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  1. Yesterday
  2. Stroam

    Progress?

    Most of the discussions take place on discord and the forums are currently mostly used for longer posts expressing an idea.
  3. Tyron

    Where is v1.9?

    Dear fellow Followers, I should probably post a bit more often here. The Development of the game is still (almost) as active as ever with some small short breaks here and there. Purely due to convenience I have been posting most updates on our official discord chat server. There are even some pre-release versions of v1.9 available for download. What I also posted there was a small brain snapshot: As much as I want to complete v1.9 as soon as possible myself and it bugs me immensely that the update takes so long, no crunch time was available to remedy that, and only burned me out in the end. So I took a 2 day break and continue at a normal pace again, which means v1.9 will come out "when its done". There's some things where I can't just take shortcuts without compromising the overall quality of the experience. It'll have to take as long as it takes. That being said though, there is very few features left to be added and mostly gameplay balancing and bug fixing remains to be tackled. Thanks for your patience, Tyron
  4. Tyron

    Where is v1.9?

    Dear fellow Followers, I should probably post a bit more often here. The Development of the game is still (almost) as active as ever with some small short breaks here and there. Purely due to convenience I have been posting most updates on our official discord chat server. There are even some pre-release versions of v1.9 available for download. What I also posted there was a small brain snapshot: As much as I want to complete v1.9 as soon as possible myself and it bugs me immensely that the update takes so long, no crunch time was available to remedy that, and only burned me out in the end. So I took a 2 day break and continue at a normal pace again, which means v1.9 will come out "when its done". There's some things where I can't just take shortcuts without compromising the overall quality of the experience. It'll have to take as long as it takes. That being said though, there is very few features left to be added and mostly gameplay balancing and bug fixing remains to be tackled. Thanks for your patience, Tyron View full record
  5. Tyron

    Where is v1.9?

    Dear fellow Followers, I should probably post a bit more often here. Development of the game is as active as ever with some small short breaks here and there. Purely due to convenience I have been posting most updates on our official discord chat server. What I also posted there was a small brain snapshot so to speak View full record
  6. Tyron

    Progress?

