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  1. Yesterday
  2. The surface deposit frequences appear to always override customized worldgen if you customize your world using the ingame options after modifying the json files. Would be nice to have the options to use a subset of the customization options like some of the presets. Slightly related, is there a way to create custom presets? (Survive and Build, Explore etc)
  3. @Jozsef Drum - Yeah The digging in 7DTD is pretty satisfying (or at least still was back in a12 or so last time I checked in on it). Ive played a few games using that technique... which is basically metaballs between vertices in the world. You get those odd tiny bits floating in the air sometimes but for the most part it looks and 'feels' good.
  4. Last week
  5. Dear Community v1.11.1-rc.1, a unstable release, can now be downloaded through the account manager Let's make the stable more stable, with an unstable! In other news, work on version 1.12 is under way and, although only semi-planned, already made some great strides in visual fidelity. I'll post some sneak peek screenshots at some point. Game updates Tweak: Added 2 new world config options: Player walk speed and allow claims yes/no. Exploration mode now has reduced walk speed, wilderness survival now has land claiming disabled Tweak: Undo player move speed increase from rc.6. Not sure why I added it Tweak: Removed player block stepping sounds when the player swimming at the bottom of a lake Tweak: Moved the ambient bloom slider to the right column, below the sepia slider, to indicate that this is not a graphics quality option Tweak: Minor creature move speed tweaks on the fox and hare Tweak: Improvised armor debuff. Halved durability, reduced protection from 65% to 55% Tweak: Creatures no longer sit or sleep more than half over the edge of a block, making them look really floaty Tweak: The Watering Can now last 3 times as long Tweak: Improved falling block stuff. Should less likely flicker upon falling Tweak: The more tougher drifter variants are now also less likely to flee from the player Fixed: Incorrect colors and brightness on the world map Fixed: Other players shown as sneaking in multiplayer although they weren't Fixed: Thrown items with 'Q' were no longer properly thrown Fixed: Various crashes with the .exponepng command Fixed: Particles not able to move through some blocks Fixed: Game crashing when placing an invalid item/block in your active hand slot. Still need to figure out where that invalid item comes from in the first place Fixed: Distant papyrus plant not correctly blended Fixed: Might fix the bug where creatures spawned in new chunks die nearly instantly Fixed: Able to apply a pad lock to a non-reinforced block (this does not really have a use and is glitchy) Fixed: Mitigate some render flicker issues when far away from the map middle Fixed: Hover text element cut off by the scrollable area in the world customize screen Fixed: Game crashing when clicking on a text link in the login screen Fixed: Block info hud not updating reinforced block strength Fixed: /bre grantgroup not working Fixed: Server exception when trying to break a v1.10 locust nest Fixed: In inhostile mode hyenas ran after the player Fixed: Some missing translations Fixed: Various minor ai issues Fixed: AI Wander task made drifters climb peaks and stay there Fixed: Nothing inside a Crock but still not fillable Fixed: Wrong block name for semi repaired translocators Fixed: Glass slabs on full glass blocks removed some block faces that it sholdn't View full record
  6. Dear Community v1.11.1-rc.1, a unstable release, can now be downloaded through the account manager Let's make the stable more stable, with an unstable! In other news, work on version 1.12 is under way and, although only semi-planned, already made some great strides in visual fidelity. I'll post some sneak peek screenshots at some point. Game updates Tweak: Added 2 new world config options: Player walk speed and allow claims yes/no. Exploration mode now has reduced walk speed, wilderness survival now has land claiming disabled Tweak: Undo player move speed increase from rc.6. Not sure why I added it Tweak: Removed player block stepping sounds when the player swimming at the bottom of a lake Tweak: Moved the ambient bloom slider to the right column, below the sepia slider, to indicate that this is not a graphics quality option Tweak: Minor creature move speed tweaks on the fox and hare Tweak: Improvised armor debuff. Halved durability, reduced protection from 65% to 55% Tweak: Creatures no longer sit or sleep more than half over the edge of a block, making them look really floaty Tweak: The Watering Can now last 3 times as long Tweak: Improved falling block stuff. Should less likely flicker upon falling Tweak: The more tougher drifter variants are now also less likely to flee from the player Fixed: Incorrect colors and brightness on the world map Fixed: Other players