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  3. That's one good looking farm there!
  4. Its actually not that expensive to simulate fluids like that. I've been often thinking about the possibilities of finite fluids, but the main problem is: How do you make mountain rivers this way? It would infinitely fill up the world, or you'd need some sort of evaporation simulation, but then you'd need to make sure the system is balanced during world generation, so that a river produces the same amount of water as there is evaporation. It's a rabbit hole
  5. yes we want sammiches
  6. Player made skins are not likely to be a thing as that requires some sort of a vetting process which would take too many resources to manage with a small dev team. Instead, later on in development there will be alternate character models/character customization features with a focus on art styles that fit within Vintage Story.
  7. Last week
  8. I'm astonished. Another update. Thanks!
  9. Historically, maces at least have been used against armored targets, due to the fact that they do their damage through impact alone, which carries through armor (especially mail) much better than a bladed edge. I do agree however that doing the bonus on the armor rather than the weapon is a good idea, probably easier to implement.
  10. Update-y Vintarians Version 1.10.9, a stable release, is now ready for download in the account manager. Due to a rather serious freeze-of-death bug in the handbook, here's yet another release. Yay This time no windows to blame for a BSOD! Game updates Feature: Can now place/take 4 times as much items to/from firewood, plate ingot and peat piles while also holding the sprint button Tweak: Flowering berry bushes and semi mature crops are now considered bee and butterfly feed Tweak: Can now craft lanterns also from glass instead of clear quartz Tweak: Can now sprint and sneak at the same time Tweak: Sneaking is now about 7% slower Tweak: Removed light mudbrick slab until the texture for it is ready Tweak: Can now right click with bowl in hands on a barrel of pickled food to fill the bowl Tweak: Cobble slabs now break as fast as full cobble stone blocks Tweak: ModMaker now shows download progress. But still bugged. Tweak: Removed collision box from knapping surfaces to be less annoying with players intersecting and not able to place it close by Tweak: Added "knap" interaction help to loose stones Fixed: Might fix wolves sometimes not becoming aggro upon hitting them Fixed: More derpiness with the handbook. Looking at some items froze the game and ate up all available memory. Lantern texture broken again. Should now be fixed for good, hopefully. Fixed: More derpiness with crocks/bowls when moving or eating portions of pickled vegetables. Eating pickled vegetables from a bowl yielded no satiety gain Fixed: Using the search function in the handbook always listed the text pages in the search results Fixed: Able to shift click items into harvested carcass inventory and items becoming invisible from that Fixed: Block interaction help not centered on the block for some blocks Fixed: Chiseled blocks too light Fixed: Rare crash during grid crafting View full record
  11. Update-y Vintarians Version 1.10.9, a stable release, is now ready for download in the account manager. Due to a rather serious freeze-of-death bug in the handbook, here's yet another release. Yay This time no windows to blame for a BSOD! Game updates Feature: Can now place/take 4 times as much items to/from firewood, plate ingot and peat piles while also holding the sprint button Tweak: Flowering berry bushes and semi mature crops are now considered bee and butterfly feed Tweak: Can now craft lanterns also from glass instead of clear quartz Tweak: Can now sprint and sneak at the same time Tweak: Sneaking is now about 7% slower Tweak: Removed light mudbrick slab until the texture for it is ready Tweak: Can now right click with bowl in hands on a barrel of pickled food to fill the bowl Tweak: Cobble slabs now break as fast as full cobble stone blocks Tweak: ModMaker now shows download progress. But still bugged. Tweak: Removed collision box from knapping surfaces to be less annoying with players intersecting and not able to place it close by Tweak: Added "knap" interaction help to loose stones Fixed: Might fix wolves sometimes not becoming aggro upon hitting them Fixed: More derpiness with the handbook. Looking at some items froze the game and ate up all available memory. Lantern texture broken again. Should now be fixed for good, hopefully. Fixed: More derpiness with crocks/bowls when moving or eating portions of pickled vegetables. Eating pickled vegetables from a bowl yielded no satiety gain Fixed: Using the search function in the handbook always listed the text pages in the search results Fixed: Able to shift click items into harvested carcass inventory and items becoming invisible from that Fixed: Block interaction help not centered on the block for some blocks Fixed: Chiseled blocks too light Fixed: Rare crash during grid crafting
  12. Its not like the higher Tier metal weapon should get "more" Damage vs. armor More like gets an,.. I dunno,... "+1 Ignores armor" with the higher Tier. But ya, it should depending on the typ of armor. : )
  13. Metal tiers in theory is an arms race. Higher tier armor has greater damage reduction, but higher tier weapons have greater damage. I don't think there's any reason to give higher metals a bonus *against* armor. The bonus is simply that they do more damage. If you're speaking in terms of the op's original idea that weapons do the same damage at all tiers, Why would they do more damage against an armored opponent than an unarmored one? There's no logical justification for that, and in terms of gameplay I think there's better ways to handle it. Now, you could have some types of armor reduce the damage of blunt weapons *less*. That's kind of like a bonus to blunt weapons, but it's done via the armor. This is what TFC did. It can work, and it can sort or make sense. Or at least serve a gameplay purpose.
  14. Pitarik

