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Omega Haxors

Vintarian
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Posts posted by Omega Haxors

  1. I know that there's going to be a complete overhaul to the way the Inventory itself works, but I'd like to see a little bit of love for the boosters.

    Right now there's four slots which you can fill up with whatever items you want. In practice, this is kind of clunky because it's both hard to balance and just doesn't feel right mechanically. Once you have a better booster you pretty much have to throw away the old one because they're not useful.

    With a few tweaks however the system could be far more engaging, rewarding to progress through, and just all around fun.

     

    The hand basket is the most interesting. It's a really crappy early-game item. It can only be held in the offhand or your inventory and has 8 slots. If you right click one in your inventory, you can place it on the ground and access its contents. When held in the offhand you will dig slower making it not very useful to keep on you at all times, but very convenient when you want to move items across inventories. This gives it a good use case even once you've made better solutions. This also solves the awkward 'there's one basket for your character and one basket for the world??' problem by just unifying them into one single item.

    The hunter's backpack is an early game storage solution with a bit more weight. It goes on your back and thus does not slow you down. While it may have little slots, it will effectively double your capacity when you make it, and also lacks the downside of the hand baskets. It's not amazing, but it's nice to have, and will serve you well.

    You can craft two sacks of any kind and toss them over each of your shoulders. You can also carry them in your offhand, though a penalty applies if you do this just like with the hand basket. They're another direct upgrade and will give you tons of space when you make them. Nice.

    If you want to hold lots of arrows, the Quiver can go over one of your shoulders, giving you access to tons of arrows.

    Backpack backpack. Backpack Backpack. I'm the backp- okay i'm not doing the Dora reference again. This luxurious leather backpack not only has lots of slots but also comes with some pockets, each of which can only hold a specific type of item. It's so large you'll find that you can't use it alongside your sacks, but it won't matter because you can attach them to the straps of the backpack, freeing up your shoulder for a quiver. Not only that, but you will also throw dignity to the wind and wear your Hunter's backpack on your belt like a fanny pack allowing you to use that as well.

     

    In the start you'll make hand baskets, place them in your base when they get full and after you've killed some animals you will be able to make a hunter's backpack which will give you a good reliable inventory to compliment your more dynamic inventory. Once you've progressed enough you can then make two sacks, one normal and one ore bag, and put each of them over your shoulder. Later on you'll go hunting so you'll swap the ore bag out for a quiver and kill some wolves. Now that you have a ton of leather you craft the Backpack which gives you the ultimate inventory experience: Two sacks, tons of inventory space from the bag, a hunter's fanny pack and a hand basket in your offhand which you can use as dynamic slots. Every item is useful even in the late game and each storage method has its niche.

    • Like 1
  2. On 10/27/2020 at 7:04 AM, Sukotto82 said:

    This is not true. unless things have changed since you posted that and I played the game last night.

    I tried this method and it doesn't work at least not early game. you still get hit the only thing is maybe when your in water but in that case it's the same with any weapon no matter what you use. 

    I tried killing a wolf with the copper sword early game by just holding the button down and not moving and it doesn't work. the wolf still 2 shot killed me before I killed it. not to mention wolves (for me at least) are usually found in packs even in the game. I rarely stumble across a lone wolf in the middle of the woods or anyplace else for that matter.

    The copper one's pretty useless but the iron one shreds through everything.

  3. The design behind swords is pretty bad.
    Unlike the spear, you don't have to risk anything when you're doing combat.
    Just hold left click and you will win any confrontation. There's no strategy.

    Instaswing makes sense for the knife because it's a small and weak weapon.
    A big sword with a long range though? It's just ridiculous.

  4. It's pretty lame and a lot of missed opportunity that you can just bucket water into a farm plot without much thought. Would be pretty neat if water was a limited resource but would restore over time when it rained. Water becomes a fluid similar to things such as honey, with unit values. Instead of pouring a full source block, you would pour the amount of fluid within the bucket into a set of voxels. You would have to use gravity or mechanical power to automate water to where it needs to be.