shown as sneaking in multiplayer although they weren't Fixed: Thrown items with 'Q' were no longer properly thrown Fixed: Various crashes with the .exponepng command Fixed: Particles not able to move through some blocks Fixed: Game crashing when placing an invalid item/block in your active hand slot. Still need to figure out where that invalid item comes from in the first place Fixed: Distant papyrus plant not correctly blended Fixed: Might fix the bug where creatures spawned in new chunks die nearly instantly Fixed: Able to apply a pad lock to a non-reinforced block (this does not really have a use and is glitchy) Fixed: Mitigate some render flicker issues when far away from the map middle Fixed: Hover text element cut off by the scrollable area in the world customize screen Fixed: Game crashing when clicking on a text link in the login screen Fixed: Block info hud not updating reinforced block strength Fixed: /bre grantgroup not working Fixed: Server exception when trying to break a v1.10 locust nest Fixed: In inhostile mode hyenas ran after the player Fixed: Some missing translations Fixed: Various minor ai issues Fixed: AI Wander task made drifters climb peaks and stay there Fixed: Nothing inside a Crock but still not fillable Fixed: Wrong block name for semi repaired translocators Fixed: Glass slabs on full glass blocks removed some block faces that it sholdn't
  7. ECI

    roadmap list

    This is just a minor suggestion. You should constantly update the roadmap so that it shows how far along you are. In other words, take everything off the roadmap that is already completed. This should continue to be done consistently. I know you could reason out what is already completed, but it would just be simpler for new players or people who are interested.
  8. In the game 7 days to die it is works almost good. The players buliding only solid blocks (wood, iron, bricks...) that is not affected. It is difficult to build with dirt, snow. (like not possible to build a dirt shelter) and the blocks has stablity (Structural Integrity), weight and affected by gravity. It is a complex system, sometimes slow and heavy on cpu/ram but it works. (not 100 percent)
  9. Try going into "account settings" at the top right of this web page, then click change to the right of "display name".
  10. I want to change my name. Not my game user name, the name that displays on this post. I would like it to mach my in-game name... is there any way to do that?
  11. Thanks for the crash log, I will try to update the mod in following days
  12. Same here. 1.11 release version. Crash log attached. client-crash.txt
  13. You're in luck on these two, as it's planned to add seasons and (I think) weather in the next update. Armor was added in the most recent update (1.11) so if you're on that update, you can make armor. Stronger versions of drifters and locusts were also added, though I understand you might be talking about diffent types of stronger enemies. We're getting there at least.
  14. v1.11.0 is the one you should get. RC stands for release candidate, i.e. an incomplete version of v1.11 in this case.
  15. To implement "debuffs" like illness, poison, etc. The player would need to gather some herbs and prepare a proper medicine to cure it. Otherwise, the player would start losing health/satiety points after some predefined time. Others will reduce health regeneration, movement speed, attack power, etc. The system could be expanded further with an addition of illness "progression". It would be something like illness stages. Some types of illness would progress and transform into more serious ones if not cured in time. The higher stage would be more diffucult to cure.
  16. I am too late. But anyway, here are my picks. 1. Villages, Trading, Quests, Story, other kinds of NPC Interactions. One of the only good things about MC was when you would be exploring and see a village in the distance (even though those villages always turned out to be sooo dull). Villages would be nice, friendly locations for players to come across. Don't make the villages solely about trading though. I understand you would have to simple, but eventually you could work up to more advanced villages. Possibly something like the Millenaire MC mod. 2. Farming, Seasons, Weather, Animal Husbandry. I believe this would add a lot of depth to the game. 3. Better Combat (better combat immersion, armor, stronger enemies). I feel like combat needs to be updated in general, but specifically stronger enemies. You could tie this into the village update by creating bandits or barbarians. These would be great because they could use the same weapons as players and could have some sort of base.
  17. Alright! Thanks for the patch and all of your hard work, downloading it now! EDIT Wait, which would offer more features, v1.11.0 or v1.11.0-rc.6? RC.6 right? I ask because it seems like the content/fixes from the RC were implemented into v.1.11.0. If not, I'm just a bit confused.
