures in your world have them, and you recruit a character with said traits.

I.E. if there is a culture which has the poisoned arrow perk. Then recruiting a character from that culture will have the poisoned arrow perk.
Last edited by The Seraph of Tomorrow; May 7, 2022 @ 1:29pm
SumEdd May 7, 2022 @ 7:40pm 
Originally posted by Tech-Priest:
These traits only appear if other cultures in your world have them, and you recruit a character with said traits.

I.E. if there is a culture which has the poisoned arrow perk. Then recruiting a character from that culture will have the poisoned arrow perk.

It turns out there is a learnable trait called "teacher" that allows the passing down of traits in social interactions.

Just got it.

So that might have been what was meant by teachable.

But yes, I know about how traits start in cultures.

Cannibal you can learn from eating human meat or harvesting humans, you don't have to have it at the start as a culture.

I was asking if specifically the other two "teachable" traits are learnable somehow, if someone knows or the dev will answer.
edym  [developer] May 7, 2022 @ 10:23pm 
Hello! The other two perks are not learnable, at least what I can recall right now. (The game is rather dynamic and weird stuff can happen so I might have to double check this + my memory is not the best, sorry!)

Here is some further explanation of perks, (Information which I really should add into the game in a smooth, available way):
Teachable perks are learned during social interactions with a villager who has the perk Teacher. So a teacher who also knows Poison arrows or the great benefits of Cannibalism, might teach it to the rest of the village that way. The interaction has to be positive so being good at socializing helps.

Combat perks like Parry, Dodge and Disarm (all teachable), can be learnt by gaining melee skill for example. Teacher can be learnt by increasing socializing skill. The higher the increase the greater chance. So you can gain a perk when going from 1->2, but you are almost guaranteed to gain a skill going from 9->10.

Anyways, all this means a great Teacher can be extremley valuable! If you get the chance to recruit a veteran unit like a chieftain, there is a chance he/she can teach combat skills to the rest of the village.

Here is a list of the traits which are teachable right now.
Minor conviction
Cannibalism
Poison arrows
Swamp legs
Disarm
Parry
Dodge
Backstab

Best wishes!
//Mattias
SumEdd May 8, 2022 @ 1:08am 
Originally posted by edym:
Hello! The other two perks are not learnable, at least what I can recall right now. (The game is rather dynamic and weird stuff can happen so I might have to double check this + my memory is not the best, sorry!)

Here is some further explanation of perks, (Information which I really should add into the game in a smooth, available way):
Teachable perks are learned during social interactions with a villager who has the perk Teacher. So a teacher who also knows Poison arrows or the great benefits of Cannibalism, might teach it to the rest of the village that way. The interaction has to be positive so being good at socializing helps.

Combat perks like Parry, Dodge and Disarm (all teachable), can be learnt by gaining melee skill for example. Teacher can be learnt by increasing socializing skill. The higher the increase the greater chance. So you can gain a perk when going from 1->2, but you are almost guaranteed to gain a skill going from 9->10.

Anyways, all this means a great Teacher can be extremley valuable! If you get the chance to recruit a veteran unit like a chieftain, there is a chance he/she can teach combat skills to the rest of the village.

Here is a list of the traits which are teachable right now.
Minor conviction
Cannibalism
Poison arrows
Swamp legs
Disarm
Parry
Dodge
Backstab

Best wishes!
//Mattias

Thank you for the detailed response!

Ok, so for backstab, that's also from gaining melee skill or something else?

And I suppose poison arrows would make sense as something learned from ranged skill, if it's not that way yet.

Are there any learnable (if not teachable) skills from ranged combat?

And what is "minor conviction"? I haven't seen that one yet.

Also, I did notice how the elite undead at altars had special jobs with better traits, is that what you're referring to? Perhaps a tribal chieftain coming to trade or something?

And on that topic, several of the jobs have zero bonuses, like noble. Is that to make it a neutral trait, or is there some hidden skill associated with them?

I appreciate all the help. Looking forward to seeing the final product.
edym  [developer] May 8, 2022 @ 10:15pm 
Np! Thanks!

Veteran units appear as lone visitors with a special notification saying something like "This one does not look like a commoner." They often have some requirement for joining your faction, or they ask to be paid. This event is very rare, since veterans can be extremely powerful/valuable. And yes, the elite undead on altars all have veteran backgrounds.
(Not sure if I ever mention the term "veteran" in the game, but that's what I call them in the code, hehe)

So far there are no learnable traits for gaining ranged skill, but that might of course change.

Backstab is a trait that assassins have (a veteran unit) and maybe chieftains and maybe vampire hunters sometimes (I have a hard time keeping stuff like this in my brain-RAM ;D)

Minor conviction is a perk that gives something like 30% psychic defense, mainly veterans.