    My Survival Hamlet

    I tried to plant tree saplings near buildings but none grew, maybe they're too near. When i'll finish the temple i will build paths. If only i'm not playing alone , i've started playing when i had not a good connection.
  15. Hi Thx for the info, I do know about the update, and I do think it's a nice step, but it does still require you to type the command for the emote into the chat, and the point of my idea was to maybe not need that, because (for me) typing stuff into the chat kinda always takes away a bit of the immersion. But still, nice feature so far ^^ Also Yay too maybe some more hairstyles :3
  16. How about if higher metals tiers get a bonus against armored targets? Blunt weapons should also do more damage against armored targets. Blunt weapons were used against armored targets because they have more power in the strike,...Higher tiers could also come in difference from the simple mace to a morning star. Sorry, for my bad englisch. I'm too lazy and quickly used a translator for this. : P
  17. redram

    My Survival Hamlet

    Looking nice! Could use some paths maybe, and plants, to give some 'texture' to the in-between-buildings' areas?
  18. I refer you to this update: Obviously there can always be more, but we do have a few already. As for skin customization, I too hope we'll have that someday. With the recent addition of sub-parenting parts, it would seem like it'd now be possible to add a lot of different hairstyles at least, for player customization.
  19. Realistically speaking a blunt weapon would be the least damaged of all weapons. They're more durable, hence my suggestion earlier. Bypassing armor more effectively is also not very realistic for blunt weapons, imo. I think they would have been the least effective at that. I think historically their main advantage was that they were easy and cheap to make, and probably took a lot less skill to use that most other weapons, I'd imagine. Both features kind of hard to translate into VS without some major changes to manufacture of bladed weapons. Now I'll be the first to say gameplay>realism/believability, but I think we can have both in this case.
  20. Hi, I'm not sure this has been suggested already, but I couldn't find it so here I go ^^* I know this is kind of a "minecrafty" thing, but I would find it nice to have possibilities to further customize your avatar other than with clothing (or armor). Maybe something like the Skins in Minecraft or just something like a more in-depth character creator. Some more facial expressions, different body types, different hair and hair colors, that could change a lot already in my opinion. On a side not to that, since I do love multiplayer games and I especially like this game, I think emotes could also be really interesting to implement. Some simple gestures a character can do or perform, maybe though hotkeys or even like an emote-wheel that's accessible through one hotkey. Emotes like pointing, waving, nodding, dancing, and stuff like that could enhance the immersive aspects of the game, because you could communicate (if you wanted to) even without a chat or using discord or sthg like that. A side side note would also be (because of the dancing) that musical instruments would be a fun thing to implement. Being able to make music together in a way could be an interesting partime and great fun with friends ^^ Hope this was ok so far ^^
  21. Pitarik

