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Everything posted by LadyWYT
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Another thing I discovered just now--you can also hop up one block heights without resetting the bandage timer, so it's even more feasible to bandage yourself while trying to escape an enemy. Edit: Likewise, you can move down one block without getting interrupted, provided that it's only one block and you don't jump in the process.
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It depends on how many more bugs there are that need swatting before the devs can consider things stable.
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I'm thinking they take one look at your nametag and make themselves scarce. Jokes aside, what version are you playing, and are you using mods? If you're playing a release candidate, you've likely encountered a bug, and will want to report it on the Github bug tracker. If you're using mods though, it's possible one could be affecting trader spawns. It also doesn't hurt to create a new world to see if the issue persists. You might also try turning on the colored map(assuming it was disabled), as the colored map makes the traders much easier to find.
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I mean if you don't like the gravel fields, it's a problem. Personally, I've not had any issue with the gravel fields, and I quite like some of the striations we're getting in 1.21. Very much Painted Desert vibes.
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What length do you set temporal storm fruequency?
LadyWYT replied to Delusional Dunmer's topic in Questions
Like Mrozak, I also tend to use default settings for storms. I don't allow sleeping through storms(temporal storms preventing sleep is default) since I prefer that as my standard setup. The storms are a pretty big deal in regards to the lore and overall setting, so it feels better to me to have it be a proper looming disaster that you're going to have to figure out how to deal with. However, if I'm doing some major testing in a world and don't want to bother with the storms, then I just enable sleeping through them. The reasoning for that is that way I can still do my testing with monsters and temporal mechanics enabled, and still go through the storms if I wish, but I also have the handy option of just skipping through them as well. Also welcome to the forums! If it's your first time in the game, I would recommend playing Exploration for an easier time learning the basic gameplay, but Standard is also perfectly fine as well(though it will be harder). I don't recommend Wilderness Survival for new players, unless they really want that style of game, since Vintage Story has a pretty steep learning curve and Wilderness Survival is incredibly unforgiving of mistakes. Another option to keep in mind that if it's just the monsters that you are struggling with, you can set a grace timer at the world's creation that will prevent them from spawning for a few days, which will give you a little time to figure out what you're doing before you have to deal with them. -
I forgot that's a thing. But given that the gravel fields are technically deserts, increasing world rainfall should alleviate a good chunk of the issue.
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It could be as complex as sections of code having unforeseen effects on other code sections, or as simple as fatfingering a key when writing/examining portions of the code to begin with. It's really hard to say.
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Not quite. It's a lot easier to spot those telltale signs of surface copper and other minerals in a gravel field than it is in a grassy field. It's also somewhat easier to spot threats or points of interest, since there's not a lot of grass or other foliage to obscure your vision.
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Experience with using AI to generate texture packs?
LadyWYT replied to Thorfinn's topic in Discussion
You would think, but...lawyers. -
Lol not quite. I think they were called kweebeks or something?
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Happenstance. That would be a cool power. If not a constant drain, you could just make the monster take a sliver of your stability every time it hits you, instead of doing standard damage. That way you can still deal with it without taking damage, if you're skilled enough, and you wouldn't be punished by it if it happens to be somewhere you can't reach for some reason. And much like the bell...it's also not something you can afford to ignore either.
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I mean...they had little sprout-plant people creatures...that's about all I recall that really stood out as unique. Most of it was pretty generic fantasy, which isn't to say it was bad, but it wasn't anything I would call "groundbreaking" in terms of design. Most of the hype stemmed from it being a possible competitor to Minecraft, at a time when many were getting frustrated with Minecraft.
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Game Mode Suggestion (Not Sure if This Has Been Suggested Before)
LadyWYT replied to mycroftcanadans's topic in Suggestions
Tagging on to this, I guess, because it's funny, and what @Thorfinn said as well...the main problem I see with making death permanent in the corrupted areas is...pretty much every important story bit has you going to a corrupted area, where you are highly likely to die. Quite easily too, I might add, since certain parts of certain areas are quite difficult. And if one really wants that level of challenge, they can already have it simply by playing hardcore and limiting themselves to one life only. And of course, if you want to push the concept even further...just set your temporal stability to 0 in appropriately corrupted areas, so that your health will constantly be ticking down as well. I'm sure some players would enjoy this proposed game mode, but it really doesn't fit the setting and gameplay that Vintage Story has established. I also figure that to make it actually work as a proper playable game mode would require overhauling quite a lot of the game, which would take a lot of development time and resources, which doesn't seem worth it given that this isn't the kind of thing most VS players seem to be interested in. -
Well, Hytale was never technically a game, since nothing playable actually launched. So it wouldn't make sense to include it in lists like that. I think it's more accurate to say that the idea was popular, at the time it was announced. I forget exactly what was going on with Minecraft at the time, but I think by then the community was quite large, and had mixed reactions to what was happening in Minecraft at the time. Some wanted a game different than what Minecraft was turning into, and thus started working on their own thing, which was Hytale. Tyron was one of those people, and ended up splitting ways with the Hytale team later when Hytale turned out to not really be what he was looking for either. In any case, the trailer dropped, a lot of people got really excited because it looked cool and seemed like it would be a great alternative to Minecraft where none really existed. And then...nothing. No news, no playable demo, nothing. I never really followed Hytale too closely myself, as while it looked cool I was skeptical since I'd been burned on game hype before(the infamous Yogventures, anyone? ). There probably was news, but I don't recall seeing any mention of Hytale post-trailer until they announced the acquisition by Riot Games. After that, it was pretty much radio silence until they announced it would be free-to-play, somehow, and the complete