    If fluid is dropped on farmland, it hydrates it similar to the watering can. If it's pumped into the ground (similar to how farmland works now) it will seep into the farmland and hydrate it, causing the water level to go down. If farmland gets too hydrated, it will potentially drown the crops, so don't overwater if you can help it. This also prevents you from making the AFK farms you used to, putting emphasis on actually watering your crops via the watering can.

  5. It has come to my attention that taking a higher tier attack than your armor will damage it substantially. Since the patch doesn't impact durability damage caused by high tier attacks, try to avoid using under-leveled armor.

    The hit will still be negated as you would expect, but your armor will be quite severely damaged. I could patch this out, but honestly I like that mechanic, so it stays.

    • Like 1
  6. Based on the Smart Moving mod from minecraft.

     

    image.thumb.png.99b2495add9564db99cedc95b0948c18.png

    • Hold space while sneaking and standing still. You can jump up to 3 times higher if you charge it all the way.
    • Double-tap A or D to use your long legs to quickly dodge 1 tile to the side, or S to move backwards
    • Grab Key: Bound to Alt. Allows you to grab onto ledges and climb over them. Can also vault over low walls.
    • Sitting is now activated by pressing grab while sneaking and standing still
    • Get up by pressing Space
    • Pressing a movement key while holding grab will allow you to crawl
    • While crawling, your hitbox is flipped, meaning you can't turn in narrow paths but you can fit in 1x1 areas
    • Hold grab while running and hit space to take a mighty leap forward. When you land, you'll be crawling
    • If you run over small loose objects or awkward terrain, you might trip and fall into the crawling position
    • Being taken down by a wolf or hit by a large object may send you backwards
    • This will also happen if you trip over a small loose object or awkward terrain while moving backwards
    • When this happens, you can use A/D to roll onto your belly to go into crawling
    • Holding W allows you to use your weapon in this pose, and if you're not too heavy, space lets you get up
  7. On 6/10/2020 at 10:29 AM, EreticKB said:

    Reduce grind -> Increase grind.

    Because you still need break many stones, but an every stone block will needs more actions to break.

    There's more actions yes, but since you would need to approach each action in a different way (depending on many factors such as where the rock decides to fall, and the size based on where you hit it) there is less monotony in the actions performed. Imagine it like an obstacle course: it may take longer to get to the end, but it's a lot more interesting than simply walking directly forward.

  8. There's a lot of crap trades they really could be done away, but almost everything they buy or sell is useful in some niche case.

    What really needs to happen is a better trade interface. The current one is way too luck-based. It would be pretty cool if you could commission for an item you want (you pay an inflated up-front then can pick it up next trade cycle) and the ability to prefer/deprefer certain good/crap trades.

  9. Recently, chiseled blocks have been optimized to near mathematical perfection, which opens up some interesting possibilities. As it stands right now, mining is in a very boring state. The most efficient way to play is to be deep underground and prospecting, which often leads to hours on end of digging tunnels. Sure you can discourage this by reducing the mining speed, but all this is really doing is increasing the amount of time one has to grind and making fingers sore. Another option is to lower tool durability, but with how easy tools are to make, this is meaningless to balance and just adds extra tedium. Core to the problem is the rudimentary system.

    What mining needs to be, is more meaningfully challenging. Instead of holding left click and waiting for blocks to go away, it would be far more interesting if you had a spear-like swing with your pickaxe that broke off chunks of a rock. These rocks would fall to the ground (as entities) and harm/knockback any (unprotected) creatures in the way, so care has to be taken when mining upwards. Upon landing, the player can strike the rocks with their pickaxe to break them into smaller chunks, or they can be moved out of the way with a shovel. Once the stones are broken down, the player can then right click with an empty hand to pick them up, right clicked with clay to create a cobblestone block, or dropped on the ground to create/add to a pile. Since stones cannot be magically voided out of existence, only moved, one must landfill any stones they relieve which makes large tunnels not impossible but strongly discouraged. Unless they were to set up a minecart system to get rid of the stone, making a tunnel serves very little purpose which encourages caving and exploration over grinding. Not only that, but the constantly changing environment as you mine keeps things interesting as you may need to plan out how to obtain hard-to-reach ores.