    Very much alive, but 95% of activity seems to have moved onto the discord chat server. There is also a #devlog and #news channel where you can find an update on the development of the game every few couple of days. Just recently I also posted an updated video on the Vintage Story Youtube channel. Version 1.9 is soon complete. I should probably post a little more often on the forum as well.
  7. Hello! I would just like to know if the game is still being worked on. I've been gone for about 8 months and in the meantime the forums seem to have died out a bit...
  8. Yes yes yes to all of them!!
  9. To add to this, stamina could be buffed during level ups (if levels are implemented), or by using special pultices, foods, potions...
  10. Last week
  11. Some people (*cough* Tyron *cough*) expressed a distaste for a stamina system for combat, so I'll try to explain, why a stamina system is important: Spam. When there is no restriction or drawback for an action and that action is very useful, then players will use it. And don't stop using it. They will do it all the time. Minecraft had and still to some degree has this problem: Combat was sprint-jumping around and triggering the left mouse button to no end. It made for a really unimmersive and chaotic experience. How did Mojang try to fix this? A timer on the attack. Severely limiting the players freedom. And sprint-jumping all over the place is still a thing. Minecraft isn't the only example of this problem: Mount and Blade also has a similar problem. Melee combat in M&B is a large bit more complex than in Minecraft. The player can attack in four directions and block in four directions. Blocks only count if they mirror the direction of the attack. Attacks also aren't instant and can be cancled. And then there are some things like different damage types, stunning and chambers. Sounds like it would make for a great combat system and it sort of does, to a point. The problem arises from canceling attacks, which is often used to make the opponent block in a wrong direction. This attack canceling to outplay the opponent is called fainting. However, the player can faint attacks at any time and players make use of this at any time. The combat is less about timing/reflexes and much more about confusing the enemy. Fainting and attacks are spammed at a really fast rate and the readability of combat suffers a lot. It also looks very stupid. However, it's the most effective way to play. To fix this, one could either put a timer on feints, however this isn't really a good idea as seen in Minecraft, limiting player freedom too much. A stamina cost however could be very finely tuned (even weapon-specific), making feints have a drawback, while also not limiting the player from using them. Stamina could also help fix the other problem of Minecraft combat: sprint-jumping. Having stamina cost to sprinting and jumping can help making these actions the retreat option they're supposed to be. When discussing stamina, we also have to discuss the punishment for low or zero stamina. The player still has to have some options for combat, or it would be like killing the player when stamina reaches zero. So basic actions like attacking and blocking should still be possible. I like to think of stamina as the evasive/defensive capability of the player. The only action that I think needs to be disabled would be sprinting, as it would be a way to effective way of evading and retreating, possibly restoring stamina. The other actions, especially the defensive actions, need to be heavily impacted: Blocking should be highly ineffective, perhaps only blocking half the damage and causing stagger. Attacking also needs to be slightly nerfed or going hyper-aggressive would be too effective when at zero stamina. Probably something like slower swing speed or lower damage would do. The point is, at low stamina you should be at a massive disadvantage, but not without options.
  12. I have made a mod where you can hover over inventories, sort, and merge stacks by pressing "I" on your keyboard, holding shift will allow you to switch which ways your inventory is sorted, the currently implemented ways are as follows: ID, Name, Type, MatterState Downloads 1.8.6-SortingMod-1.0.4.zip(untested) 1.9.0-pre.7-SortingMod-1.0.4.zip Source https://github.com/Novocain1/ShaderTest/blob/master/ItemSortTest.cs
  13. Earlier
  14. Interested, but discord link is not working. Is this server still open?
  15. This is a critique on the armor/defense and weapon/attack types system, in hopes it doesn't get added to VS and current implementations (arrows) get removed in the future. While the rock-paper-scissors system of armor and weapon types (cutting-blunt-piercing) is easy to implement and is easy to balance, it does massively limits in player freedom: Players with a wrong weapon or armor type are at a massive disadvantage, making the combat much less skill based, but luck based instead. To counter this, players will need to carry multiple weapons, of which they will only be effectively able to use one against a certain enemy, because the others are at a massive disadvantage. By choosing your armor, you can effectively dictate which weapon the opponent has to use and so does your opponent for you. This is obviously not a good thing, because your weapon is arguably the item with the most gameplay impact in combat and dictates the way to play. Instead of having weapon types, a more classical approach with weapons having different armor penetration values would be better. Sure, heavy armor is still best countered by a weapon with high armor penetration, but there are significantly more options for the player, because there would be a very broad range of weapons with different armor penetration values, not all weapons being specialized. A warhammer would be specialized against heavy armor and a dagger against armorless opponents, but swords and most other weapons would sit in-between, being effective in any scenario. Furthermore, the armor and weapon types system isn't very transparent for players, the tooltips would need to provide a lot of information which can help confuse the player. Judging the weakness of enemy armor is also somewhat hard, how can the player see that the armor is ineffective against piercing damage? Only having one armor penetration value on the weapon makes the system much easier to understand and players should easily be able to see the difference between heavy armor and light armor. In short, I think armors and weapons should have only a very loose dependence on each other. Weapons should be balanced against other weapons and armors against other armors, as that broadens the possibility for more combat gameplay and gives the player more freedom.
  16. Hi! Is there a way to implement a better grass/snow mod for vintage story? I would like to see grass top dirt block sides green that have connection to an air block. (exept clay, or make clay block a little different, like small clay parts on dirt/grass block sides...) And make the same thing with snow. ps: sorry for my english.
  17. Erik