engine rework. At that point I just lost whatever shred of interest I had in it, and didn't see more news until they announced the cancellation. My general conclusion is that the conditions were certainly there for a successful game to be made, but the trailer was dropped way too early--they should have made the announcement when they were close to having something playable, so all the hype wouldn't be for nothing. Since it was dropped early though, without at least a follow-up demo, people started asking questions, the hype died, and most just forgot about Hytale's existence, for the most part. The times it did resurface in the news(like the Riot acquisition), a bit more hype was generated, but it was also met with a lot of skepticism given that a lot had been promised with little to show for it. It sounds a little goofy, and given Hytale's history(and Riot's as well), I'm highly skeptical of any good product getting produced until there's a playable proof-of-concept. Until either Riot, or the founder, can produce such a product, it's just more talk without an actual game. As for what Tyron and Anego Studios are doing with the Adventure Mode concept though, I'm not that skeptical of it and am inclined to believe they'll do a good job on the adventure. They have a solid track record taking care of Vintage Story so far, and though there have been some bumps in the road the issues were addressed and fixed rather quickly. It might still take a while for an "Adventure Mode" to be playable, but as long as they keep up their current standards I don't have any qualms about seeing something good later. I haven't followed the issue too closely, but last I recall, Nintendo wasn't faring too well in either the lawsuit or with its customers. I suppose Riot could decide to sue Anego Studios over Adventure Mode, but what would they really stand to gain? Not a lot, that I can think of, but they could stand to lose a lot of their customers if they start looking like Nintendo. That's not to say they would or wouldn't sue, just that I don't really see that scenario being anything more than a "what-if" right now. I'll also note it's not against the law to make a similar product--look at how many Oreo knock-offs there are, for example. Likewise, there are plenty of games that are similar to each other, or fit into the same genre but are very different. League of Legends is one of the most well-known MOBAs out there, but it's not the only MOBA--Heroes of the Storm(RIP), DOTA, SMITE, and...I think it was Heroes of Newerth(that was a thing, right?) that all implement similar concepts and weren't created/owned by Riot, but Riot didn't sue those studios for having something similar. Not to say you shouldn't be concerned about any of it, or shouldn't keep an eye on the situation. I just don't think it's worth getting terribly worked up over given the present evidence. Well if I ran a game studio and had a chance to pick up developers that I knew could both do the job while getting along with me and my current team, I'd hire them too if I had the resources available to do so. Saves the trouble of trying to sort through resumes and taking risks on more unknown individuals. As for copyright...the key there is to make something similar to what Hytale was supposed to be, but different enough that it's clearly its own thing. Vintage Story versus Minecraft is a good example--they're both similar, in that they have similar voxel-based graphics, crafting concepts, and the like...but they're also very different in gameplay and appearance. As for whatever is going on between Hytale's founder and Riot regarding money and the game's sale in general...I have no idea. I would assume it was sold to Riot because Riot offered a lot of money, and lots of money is hard to say no to.
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I'm not sure what causes it, but a friend of mine had similar issues in that the music stopped playing for him entirely. A fresh install of the game fixed it. Make sure you back up your worlds and mods before going that route though!
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I think radfast already reported it, yes.
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I think it depends on whether or not the worldgen issues get sorted out or not. Aside from those issues specifically, everything else has felt pretty stable, so once worldgen is fixed I'd wager we'll see a stable release.
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I don't think they're intending to use Hytale assets in the first place, at least in Anego's case, aside from hiring former Hytale staff. As for those trying to salvage Hytale...if they can't get the rights back from Riot, their only real option is starting over and building something similar to Hytale but different enough to avoid getting sued. Which I mean...is very doable, if they can acquire and manage the resources needed. I do agree though, it sounds like bad news. Honestly, I would be surprised if Riot let the rights to Hytale go without someone offering a very lucrative deal, given how much potential the game concept has for both popularity and monetization.
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Weird. I don't know that there's a good answer to your problem, other than check other parts of your base to see if the issue is just in a specific piece, which can happen in parts that are on chunk borders. Otherwise, you may consider relocating(or just building a hangout spot in a stable area to recover), or starting a new world.
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This is probably the case, although fishing actually feels a bit more worth it now, if there are plenty of fish nearby. It used to be that half the time fish would drop no meat; now they seem to drop at least one piece of meat most of the time, sometimes two but rarely none. The drawback is that the satiety points of fish meat has been reduced. I'm not 100% sure, but I think fish stew might be bugged, since it didn't provide much satiety as other meat stews prior to 1.21, but now seems to offer satiety on par with the other meat stews.
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Any mods/playing with a release candidate? Only thing I can think of is a mod issue or some strange bug with an unstable release.
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https://github.com/anegostudios/VintageStory-Issues/issues/6636
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I tend to rely on prospecting more than caving, as ore veins in VS don't generate like they do in the other block game. That's not to say that what the prospecting pick says is there, is actually there, but more often than not there's at least some kind of useful ore present when I dig. I would opt for the pro-pick over caving, just because it's less risk and offers a better idea of good places to dig.
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It's an issue that's been plaguing the release candidates, and seems to have resurfaced in rc5. There's already a bug report over on github.
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Welcome to the forums! What is the teal gear doing when you're actually in your house? Chunks in Vintage Story don't quite operate like Minecraft chunks, in that what the chunk boundaries and properties don't go from bedrock to world height. Chunks in Vintage Story are more just cubic areas stacked on each other, which is how the underground is so unstable while the surface is relatively safe. I'm guessing what you've encountered here is a stable chunk on the surface, with unstable chunks underneath it, which is why your house can be perfectly fine and stable but the caves underneath it not so much.