    My Survival Hamlet

    More pics from my hamlet: Looking outside the wall. The hamlet. Inside the cottage. Daylight, looking toward the farm. The hamlet from further. The Bearfirth temple's area. The beekeeping hut.
  22. Another possibility is that blunt weapons bypass armor more effectively than bladed ones, which is their special "feature", as opposed to sharpening. Though hitting an armored target should subtract more durability depending on the armor tier to compensate. You are hitting your mace into a plate of metal, after all!
  23. I like they way you're thinking Theishiopian. I myself was proposing a 'tier vs tier' system where the damage reduction depended on the relative tiers of the weapon and the armor. part of that system was that a given weapon type does the same base damage for all metals. But the amount that gets through depends on whether the targeted armor is lower or higher in tier. I ran some numbers on it though and I don't think it's necessarily good for primary damage reduction. It'd still work for some secondary factors. The level weapon damage is probably great for a fighting game, but I'd say VS is more about tiering up in metal, and it'll help if the systems support that. I'm not sure if durability alone would be enough or not. I think it would be good if there were still some tier vs. tier effects - but not the primary reduction. For instance, attacking a higher tier armor could degrade the weapon faster. If the tiers are the same, 1:1. If the armor is one tier higher, maybe the weapon loses twice the durability it would have. two tiers higher? 4x, etc. In that fashion your weapon swiftly will break if you're constantly using it against higher tier armored opponents. The converse might also be true of course; armor that is lower tier than the attacking weapon might take extra damage. One must keep in mind though that mobs do not have the same concerns as players, so having it work in reverse may not really be good. There's other ways to bring the tiers into play as well. Part of what plays into that though is what kind of enemy gradient the game gets. Animals would all be pretty low tier, so no real incentive to tier up beyond copper, aside form straight durability. It's still not clear to me how the enemy difficulty curve will work, and how necessary it will be to climb it. As for sharpening, you're quite correct that it doesn't make sense for blunt weapons. That's why in the original proposals I suggested to have 'weapon repair kits', not "sharpening" stones. Keep it generic. However I could also see it perhaps working such that sharpening your weapon gives it X bonus damage for Y hits. Like maybe .5 extra damage for 20 hits. But there's a trade-off, in that you degrade the durability of the weapon when you do that. In this way sharpening becomes an optional bonus task, not an annoying maintenance nuisance. And moreover, the fact that blunt weapons can't be sharpened isn't that big a deal. Because sharpening also has a drawback. You could have a portable sharpening stone which damages the weapon a lot, and a non-portable grindstone that damages it less. Blunt weapons might make up for the non-sharpen-ability by having more durability overall vs edged weapons. You'd perhaps only sharpen your weapon when you're going to fight a boss mob or something, not for fighting common wolves and such. Framing it as a bonus enhancement, rather than a chore to avoid penalties, could make it tolerable I think.
  24. Another idea I had for sharpening is it "resets" the dulling curve, so that the weapon's damage is reset back to default, but durability is unchanged, so that it now ramps down even faster. I agree sharpening is the weak point of this idea, I just like the thought of a whole team of hunters sharpening their weapons before going out lol.
  25. I generally really like the idea of a more even playing field, where player skill is more important than the tier of equipment, but I'm opposed to adding a sharpening system that encourages constant babysitting of the weapon. I don't think the durability cost is enough to discourage people from doing it, but balancing it to avoid tedium may be possible, with very significant durability costs. But then you're at a point where sharpening it pointless, because sharpening is not worth the cost. The sharpening topic has also been discussed twice before, so you can get some players opinions and ideas: I'd rather see a system with minor damage differences (the best sword doing twice as much damage as the worst) and significant durability differences, as it would also make player skill more significant while not adding more tedium and a tool repairing system where you trade maximum durability for durability (as suggested by Luk).
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