    There's an element of skill as well. Breaking stone from the center takes the longest but produces the smallest stones which are easier to deal with. The fastest way to clear out stone is to take out the corners and relieve the center, though this produces a large rock one must dodge! Without a doubt, setting up a bomb is the fastest way to clear a *large* area of rock, converting it to dust which can be collected with a shovel then sifted. Clearing out mines becomes mechanically realistic as explosives allow for quick tunneling similar to real life.

    This system promotes the following:

    • Exploration/Caving
    • Logistical Systems
    • Protective Equipment
    • Explosives
    • Slower Paced Gameplay
    • More Interesting Gameplay
    • Reduced Grind
    • New Combat Opportunities
    • Different Mining Tool Types
    • Immersion
    • VR-Support
    • Moving Away from Minecraft Mechanics
    • Like 3
  10. Support, because Smart Moving may be a glitchy mess but its mechanics just improve the game feel so so much.

    I love being able to run around, climbing over rocks with alt, diving for cover when a skeleton is near.

    While it adds very little to the gameplay itself, the game feel is dramatically improved with the mod.

  11. The main issue is lack of content, which obviously will be improved over time.

    Vintage Story is one of those games where you have to 'unlearn' progression chasing, and just enjoy yourself with what you have.

    • Like 3
  12. On 4/21/2020 at 2:08 PM, Starlethe said:

    If you "*cannot* add more iron voxels by adding another bloom." Then why is it an option to be able to add more material to the iron on the anvil? And if I no longer have enough voxels (from misclicks) to make an ingot is it then wasted?

    Certain recipes require two ingots in order to made, such as the plate and chain.

  13. The armor system is pretty flawed in its current state, but the foundation is actually pretty good. This patch reworks how armor stats are distributed and gets rid of the Tier system to allow its true potential to shine. Items that previously had High Tier Protection will instead get a +50% damage reduc in its place.

    Instead of focusing on Damage % reduction, Flat Damage is the focus, and % reduc is used as a bonus. Instead of calling it Flat Damage Reduction, I will be calling them Defence Points. Each defence point lowers damage by 1. Simple. If you have Damage Reduction, that calculates after defence points are applied. Did you know that Leather Armor is actually High Tier Protective? Yeah, for whatever reason the tooltip doesn't show for this, but thankfully the new system means it gets a nice 50% damage reduction. Not bad for an early game set.

    The values are so intuitive I don't even need to explain them, but i'm going to anyway:

    • Improvised Wood: 0.5 defence points
    • Leather Jerkin: 1 defence point
    • Wood Lamellar: 2 defence points
    • Leather Armor: 2 defence points + 50% damage reduction
    • Copper Lamellar: 3 defence points
    • Bronze Lamellar: 4 defence points
    • Woven Cloth (Gambeson): 5 defence points + 50% damage reduction

    For metal armors, a different system is used. Take the base value for copper, add 1 for bronze, 2 for iron, and 3 for steel:

    • Brigandine 8 base defence points
    • Chain: 9 base defence points
    • Scale: 11 base defence points + 25% damage reduction
    • Plate: 12 base defence points + 50% damage reduction

     

    Bonuses:

    • Bismuth Bronze is worse than Tin Bronze, so it has 5% less defence points
    • Black Bronze is better than Tin Bronze, so it gains +5% more defence points
    • Iron and Steel are strong. Everything made out of them gets a bonus +10% damage reduction
    • Anything made out of Gold gives +20% extra damage reduction
    • Anything made out of Silver gives +15% extra damage reduction and 10% more defence points
    • Meteoric Iron has 2.5% more defence points than Normal Iron
    • Pristine Antique armor has the same defence value as Steel Plate
    • Damaged Antique Armor loses 10% of its defence points of Pristine
    • Broken Antique Armor loses 600% of the defence points of Damaged

    Be careful taking big hits with armor not designed to do so. While damage reduction will always apply in full, damage dealt to durability remains the same. You might find your armor taking heavy damage from attacks of higher tier.