Yeah, noble background gives no bonuses, but I've added a few stuff into the game which might come into play layer, or just be some fun little detail/trivia. There will for sure be stuff in the games which is just there to make the world feel more alive, or be so insignificant that it is noticeable in only 1/1000 playthroughs.,

Best wishes//Mattias
SumEdd May 9, 2022 @ 7:54am 
Originally posted by edym:
Np! Thanks!

Veteran units appear as lone visitors with a special notification saying something like "This one does not look like a commoner." They often have some requirement for joining your faction, or they ask to be paid. This event is very rare, since veterans can be extremely powerful/valuable. And yes, the elite undead on altars all have veteran backgrounds.
(Not sure if I ever mention the term "veteran" in the game, but that's what I call them in the code, hehe)

So far there are no learnable traits for gaining ranged skill, but that might of course change.

Backstab is a trait that assassins have (a veteran unit) and maybe chieftains and maybe vampire hunters sometimes (I have a hard time keeping stuff like this in my brain-RAM ;D)

Minor conviction is a perk that gives something like 30% psychic defense, mainly veterans.

Yeah, noble background gives no bonuses, but I've added a few stuff into the game which might come into play layer, or just be some fun little detail/trivia. There will for sure be stuff in the games which is just there to make the world feel more alive, or be so insignificant that it is noticeable in only 1/1000 playthroughs.,

Best wishes//Mattias

Thank you!

Is there anything I can do to trigger veteran units coming?

Which reminds me, I noticed that if I met and spoke to a trading group, they would sometimes come back with 1 or 2 of the same members who were then already known to me. Is there some sort of relationship system with other factions going on in the background?

Also, side part of that question, it says if playing other factions in the same world in the new game menu that time advances for everyone, can you elaborate on that system?

Another point, I noticed playing on I think grasslands, wherever I have accessibility over 90% or so, that I always get some goats in the first few weeks (and just once, never had a second goat spawn in a play-through), and deer randomly. While I think the first time I played, it was around 80% and I got wolves at least once. Is there some sort of distribution table and/or planned encounters in each area, and if so could you give some insight into that?

(Just an aside, I'm not sure if the feature is planned, but traders bringing animals would be great, as well as animal breeding)

And I think I understand you on the traits, there are some unique traits generated with only vets, can not be learned in game by others except through teacher skill (which maybe could use a buff, by the way, I had it and was intentionally trying to transfer skills, not sure the rate though).

And one thing with cannibal, I do it in part because hunting exp seems low, which I think you already said you are addressing. Just wanted to agree with that.

And a final question, how is exp generated for skills such as ranged attack? Is it every attempt/hit/kill etc.? I ask because I noticed putting my guys at a high tower where they whiffed a lot seemed to give more exp, so I'm thinking it's all shots. I might use this to distribute archers higher/lower to give more exp to weaker ones if # of shots is significant.

Thanks for all the help!
SumEdd May 9, 2022 @ 8:09am 
One other question if yo don't mind, is there an energy expenditure difference between wood stairs and stone stairs? Or is it purely damage/fire resistance and looks?

Thank you.
SumEdd May 10, 2022 @ 3:33am 
Update:

On most recent playthrough, I started with sheep and got around 10-15, along with two groups of goats.

This is on a map that was 93% or so, with water in a tile adjacent and diagonal, and that spawned with water on one side.

Vastly different amount.

Also, hunting exp isn't so bad when you take into consideration taming.

I hadn't tried taming everything before killing it previously, and now I can see that's pretty reasonable. Especially since you get exp for every taming attempt.

And another question, is the size of enemy waves based purely on colonist number, or colonist number + time?

On a recent playthrough I got as big as possible as quick as possible and after a lucky round of recruiting around 4 or so new colonists... I really noticed a difference!

Thank you!
edym  [developer] May 10, 2022 @ 8:49pm 
Some quick replies:

Enemy waves are based on colonist number + time, and tougher enemies only appear after the settlment is X-amount of days.

Stairs, stone or wood, use the same amount of energy. Climbing is much more costly but cheaper in material and can't be used by most undead and no animals.

Veterans appearing can't be triggered nor the likelihood increased either, at least not for now.

Currently no real relationship with the way you treat visitors and the chance that the same once will reappear. Unless you kill them of course, hehe, but this will change in future patches.

Ranged attack all increase xp, hit or miss, so having archers poorly placed is a way to "farm" xp. This is also subject to change.

Thanks for the questions and feedback =)
SumEdd May 10, 2022 @ 9:51pm 
Originally posted by edym:
Some quick replies:

Enemy waves are based on colonist number + time, and tougher enemies only appear after the settlment is X-amount of days.

Stairs, stone or wood, use the same amount of energy. Climbing is much more costly but cheaper in material and can't be used by most undead and no animals.

Veterans appearing can't be triggered nor the likelihood increased either, at least not for now.

Currently no real relationship with the way you treat visitors and the chance that the same once will reappear. Unless you kill them of course, hehe, but this will change in future patches.

Ranged attack all increase xp, hit or miss, so having archers poorly placed is a way to "farm" xp. This is also subject to change.

