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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. It turns out the creature behavior was bugged, so rabbits and other animals weren't trying to eat crops like they were supposed to. The bug should be fixed in 1.22, but I haven't actually tested the bunny pit trap to see if it works or not.
  2. As one of the players who got eaten by said bear before it died...yes, can confirm that it is a thing in the game.
  3. Borax. It happened to me in 1.20. I started a new world to play the story from start to finish and see how the pacing was, and got incredibly lucky with a surface tin deposit near my spawn. So I had bronze in the time it usually takes me to get to copper. Iron also proved easy enough to get, but I wanted steel before starting the story as I wasn't sure what I was getting into. And then the trouble started. I think I did eventually find borax thousands of blocks to the northwest, but then I was still missing bauxite, so eventually I just gave up and started chapter two, hoping to find what I was after along the way(which I did).
  4. I'm also curious as to whether this is a situation that happens more often when mods are involved, or whether it happens fairly frequently in vanilla as well. I've seen the issue come up a few times on the forums, but can't say that I've ever experienced it myself, or really seen a definitive answer to solving it when it does happen.
  5. Sure, but it still brings up the issue of players wondering why certain cosmetic options are available in one game mode but not the other. It also makes things complicated for players who decide to enable/disable lore content mid-playthrough, for whatever reason. If they started in Homo Sapiens and decided they wanted to play the story content without starting a new world, they probably won't appreciate having their character turn blue all of a sudden. Likewise, those that want to play with lore enabled but don't like the seraph options aren't going to be pleased when they aren't able to select more natural tones. The options could, of course, just be enabled for everyone regardless of game mode, however, that doesn't track with the lore set forth for the game, which isn't ideal since it decreases the quality of the story. There'd absolutely have to be a few rewrites, since the strange physical characteristics of seraphs are directly mentioned on more than one occasion.
  6. Welcome to the forums! 1.18, which is right when the first story content dropped. Aside from everything feeling more overwhelming and scary due to a lack of game knowledge and experience, the game's progression was similar to what it is now. More difficult than Minecraft or other similar titles, to be sure, but very satisfying to play and not actually that hard once one learns the "rules" that Vintage Story plays by. Most of the game is just testing how good the player is at problem-solving, planning for the future, and thinking on their feet or outside the box. As for the lore, 1.18 laid the foundations for pretty much everything we have now, but the pieces that came with chapter 2 in 1.20 confirmed a few things that had otherwise been theory before, though there were a few things that were definitely not hinted at before(that I am aware of, anyway). Gut feeling, mostly. The survival mechanics looked interesting and the world in general looked fun to explore. The hard sell for me was the player model and horror aspect. I'm not a horror fan, but the game didn't seem to have blood or gore, and keep the creepy stuff mostly as background dressing to flavor the setting, thus I don't really consider it a horror game. The player model wasn't as polished back then as it is now(though it really hasn't changed too much), and while it looked unsettling at first it's the kind of thing that just...grows on you, as well as makes a lot of sense once you figure out why the player character is colored so oddly. In any case, after watching some basic gameplay footage(Rhadamant mostly, for those wondering), I ended up trying the game for myself and loved it! As for what keeps me invested, the story and lore plays a big role. There's a lot to uncover and piece together, and it's well-written as well as blended into the world in a way that feels natural. I've had several many hours of entertainment alone just from uncovering scraps of lore or writing up different characters and thinking about how they would fit in to a world like this. The core gameplay itself is also challenging enough to keep me entertained and acquiring new tools and resources actually feels like an accomplishment rather than something that was just handed to me. Not that I have anything against easy games either, but sometimes I just want to feel like I actually had to work a little bit to beat the game. Honestly I thought it was a janky Minecraft clone the first time I ever caught wind of it, and thus I promptly ignored it for a year or two before I stumbled across it again. To be fair, when I found it the second time, it still looked like a weird Minecraft clone, but actually researching what it was revealed it was anything but that. I can't say that I really saw its potential when I first bought it either; that more came after I had played it for a little while and realized I was having more fun than I'd had for a long time in a videogame.
  7. I think it makes more sense to just leave it to the modded realm. Homo Sapiens isn't the game mode that Vintage Story is developed around, and just there as a nice option for those who want pure realistic survival only. In the lore, the player characters are not human, hence why they have odd colored skin, eyes, and hair. If human tones existed in Homo Sapiens only, it might be fine for that mode but cause friction for the rest of the game when players wonder why they can't have those options in standard play. There's also the factor of...Homo Sapiens mode is just the standard gameplay with the lore content disabled. Given that the player can easily disable the lore content themselves in the options at world creation, or via console command after, that introduces the new problem of how to handle those color options when the player tampers with such settings. Not really an option without rewriting the entire game story, as well as the setting. It's better suited for a different game, with a setting to support such, or otherwise handled by mods so players can add whatever they want.