     

    Download is now available on the ModDB. Enjoy! And feel free to leave feedback.

     

    • Like 3
  14. On 4/19/2020 at 2:36 PM, Tyron said:

    If I'm not mistake it was a request by players to not use a simple damage reduction system.

    Btw. it would be quite easy to thoroughly test this as a mod, with only patching json some files. Make all armors and creatures tier 1 potrotection/damage. Set all % damage reduction to 0 and instead set the flat damage reduction to your suggested values.

    Thanks, i'll make it a mod then release it so those who disagree with the current system have the choice to swap it out.

    EDIT: Good has come of this. 

     

  15. The current armor system needs improving. First problem: There's way too many systems fighting each other. This adds a lot of unnecessary complexity and makes the damage calculations completely unapproachable. Most of the armors are completely unbalanced, either being completely worthless or being overpowered to the point that even the hardest enemies are a joke. The system isn't really working.

    So how do we fix this? Simple. Keep everything else but remove Teirs, %reduc and flat-reduc. Instead, each point of Defence will lower each attack by 1 hit point. If this brings an attack down to 0, the damage is completely negated, puts you on damage mercy, removes the jelly-screen and replaces the 'ouch!' with a satisfying armor clanging noise.

    Lets take a look at a few common enemies we will be fighting:

    • Regular Drifter - 2.5 damage
    • Deep Drifter - 4 damage
    • Boar - 5 damage
    • Ram - 7.5 damage
    • Wolf - 8 damage
    • Corrupt Drifter - 12 damage
    • Nightmare Drifter - 20 damage

    Now with that in mind, and taking the already-existing stats as a base, lets make some values that are fair.


    Early game Armors:

    Leather Jerkin - 1 defence points (enough to halve a drifter's attack)
    Wood Lamellar - 2 defence points (halves a deep drifter's attack)
    Copper Lamellar - 3 defence points (over-halves a boar's attack)
    Bronze Lamellar - 4 defence points (halves a wolf's attack)
    Woven Cloth (gambeson) - 5 defence points (completely negates a boar's attack)

    Late game Armors:

    Brigandine - 8 defence points (completely negates a wolf's attack)
    Chain - 9 defence points
    Scale - 11 defence points (nearly negates a corrupt drifter's attack)
    Plate - 15 defence points (makes fighting nightmare drifters far less dangerous)

    These assume copper as a base, but for Bronze, add 1 point and for Iron, add 2 points.

     

    Every point of damage the armor reduces will be subtracted from its durability instead. The values provided are assuming ideal circumstances. For example, almost-broken armor may act less ideally, providing a % of its nominal protection. Certain weapons (such as broadswords or hammers) may also bypass armor protection to an extent to help level the playing field for PvP interactions, or potentially open up the option for bosses/tough enemies which can ignore your armor somewhat.

  16. Autojump is objectively terrible, but I would love to see something similar to minecraft's Smart Moving Mod where you can climb up blocks by holding an action key. Really you could implement that into the game and that would be great.

  17. 31 minutes ago, radfast said:

    A lot of the valuations depend very much on your stage in the game - if you are starting out, a few of the trades offer some awesome shortcuts, and it might be worth selling anything you have in surplus (+ your own clothing) to obtain resources you can't yet craft or which are in very short supply.  In a "Speed Run" type of game, this could be a key speed element.

    It's a good point to bring up the various stages of gameplay, but the issue is that so many of the trades are purely valued in context. If I was to point out every single game state that the item could be in, it would turn into a short essay. For the sake of consistency, I tried to respond from the prospective of mid game, except where the early-game advantage was abundantly clear. Since this is where most players are likely to be, it has the greatest reach. I would be interested in a speedrunners analysis, but that's not really in the scope of this. The idea was to give a rough estimation of if it was a 'good' trade or not.

    31 minutes ago, radfast said:

    You keep suggesting that Tin / Bismuth / Black Bronze trades are bad buys, and good sells.