Thanks for the questions and feedback =)

Thanks for the reply, I appreciate it!

Some quick suggestions:

Heal all button on pop tab.

Milk/Shear all on animal tab.

Option to simply move body, not dispose + cancel. As a cannibal I particularly like to move bodies to a spot in the center of my base for harvesting, would like to have this be a bit simpler.

Some sort of way to dispose of junk equipment, instead of simply waiting for a trader. In the future I could see sending a wagon off with 1 or a group of settlers to trade perhaps. But some sort of disposal mechanism would be helpful, easy to get overwhelmed with trash equipment.

Some sort of way to encourage animal spawns, say a box you can put their favorite food in. Like straw for sheep/goats, or meat for wolves/bears etc. to force a spawn after a set time. Could require some amount of it etc. but that may help with the randomness of the spawning. Really I went from one goat spawn of 2 in one play, then one spawn of 4 in another, to 2 dozen total sheep/goats at least in a 3rd to where I'm contemplating massacring the males (all starting locations 90%+).

A way to train up researcher. You have a soft lock possible if the research is completed and then your 4+ researcher dies. I actually made multiple in part to combat this. But there should be some just sit and research option for if the tree is completed, so that you don't get stuck with undecipherable tombs (or in the event that it's part of the story scenario, get stuck not being able to progress). I would also like to see researcher at high levels come with a trait like teacher, or simply give teacher, or modify the trait to be more effective, but that's just me.

A possible number input in a move function along with the slider, can certainly get cumbersome as the total increases.

A haul to nearest container function on any item. That would be less cumbersome than having to select it, scroll to the container, and click to move it there. Can be frustrating if the item is across the map.

Some way to force socialization. Clicking on a person and then selecting another person and choosing to socialize. Would be good to try to bring up the skill of a weirdo in your group, or to help deliberately train a trait. It could come with that chance of +/- energy and or a fight as well.

Finally, I realize you're going with some sort of persistent world with the save, but maybe a full on ironman/rougelike isn't the best. Could there be a backup save, so at least 2? Also, I get this might have already been planned, but I did want to mention it.

Ok, thanks for all the answers, and some new ones if you don't mind.

How does art work? Is it some sort of morale system or do people who look at great art randomly get bonuses?

Also for widows/lighting, is there any benefit like better recovery?

And for food, I assumed eating bad food and getting that message meant loyalty would decrease, does eating delicious food increase loyalty? (if not, maybe it should)

I feel like I may have had other suggestions or questions, but I'll just add them as they arise.

Thanks for the taking the time to consider and to answer!
SumEdd May 11, 2022 @ 12:29pm 
A select all, one for the population and one for animals would be helpful. One thing I'm thinking about in particular is when a raid happens and I want all the pop to go to the tower, but at the same time if I just draw a big square I will get the animals too. But there would be many uses for that.

Of course, control groups would be nice too, but a simple select all would be a big help.

Thank you.
edym  [developer] May 13, 2022 @ 4:15am 
Thanks for the feedback, and the bug reports you have posted! Sorry if my reply will be rather short:

I don't have the code in front of me, but its something like the better art the higher the chance of it giving a boost. Real bad art can actually give a negative buff, they loose energy.

Lighting currently is only for the looks of it, no bonuses or such.

And I agree, eating good food such give a little loyalty bonus, at least sometimes! I will make a note of this ^^
SumEdd May 13, 2022 @ 10:46pm 
Originally posted by edym:
Thanks for the feedback, and the bug reports you have posted! Sorry if my reply will be rather short:

I don't have the code in front of me, but its something like the better art the higher the chance of it giving a boost. Real bad art can actually give a negative buff, they loose energy.

Lighting currently is only for the looks of it, no bonuses or such.

And I agree, eating good food such give a little loyalty bonus, at least sometimes! I will make a note of this ^^

You're welcome!

Also, please create an option where we can force a person to eat.

Many times the guys will be starving to death but refuse to eat, instead they will take a break or go to bed etc.

It's mostly a problem after one or several late night raids.

Thanks for your help and answers, I'm looking forward to the next update.
SumEdd May 14, 2022 @ 7:55am 
So I found a workaround in the specific situation I had:

I entered the world with another faction and made time progress to day and then reentered my original faction.

Then once it was day, the starving guy would agree to eat instead of keep trying to go to bed / take a rest.

It seems to me that the fundamental issue is that if the character has very low (or zero) energy and very low (or zero) hunger they will decide to go to bed and starve to death instead of simply grabbing some food and eating it quickly (even standing up by the food barrel) before going to bed.

So whether or not an option to manually eat gets added, I think the order of priorities here for when a character is starving should be altered to just get them to eat no mater what the consequences (such as if continuing with zero energy is draining health some but at a slower rate than starvation).

Thanks for taking the time to fix these things.
< >
Showing 1-15 of 16 comments
Per page: 1530 50

Date Posted: May 7, 2022 @ 10:47am
Posts: 16