    Future updates

    These are possible future updates. Freedom of Choice update: Micromanagement Gone update: Test of Time update: Mendelian inheritance update: Riders of Rohan update: Gold Rush update: World of Wolves update: Smithing rework update: Forging of the Rings update: Unlimited Power update: Steel age update (Dependency: Unlimited Power update): Valyrian steel update (Dependency: Smithing rework update, Forging of the Rings update, Steel age update): High ground update (Dependency: Unlimited Power update): Clockwork brain update (Dependency: Unlimited Power update): Worldgen Part 2: Give us oceans! update: Deep waters update (Dependency: Worldgen Part 2: Give us oceans! update): MS Untergang update (Dependency: Worldgen Part 2: Give us oceans! update): Finally Connected update: Combat Phase I update: Armor update (Dependency: Combat Phase I update): Combat Phase II update (Dependency: Combat Phase I update): Revenge of the Enemies update (Dependency: Combat Phase I update): Combat Phase III update (Dependency: Combat Phase II update): The Winds of Winter update: Living world update (Dependency: The Winds of Winter update): Breathing world update (Dependency: The Winds of Winter update): Winter is Coming update (Dependency: The Winds of Winter update): Environmental Hazards update (Dependency: The Winds of Winter update): Living Underground update: Beer n Barrels update (Dependency: Winter is Coming update): A Fine Taste update (Dependency: Beer n Barrels update): Effective food update (Dependency: A Fine Taste update): Secrets of the Alchemist update: Fancy Tree update:
  18. Related to Previous posts ; The new Ore location code will decide a strategy by ore count; a complex cluster finding algorithm for large deposits (+5), a simpler average for ~5 and for >= 1 ,- the actual location of the single block of ore. The Y-Axis values are the raw block position; not quite the same as the relative coordinates provided my map/tooltips/HUD (no offsets applied either). These are the ones shown in the 'stats' command, FYI.
  19. Cast spearheads. Yep.
  20. Vintage Story Player name: Bluarianknight Age: 19 Time Zone, If you prefer Country and or State. US EST Do you agree to follow the server rules? Of course!
  21. what kind of monster are you? But in all seriousness this sounds like the kind of thing I would love to have in this game because I definitely was a fan of all the editions to Minecraft in Terrafirmacraft
  22. I feel like the whole document could use a rewrite, but I sadly don't have the time or motivation to do that anytime soon, but I've recently been thinking about combat a bit more and got some new ideas: While I still think the system I outlined is good, I think it has a major problem: The skill ceiling may be a bit too low and there isn't much room for player expression, i.e. different combat styles. This may make the system very repetitive in the long run and the low skill ceiling may cause duels to take forever, because blocking may be to easy. To fix this, I'd split the attack (and power attack) into four directional attacks, based on the last movement direction at the time of pressing (releasing for power attacks) the attack button. So attacking while moving right will cause a swing which comes from the right, attacking while moving back causes a stab attack, forward an overhead swing. The attacks could be slightly different in damage output, reach, speed and the hit detection cone, but not in armor penetration, so spamming only one type of attack wouldn't be promoted. Power attacks would be "winding up" the animation, holding the weapon in the start position of the attack animation, which would be fired, when the player would release the attack button. If the player moves in this "wind up"-phase, the position the player holds the weapon would change accordingly. Having only four very distinct animations for attacking makes the type of attack very readable, which is required for the next addition: Chambering. Chambering is a new defensive AND offensive option at the same time. It's hard to pull of, but very rewarding. It's a attack that also acts as a parry and only costs the stamina cost of the attack. To use this new action, the player needs to mirror the attack of the enemy, starting his attack just before the enemies attack hits. Then it will block the hit and continue with the attack. Power attacks should also be able to be chambered by normal attacks and vise versa. So it involves reflexes and selecting the right attack. To make counter-chambering, i.e. chambering the attack that just chambered your own attack, a bit harder, an attack changes its direction after chambering, according to the players movement at the moment the player chambers the enemy attack. Cambering is obviously something that only skilled players can utilize, but I feel this one action and the new attacks significantly increases player freedom and combat depth, without making combat controls any harder and essentially letting player still play the way they want. The concept of chambering is actually taken from the fighting game Mordhau and was changed to fit my combat suggestion.
  23. well bugger http://vs.usagi.com.au/mod-bv-ezspear/
  24. The last few weeks have seen crocodile, elk and domestic pig added to the models i've prepared for vintagestory.
  25. Stroam

    BV ezspear

    no download. Did you combine this with your weapon thread?
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