    Bronze is extremely easy to obtain if you know where to look, though if you're unlucky or are expanding anvil ops then there's a good chance you're going to be low on it. Regardless, 1 single bronze ingot in exchange for a 1-3 gears is still a remarkably good trade, especially with how common it rolls.

     

    1 hour ago, Streetwind said:

    ladders are actually fairly valuable

    They really are, though if you ever need more sticks you can always hack down another tree.

  18. I'm running 1.12.14 of the game and 1.0.0 of the release. Singleplayer works fine.

    The server is running 1.12.13 of the game. Mod does not function.

    EDIT: Version doesn't seem to matter, does not function on 1.12.14 servers either.

  19. 21 minutes ago, P3t3rix said:

    What do you mean with does not work on servers? Does it throw an exception ?

    The key simply does not function at all, as if the mod wasn't installed.

    EDIT: The server is running a slightly outdated version, but that shouldn't really impact the performance of a client mod, right?

  20. Holy! The notification sound for these forums are very loud and it made me jump out of my seat.

    Still an active work in progress, I will address any criticisms upon completion of the documentation. If I spend any level of time debating why I came to my conclusions then I'll get really into it and completely fail to finish the rest of the work that has to be done. Have to get it done first so no time will be wasted.

  21. Stonks! Cornering the Market

    You can buy items from traders and resell them to other traders for a profit. Items with higher unit values tend to fluctuate more.

    Cracked Vessels cannot be obtained by normal gameplay, however they can be bought from the Treasure Hunter and then sold to the Commodity Trader, often for a profit! Be careful though, prices are very unstable on these items, these are only averages.

    Seed Vessel
    Stock/Demand: 4
    Price: Buys for 8 gears, sells for 11 (+3 average)

    Food/Forage/Ore/Tool/Farming Vessel
    Stock/Demand: 4
    Price: Buys for 6 gears, sells for 9 (+3 average)

    Carpets are another item that can only be resold from the Luxury Trader to the Furniture Trader. They don't offer any average increase in value, but due to their instability and high unit value, you can still profit quite a bit off of a trade.

    Red and Blue carpets
    Price: 10 gears
    Brown and Turquoise carpets
    Price: 8 gears


    Items that universally give a profit when resold. Still! Remember to check for fluctuations:

    Wolf Pup - Bought from Survival for 8 gears then sold to Food or Treasure Hunter for 10 gears (+2 average)
    Lapis Lazuli - Pack of 6 bought from Treasure Hunter for 1 gear then pack of 4 sold to Luxury for 1 gear (+1.5 average)
    Colored Glass- Pack of 4 bought from Luxury for 1 gear then pack of 3 sold to Furniture for 1 gear (+1.33 average)

    Items which can be resold for equal value, sometimes allowing for a profit due to price fluctuations:

    Rough Emerald (High) - Bought from Treasure Hunter for 8 gears then sold to Artisan or Luxury for 8 gears (0 average)
    Carpets - Bought from Luxury for 8 or 10 gears then sold to Furniture Trader for 8 or 10 gears (0 average)
    Ladder - Bought from Furniture Trader for 2 gears then sold to Builder Trader for 2 gears (0 average)

    These items will likely not turn you a profit, but maybe if the stars align you just might break even:

    Open/Closed Crate - Bought from Furniture Trader for 2 gears then sold to Food or Builder for 1 gear (-1 average)
    Bread - Pack of 8 bought at Food for 2 gears then pack of 8 sold to Survival or Treasure Hunter for 1 gear (-1 average)
    Redmeat - Pack of 8 bought at Food for 2 gears then pack of 8 sold to Treasure Hunter for 1 gear (-1 average)
    Candle - Pack of 2 bought from Commodity for 2 gears then pack of 2 sold to Treasure Hunter for 1 gear (-1 average)
    Linen Sack - Bought from Survival for 2 gears then sold to Food or Treasure Hunter for 1 gear (-1 average)
    Ordinary Glass - Bought from Build Material for 2 gears then sold to Furniture for 1 gear (-1 average)
    Peat Brick - Pack of 16 bought for 2 gears at Commodity then pack of 12 sold to Artisan for 1 gear (-1.5 average)
    Charcoal - Pack of 8 bought at Commodity for 2 gears then pack of 12 sold to Artisan or Survival for 2 gears (-1.5 average)
    Linen - Bought from Commodity or Clothing for 1 gear then pack of 3 sold to Clothing for 2 gears (-1.5 average)
    Rough Peridot (High) - Bought from Treasure Hunter for 10 gears then sold to Artisan or Luxury for 8 gears (-2 average)
    Rough Diamond (All) - Bought from Treasure Hunter for 10 gears then sold to Artisan or Luxary for 8 gears (-2 average)