  18. Alright, version 0.4.6 is out to fix this and a couple of other issues, such as being able to place (but not pick up) blocks inside claimed areas, and animations breaking when trying to do so. I also made it so carrying blocks on your back doesn't slow you down quite as much. I'm still wondering whether the in-hand slowdown is too much, considering you already can't sprint anyway. But it feels immersive.
  19. Yeah, that seems exactly the case.
  20. That is indeed funny. I wonder if that's because they somehow (accidentally?) made it so the (now obsolete) walk speed modifier is added instead of multiplying it? Hopefully I'll get around to fixing this, tomorrow.
  21. There's an absolutely hilarious bug with this mod in 1.11 where instead of being slowed down, you move _faster_ while carrying things.
  22. Also, I feel that making villagers be able to switch professions would be kind of cheap. You could have a population of 99% farmers in a time of peace and then war comes and you just switch your villagers professions so that there would be 99% soldiers. This seems to defeat the purpose of different professions, as they would all be very fluid. So you could do two things: 1. You could make it so that you can not switch the villagers profession, or 2. You could make some sort of system so that the longer a villager spends as a certain profession the more efficient he would be at that profession. So, when a villager switches professions, they take time to become efficient at their new profession. For example, if you switched a farmer to a soldier the new soldier could do less damage than a soldier who has spent more time as a soldier. This means that you could still turn your 99% farmer population into a large army, it would just be an inexperienced army. This mirrors how lords in the middle ages would make their farmers join the army alongside more experienced soldiers. (I realize this would be more difficult to code.) I also think it would be cool if there were different types of soldiers, like archers, spearmen, and swordsmen. P.S. I love the idea of tax collectors.
  23. Earlier
  24. Thank you guys! You have done a great job! Keep up the good work, then Vintage Story will one day become something really special! Until now, I like the direction in which it should go extremely well!
  25. It would be nice if you could find some already existing small villages. Villages would be small and consist, maybe only around 5-10 farmers and 1-2 soldiers. You could then gain control of these pre-existing villages and grow them. Even if these pre-existing villages are not added, and only the stuff above, it would still be an awesome improvement to the game. It would be better if there were more villager trades, specifically a blacksmith, miller, and carpenter/lumberjack. Although medieval villages were 90% farmers, they also regularly had one blacksmith and sometimes a butcher, miller, or carpenter/lumberjack along with some soldiers.
  26. Dear Community v1.11.0, a stable release, can now be downloaded through the account manager We've made it. Version 1.11 looks like its ready for everybody \o/. I hope the new and updated content is worthy of its name. A great many thanks to everyone that tested the pre-releases and release candidates. Now, onto version 1.12, wohoooo Game updates since v1.10 This massive list for all changes until pre.1 This second large list for all changes until rc.1 Since rc.6: Tweak: Creature hostility buff Tweak: Increased corrupt locust damage Tweak: Wolves now sometimes leap at the player Tweak: Armor debuff Increased hunger drain on some of the armor types Each 3 points of damage taken incurs additional armor durability loss by 1. So a creature doing 30 damage would incur 10 durability loss Several creatures now incur higher tier damage, meaning high tier armor becomes slightly less effective, and below tier armor becomes notably less effective against them. Damage tiers: Boar, Tainted drifter: Tier 1 (Copper) Bighorn sheep, Wolves, Corrupt drifter, Bronze Locust: Tier 2 (Bronze) Nightmare drifter, Corrupt Locust: Tier 3 (Iron) Tweak: Sword rebalance Copper: +0.5 damage, -50 durability Gold/Silver: +0.5 damage Tin bronze: -50 durability Bismuth bronze: +0.25 damage, -50 durability Black bronze: -0.25 damage, -40 durability Iron: -0.5 damage, -50 durability Tweak: Reduced resin spawn chance Tweak: Querns will now definitely stop grinding if a player let go of them Fixed: Clouds flickering Fixed: Backside of the windmill sails sometimes not visible Fixed: All hares having the same texture View full record
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