  8. To restate what others have already said, the only real way to find other rock types is to just...pick a direction and start walking. If you have access to translocators, those can make the process much easier since they can teleport players thousands of blocks away in an instant. The trick, however, is finding and repairing one. I will note though that when it comes to bauxite, it's usually the top layer, but can sometimes spawn under other layers of sediment rock. Thus it's a good idea to keep an eye on exposed cliff faces or peek into caves every now and then to see what kind of rock strata is available, assuming that the top layers are sediment layers, anyway. Actually, for a Minecraft-style world, the climate distribution can be changed from "realistic" to "patchwork" at world creation. While it won't change the rock layers and the biomes will still be determined by rainfall and whatnot, it will mean that hot biomes can be next to cold biomes, meaning that the player won't need to travel to the equator in order to experience the tropics(or the north pole to experience the arctic).
  9. LadyWYT

    Olives?

    Probably for the same reason that mushrooms and pumpkins are also classified as vegetables in the game, and why tomatoes are considered vegetables in conventional real life terms rather than a fruit like an apple or pear. It might also be to give another vegetable option to the warmer climates, since turnips and things aren't going to grow as well.
  10. Nah, the thing you have to be watching for now is where the "catch" is. That is, the drifter ambush underground, or the bear in the bushes on the way home, etc. Sometimes there's not, but there's usually a sneaky little detail or two to overcome to actually get the prize back to your base.
  11. I don't think seaweed/aquatic plants can be harvested at all without mods. Coral...I'm not sure, but it seems like it would probably need saltwater in order to survive.
  12. The problem with that is that classes actually have specific lore tied to them. It's not just a choice of buffs/debuffs. If it were just a choice of equipment and traits then every character would have the same experience, rather than special class-related interactions. That being said, I recall one of the ideas floated for a status effect system being that the player could potentially earn new traits over time, both good and bad. So it may be possible to earn additional good traits or lose bad traits in a future game version.
  13. Welcome to the forums! There's kind of a chronological order they get arranged in, however, some of it is also left up to the player to figure out. By that I mean that lore books seem to always be added to the journal in a specific order, but the order in which they appear isn't necessarily by which was written first. Generally, the journal seems to try to keep multiple entries from the same author grouped together, and it's a similar case for subjects as well. Tapestries and carvings are entered in the order in which they are found, however, they also have numbers to indicate to the player which one is "first".
  14. This is true, however, it gets a little goofy when it comes to dealing with computer water and digital vegetables.
  15. Ctrl + shift + right-click should add the entire item stack to the crate in question. You should be fine. Wintertime hasn't changed that much, as far as I can tell, however the smithing process is a lot more fun. To get really good tools and weapons, you'll need to spend quite a bit of time at the forge, and winter is the perfect time for that. The forge will keep you warm, and the smithing process will keep you occupied until the weather is better for other tasks.
  16. Potentially. The mod I have for Skyrim will absolutely stop the player from wielding weapons in the appropriate arm if the injuries are bad enough. The only way to get around it is to use magic, drink a potion to fix the injury, or otherwise brace the broken bones so your character can still function while the injury heals. It's rather brutal. Personally, I enjoy such things, but I don't know that Vintage Story would necessarily go that far. I do expect some potentially brutal consequences, but perhaps nothing to the extent that the player is prevented from doing safe things like forging and building back at their base. I more expect that injuries will significantly impact movement speed and attack strength for a few days, meaning that while the player can still function they won't be able to effectively fight enemies or explore until they recover. As for the medical kit, the reason the player would take one with them is to patch themselves up enough to get back to safety where they can make a full recovery. If the player falls in a hole and breaks a leg, they might be able to climb out just fine, but will probably want some painkiller to dull the pain, and probably won't be wanting to spend time searching for enough sticks to make a splint(especially if worried about enemies). Suffering a grievous flesh wound might result in a nasty bleed that will kill the player if not staunched. The tricky part of the balancing to me, is more deciding what happens to the negative effects if the player dies. I would assume injuries just up and vanish, so the player can start over fresh, but that could lead to some potential mechanic abuse if players decide to just eat the death rather than bother with healing themselves.
