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  2. What was that sound…? Tiny little watercolor that I whipped up in about an hour.
  3. Im sorry for the confusion, I ment “machine gun” as the 30% increase aim speed would also apply to the bow, which aim speed is unaffected in 1.22.
  4. Thanks everyone I appreciate the feedback. I guess like most things, you get used to something you like and when it's changed you don't always like it at first. I'm gonna go with it and give it a try.
  5. Horse mill.
  6. When I take screen shots with f12 the lighting seems to be different then when I am playing the game everything just seems flatter I can get it a bit better by playing in windowed mode but its still not perfect. I think it has something to do with Windows HDR as Vintage Story tends to mess with my HDR settings. I have to turn HDR off and back on again when I close the game for my screen to be at the right brightness. I have attached a couple screen shots that kind of show how the lighting changes the first one is in borderless windowed and the second one is in windowed mode. i know its a subtle change but it is Edit: I have added two more photos of my screen showing the difference between the game and the screenshots. it shows better how the colors are more muted and how it just feels flatter.
  7. Love the progress so far!
  8. I calculated and chiseled out the bases of columns. This was probably the hardest part; most of them were unique, so I couldn't just copy and paste them. 8 at the end and 17 along the long side, with the gaps slightly larger than the column diameters, as expected proportionally.
  9. Today
  10. But what about "Five Block Chop"?
  11. I would either not enable it or stop using glass. There's enough to do without having to run around picking up windows before they despawn, put them back in place, repeat.
  12. Easy enough recipe to add. Just look at the recipe for bones to bonemeal, look at what the bone arrow is called, copy/paste then edit. I'm with @ArgentLuna, though. Bones are way too common to bother with carrying arrows around. Bone arrows are just eagle ferns.
  13. Seems like the "Quickpan" ability in the "Digging" skill doesn't work. The speed at which you pan doesn't change, regardless of what the ability's values are.
  14. There's a mod for that, but yeah, it would be nice to have in base game.
  15. Life is NOT like a box of chocolates! Life is like a bite of a magic shroom. You don't know how bad the trip is going to be until it's too late.
  16. I have also (very recently!) discovered the utility of the humble club. Much more durability than a spear, not QUITE as much damage but you can smack away at things faster. So it's not a terrible melee weapon to chase down that wounded boar with.
  17. dakko

    Shellfish!

    I love this idea so much! I was unware of it until @Emeal made a similar suggestion in a different thread. A copy of my response:
  18. I like this idea and was going to suggest that it be posted in the Suggestions part of the forum so that the devs will notice it. However there is already a thread for the same topic: Shellfish! There could even be clam digging which might require some dexterity to respond quickly (to surface evidence of their presence in wet sand) before they escape. Fiddling to make space on your hotbar too long? Too bad! eta: I think this is such a good idea -- we should promote that Shellfish! thread!
  19. Spears have longer melee reach than anything I care to take on anyways. Sure, may get hit by a boar or deer every once in a while, but generally it's easy to keep animals at arms length. I have found hunting to be easier in 1.22 overall.
  20. Welcome to the forums! So much this. I finally ended up doing the math and the old spears, when thrown, turned out to be the best weapon choice for Blackguards as well, which kinda says a lot when a ranged weapon is the best choice for a class not meant to be good at ranged combat. The new spears feel a lot better, in that they're fitting in more as a good general purpose weapon, but not one that's going to be the best option for melee or ranged damage. In melee, they have a greater poke distance, but can't do critical damage and the base damage won't be as high as the falx(nor will the spear have the falx's autoloot feature for monsters). For ranged combat, the spear will hit harder than the bow, but takes up more inventory space and can't be fired as fast, making it good for softening up tougher targets at a distance but not necessarily good for killing them before they can engage in melee. It's also worth noting that iron/steel spears can be tempered to further increase their damage(which, the power boost is currently bugged for ranged damage, but anyway...), which can give them a far greater damage per shot than the old spears. Like I said above and others have said already, spear hunting is still perfectly viable for hunters, both in the early and late game. The main balance problem before was the fact that spears could be rapid-fired, which made them a little too strong compared to other weapons and gave hunter--an already strong class--even more power compared to other class options due to the hunter's innate ranged bonuses. Rather than nerf hunter, it's better to just rebalance the spears by slowing the fire rate a bit, and adding iron/steel spears that can be tempered for more damage per shot. The end result is that firing a spear becomes a more deliberate action, rather than a cheap "machine gun". Regarding how hunter plays--currently, the hunter seems to be more heavily focused on actually hunting animals in the early game, with the late game focus shifting more towards an actual ranged warrior suitable for monster-slaying. In prior versions there wasn't as much of a shift since the rapid-fire spears made combat overall much easier.
  21. Viable was a poor choice of words on my part. Yes it is viable, but unless the combat mechanics of animals has changed, most do not flee until/unless they are close to death which means they are chasing you down for stabbing them like the wild boar in my scenario. No stealth involved in those cases it just comes down to who kills who first lol. If the complaint was the ease of spamming spears, it almost sounds like auto-reload is the problem rather than the aiming but I would rather they don't take that away either!
  22. Armor stands kinda suck from a practical stand point. You gotta hotbar and manually place each piece on the stand, then when retrieving them you have to grab them the same way and still have to equip each piece like you normally do. This is already annoying even in vanilla, but becomes immensely more so when you get into mods like Combat Overhaul with layered armor. With the space the stand takes up it'd be more efficient to just jam everything into a single chest. This leaves the only real reason to use them being as aesthetically pleasing art pieces/statues to decorate the base with. So it'd be nice to have a feature that rips the armor off ya and places it in the relevant slot for the dummy, then allows you to auto equip armor from them in the same manner. If possible setting it up so it's easily compatible with mods, or at least easily configurable for the mod creators to tinker with. Would make them so much nicer as a QOL tool for gameplay and would make them considerably better for storing gear than in containers.
  23. If they are, it worked on me the first time I played - somehow it did not occur to me that a mushroom called "funeral bell" that also tells you the negative health effect was poisonous. I am generally the kind of person who will read tooltips and the handbook so that felt pretty dumb of me lol. It actually happened twice before I realized. Now I'm doing a playthrough with mods that add a bunch of mushrooms and hide the info on foods until you've tried them a few times so aside from the vanilla ones I already recognize, it is actually a gamble this time. I don't think I would want that feature in vanilla but I do like that there are poisonous mushrooms and the newly added hallucinogens. I think it adds to the idea that it's an "uncompromising" survival game and not everything in your world is friendly. You have to not only forage for food but also learn what's food and what's poison, even if that just means reading the item description.
  24. I feel that spear hunting IS quite viable early game, but it emphasizes stealth and surprise, as well as anticipating the escape path of the fleeing animal so you can follow up (again stealthily!) The other thing that makes the spear viable is that it works on fish. If you can maneuver a fish to somewhere near the surface, you can kill it with a thrown spear. I don't really have a problem with slowing the spear aiming time. One of the main complaints about spears (and the reason we didn't have iron ones, I think) was that we auto-reload with other spears in our inventory after throwing, so people could spam them too fast. That becomes a much bigger problem once you get iron, because iron ore is so plentiful relative to the materials to make various kinds of bronze.
  25. Size and definition of "location" left as an exercise for the in-game scientists....
  26. wanna start a new play through so any suggestions for world seeds, setting and co ords ?
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