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Rahjital

Vintarian
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Rahjital last won the day on September 13

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  1. Version 2.2.1 released A quick and simple fix for an uncommon multiplayer crash relating to thrown spears, and possibly other mods. Getting it is recommended, but unless you play in multiplayer or with many mods, chances are the bug might not affect you anyway.
  2. Version 2.2.0 released! This version brings a few needed quality-of-life improvements. When starting to aim, the reticle now first turns orange before getting white as before; this means that although you can already shoot, you still need to wait a little longer for maximum accuracy. Once the crosshair turns white, you can be sure the weapon is as accurate as it is going to be. The other big QoL improvement is zeroing, which makes arrows fly a degree or so above where you aim. This is small enough to be pretty much unnoticeable during play as gravity immediately drags the arrow back down, but it gives the feeling of a less pronounced arrow arc over short distances. This helps especially when hunting rabbits and other small animals. Another new thing is a config setting adjusting how difficult it is to aim. You can change this from inside the game using the `/bullseye set globalAccuracy [number]` command, where [number] (leave out the square brackets) is a fraction of standard difficulty. Typing /bullseye set globalAccuracy 0.8 would decrease aiming difficulty to 80% of normal, and so on. Full changelog: Fixed multiplayer crash bug related to bows running out of durability Added server-side setting 'globalAccuracy' to control how difficult it is to aim use command `/bullseye set globalAccuracy 0.8` to reduce reticle sway to 80%, and so on QoL: Added zeroing to bows - arrows fly slightly above the crosshair, for more intuitive point blank aiming without affecting long-range shooting QoL: Crosshair now changes to orange when it is possible to shoot, but accuracy is still low Accuracy stat calculation redone; Hunter class is now guaranteed to be exactly 30% more accurate Major code refactor
  3. Version 2.1.1 released! This one should hopefully fix the bug described by Snappu, as well as a few other animation bugs that occured only in multiplayer. I'm glad you are enjoying the mod, and thank you very much for the report! As luck would have it that's a bug I can't reproduce because I only have one game account and one computer to play on, but I do have a rough idea of what might be causing it so I tried a quick patch. If it doesn't work, please let me know and I'll do a more in-depth fix
  4. Version 2.1.0 update! The mod's name has now been changed to Bullseye instead of Archery, which unfortunately turned out to be too generic and easy to confuse with other existing mods. Other changes in this update: Added obsidian arrows Arrows can be crafted from bamboo in place of sticks, each bamboo bundle crafts 3 arrows Minor QoL: aim resets to the center of the screen after 15 seconds of not shooting
  5. I'm going to stick with game design arguments, since you specifically asked for these. If you break down the gameplay loop of Vintage story far enough, you eventually arrive at something resembling "explore -> overcome challenge -> acquire loot -> craft". It's a very old loop, the same that stands behind the Elder Scrolls and Fallout series, Minecraft itself, and really pretty much the entire open-world genre, because it's very powerful. Each of the steps is rewarding to the player and they support each other when one of the pillars falters. Even though Vintage Story is still fairly early and underdeveloped in places (to give just one example, the "overcome challenge" step is fairly weak, as prospecting for ores is arcane and combat against drifters isn't very satisfying) it still works well enough to keep people hooked for hundreds of hours. It does need a strong and constant motivation, though. Overcoming challenge is exciting, but our natural response to risk and danger is to avoid it when there is something on the line. It would be nice to upgrade your bronze axe to iron and chop down trees faster, but is it really worth it to brave the nightmare drifters in the deep for it? And if you do go there at all, it's more akin to an expedition or a miniboss "fight" - dip in for just long enough to get what you need and run, mining any more just wastes your time and risks drifters sneaking up on you. Tool durability doesn't leave you that choice. You have to go out and look for more ores, overcome the challenge, because if you don't, you will eventually be reduced to the basic stone tools and the steep labour cost of having to make new ones all the time. Without the constant economic demand of tools wearing out, the game loop starts breaking down - exploration may still somewhat hold due to the need for seeds and rare materials like lime and salt, but VS offers fairly little challenge other than finding ores and dealing with underground drifters, and ores would lose a great deal of their value as loot and crafting material. It's not the only possible material sink of course, but removing it coul easily lead to a fairly serious and time-consuming redesign of the game. There's also one more reason for durability, and that is resource management. Each action you take to change the game world has a cost to it. Unlike in Minecraft, if you just dig around without actively looking for ore, chances are you'll lose your pick without much in return. When you have only copper tools, a big part of your metal budget will be spent on survival needs and looking for new ores, but each new tool tier makes this cost a smaller part of your budget, and leaves you more to shape the world with as you wish. Iron deposits are huge so once you have a good helvehammer setup, the game really opens up creatively. Without tool durability you always have this freedom from the moment you craft your first tool, and it can no longer be part of the progression. The only cost to shaping the world would be your own time, and on average, players are notorious for valuing that time little compared to in-game resources or even their own labour. The implementation is not perfect of course, and you do raise very good points - tools feel very generic and disposable now, and it might come in conflict with future tool-related features. There's certainly a lot of ways to improve on that without removing the resource sink of durability, though.
  6. Bullseye V. 2.2.0 changelog: Hello and welcome to Bullseye! This mod is aiming to overhaul and rebalance ranged weapons in a vanilla-friendly way. A new aiming system, relying on player input rather than randomness A specific role and handling for each bow Obsidian and bamboo arrows, iron and steel spears, spear head clay molds Broad rebalance - higher damage for spears and arrows, decreased arrow break chance, spear durability higher in melee and lower when throwing, and more Other minor features (throw your spears with a running start to make them go farther!) Get the mod on its Vintage Story Moddb page here: https://mods.vintagestory.at/bullseye Source on Github under the MIT license here: https://github.com/Rahjital/VSBullseye So what changes does the mod really make? You can read up on that in more detail here: All feedback is greatly appreciated and helps improve the mod. Let me know here in this thread if you have any comments!
  7. Can't blame you for feeling frustrated - starting out the game is rough, and difficult. But the thing that helps one survive the best in this game isn't twitchy reflexes, but rather knowledge. First and foremost, if you have trouble with wolves, do your best to stay out of forests. Just like they were for our ancestors, forests are a scary place in Vintage Story, and it helps to avoid them as much as you possibly can when you are new. Wolves lurk there, and it's the kind of difficult terrain they have an advantage in. If you spawn in a forest, run until you see nice clear plains, and never look back! Life is much easier out of the forest. Open terrain lets you see far, and lets you run away much easier on the rare occassion a wolf may wander there. You can find everything you need to survive there, apart from wood for which you might need to go to the edge of a forest. If you do that, approach slowly and listen for howls. If you hear any, just move along and get your wood in a different place, it's not worth the danger. I think I spent the first 20 or 30 hours in the game just running away from things, or avoiding them entirely. With time you learn to know the signs of danger, what to look for and what to listen for, and what to avoid.
  8. Animals being so brutal was one of the things that sold me on the game when I started playing. I got absolutely destroyed by wolves in the first ten or so hours (being a new player stuck in a forest is rough), and it felt very refreshing to realise that perhaps in this game you aren't meant to pick every fight and win. It was honestly scarier than Amnesia The Dark Descent for me, desperately foraging for mushrooms not to starve while hearing howling far too close for comfort. Unfortunately all this difficulty drops off a cliff once you realise how slow animals are, and then you can just keep kiting them with impunity and their tankiness unfortunately makes hunting a bit of a chore. The proper fix is better AI, as seems to be the plan, but perhaps making the animals faster could allow for lowering their health? It would certainly make kiting less of an option, at least.
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