    Items with very very bad resale value will not be listed here as they are clearly not intended to be resold.

    Clothing Reselling

    If you want to take reselling seriously, the real money is in clothing. This is extremely risky and you are going to likely run into many dry spells where simply nobody is buying, or are doing so would net you a loss. But with the greatest risks come the greatest opportunities. I would heavily advise you have a good networking infrastructure set up before doing this. At minimum you should have a path secured between each caravan, with a road being especially ideal. You're going to be doing a lot of travelling.

    Food Trader Buys:

    Shepherd's Sandals for 1 gear from Clothing's 2 gears (-1 gears)
    Shepherd's Cowl for 4 gears from Clothing's 2 gears (+2 gears)
    Shepherd's Pants for 6 gears from Clothing's 3 gears (+3 gears)
    Woolen Leggings/Scarf/Knee-high Boots for 6 gears from Clothing's 3 gears (+3 gears)

    Survival Trader Buys:

    Huntsman Tunic for 10 gears from Clothing's 5 gears (+5 gears)
    Sturdy Leather Belt for 6 gears from Clothing's 2 gears (+4 gears)
    Stained Leather Poncho for 4 gears from Clothing's 2 gears (+2 gears)
    Blacksmith Apron for 6 gears and Snow Goggles for 4 gears, sadly neither can be bought.

    Commodity Trader Buys:

    Merchant Bracelet for 3 gears from Clothing's 2 gears (+1 gear)
    Merchant Shoes/Hat/Amulet/Belt for 4 gears from Clothing's 3 gears (+1 gear)
    Merchant Pants/Shirt for 5 gears from Clothing's 4 gears (+1 gear)

    Furniture Trader Buys:

    Artisan Scarf and Workman's Gown for 1 gear. Neither are purchasable.
    Heavy Tool Belt for 4 gears from Clothing's 4 gears (0 gear)

    Builder Trader Buys:

    Heavy Tool Belt for 2 gears from Clothing's 4 gear (-2 gears)
    Copper Arm Bracelet for 6 gears and Copper Neck Torc for 4 gears, neither can be bought.

    Clothing Trader Buys:

    Thigh-High Boots for 8 gears from Luxury's 8 gears (0 gears)
    Aristocrat Shoes/Belt for 7 gears for Luxury's 7 gears (0 gears)
    Aristocrat Shirt/Leggings for 10 gears for Luxury's 10 gears (0 gears)
    Aristocrat Mantle for 14 gears for Luxury's 14 gears (0 gears)
    Lackey Shoes/Gloves/Hat for 2 gears from Treasure's 2 gears (0 gears)
    Lackey Breeches/Shirt for 3 gears from Treasure's 3 gears (0 gears)
    Squire Boots/Hood/Belt for 2 gears from Treasure's 2 gears (0 gears)
    Squire Tunic/Pants/Shirt for 3 gears from Treasure's 3 gears (0 gears)
    Hooded Cape for 3 gears. Unpurchasable.
    Spice Merchant's Coat for 4 gears. Also unpurchasable.
    Shepherd's Boots/Trousers/Mantle for 2 gears. Guess what. Unpurchasable.
    Noble Shoes/Riding Gloves/Necklace/Fur Collar for 6 gears. You'll never guess.
    Noble Fillet/Pants/Shirt/Sash for 7 gears. Yep, unpurchasable.
    (Wow that was a huge disappointment.)

    Not a very good note to end on, but these are all the resell values for clothing.

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