  17. I seem to recall there being part of the code commented out, that was meant to allow players to build up fat reserves that could be burned to avoid starvation. I think it was a 6:1 ratio, in that it took 6 days of fat accumulation to go one full day without any kind of food. It's a neat idea, but I'm more in @Thorfinn's camp on this one. The player isn't in good shape at the start of the game, thus they aren't going to have nutrition/fat to rely on to avoid starvation(nor does it make sense for them to have such given what they just woke up from). By the time the player accumulates nutrition/fat, they don't really need the reserves to stave off starvation anymore since they have food supply under control. Applying a debuff to a hungry player before starting to drain health could give the player a grace period before they starve, but it could also soft-lock the player into a slow death since it's difficult to hunt or cover territory if one's movement speed/attack strength have been dropped. The best case scenario that I've found so far, thanks to tinkering around with various iterations of the concept for a mod, is that fat reserves/nutrition only serves as a small grace period to delay a meal for a few minutes while the player finishes a task, rather than as a mechanism to allow the player to go for a day or two without food. That way the player can finish whatever they were doing without losing health and hearing their character whimper, but won't be able to do things like go all winter without food stores or complete the story without packing supplies.
  18. Sure, but I was thinking dogpile/zerg strategy, which as I understand it is a real balancing issue when it comes to PvP circumstances. One faction rises not because they have the best fighters or gear, but rather because they have the most bodies to throw at their enemies. From there things just kind of snowball. In fairness though, I'd rather see a bit more skill to the system too.
  19. The way it works in my modded Skyrim is that the injury applies penalties to movement or character stats until it's healed. Bandages and other medical attention may be needed to prevent the injury from getting infected, or to speed up the healing process, or if the injury is particularly nasty--to allow it to heal at all. Splinting broken bones helps them heal faster and restores some of the character's movement, and drinking painkiller would further dull the effects of injuries for a time.
  20. This is my general thoughts on it. Iron might need a bit of a nerf so that the player needs to quench/temper once to get the same base power it has now, but it should still be better than bronze for base stats so that the player feels like they're actually getting an upgrade. I wouldn't say the tempering/quenching process is terribly expensive, however, I do think that there will be a decent chunk of players that doesn't bother delving too deeply into the process for whatever reason, and opts for the "easy" route. Which I think in this case, should be allowed. The reward for really putting in the time and resources to quench and temper an item several times(and risk losing it in the process) is the "carrot" to get players to tinker around with their forges a little more to see what kinds of cool stuff they can make. What I would rather see, aside from keeping ironworking a bit simplified, is a way to smelt it for casting. That way the player can have more late game projects to work on aside from the blast furnace, and keep those old molds useful for longer. Plus I'd wager it will likely be easier to cast iron for train parts, if trains are added, than to have to forge every piece by hand.
  21. The delete button. I am actually serious here. I don't intend to delete the worlds immediately, and might hang on to one purely for story testing purposes. However, for me it's about time for a fresh start, and I'd like to take full advantage of the new trader huts and berry bushes and whatnot rather than need to explore for miles to find said stuff. Fresh starts are also fun because not only is the scenery different, but I have a chance to correct mistakes I made in the previous world, as well as make plenty of new ones while playing.
  22. There is, but as I understand it the rifts don't affect the player's stability when that option is enabled. I'm talking about having an option to make the rifts invisible and continue to allow them to affect player stability. Really? I could have sworn there were berry bushes in the south. Maybe the spawning has changed due to the new bushes that have yet to be added?
  23. Given my experiences in modded Skyrim with this kind of thing, I don't know that I would call combat easier, as much as I would more intense. It's easier in the sense that the player can end enemies or otherwise bully them into submission quickly with well-timed attacks or raw brute force, but the combat also ends up more lethal for the player since all it takes is one miscalculation to suffer an injury that changes the tide of battle entirely. I will note that usually such situations are survivable unless the opponent is very strong, but you are right in that it's critical to have some sort of first aid kit to treat injuries sustained in the fight. Said injuries also take a while to heal, so the player will likely need to take a couple days to recover before they go delving back into a dangerous situation again.
  24. Right, but in 1.22 it changes a bit. As for spear fishing in 1.21 it's more manageable than in 1.22 but I would also call it pretty janky given that it was usually necessary to chase the fish around in order to stab them with said spear. Which isn't particularly realistic. It'd be better if the player could wait patiently on the shore or in the shallows and strike with the spear once the fish gets close enough to obtain said fish.
  25. Welcome to the forums! Try using an iron door instead of the kiln door. To my knowledge kiln doors won't create valid charcoal pits.
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