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Everything posted by LadyWYT
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Nothing should break, but best to make a backup before updating, just in case. I do recommend checking your machinery though, if you have crazy/complex setups. Wooden parts can now get overloaded and catch fire(I think they only smoke instead of burn at the moment) if they are under too much stress.
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For bronze armor, lamellar is cheaper and offers more healing and movement, but it's not as protective. For tier 2 armor sets in general, gambeson will be the best, since it offer good protection with minimal downsides. Tier 2 is the minimum equipment requirement for the Resonance Archive, but when completing it in singleplayer it's not a bad idea to opt for iron equipment(tier 3) or better, since better equipment will mitigate incoming damage more easily. My preference is typically iron brigandine, since it's both protective and relatively cheap, though chain is also a good choice since it's very protective with fewer restrictions on movement. I will also note that it's okay for your health to get chunked, as long as you can survive the hit and heal afterwards, though it is more ideal to dodge the attack if you can. Higher tier enemies hit hard, even if you have the appropriate equipment, so it's not unusual to need a bandage or two after dealing with one.
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It's an interesting idea, but...this is also stuff that we already have. The Discord and forums almost always have people chatting and sharing builds, ideas, etc. There are plenty of creators on YouTube and other social media posting content regularly. There's several different VS servers advertised in the Multiplayer section. The distinct disadvantages I see to something like this is that, aside from digital conventions being rather uninteresting, it takes a LOT of time, effort, and other resources to actually organize an event on this scale. It's not something you could or even should leave up to the community to organize if it's going to be an officially sanctioned event, since it can easily lead to all kinds of drama in the community and also give the impression that the company is taking advantage of fans' goodwill. Prizes cost money, and have to be mailed to the winners; digital prizes don't have to be mailed, but can end up creating friction in the community due to people missing out on limited-time items for whatever reason. Staff has to be paid, more moderation is probably needed to keep things running smoothly. For server infrastructure...um...to my knowledge, TOPS can only handle 75 people at once currently--an event like this you'd need at least a couple thousand slots for, if not more. The list goes on, but overall, this kind of thing can turn into a logistical nightmare rather fast.
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On this point, the new procedural dungeons allow players to break/take/place blocks and items at will. I wouldn't be surprised if they add some sort of miner's lamp or belt-fastened lantern later on. In the meantime though, there are often torch holders scattered around that can hold torches, and if the player is sufficiently advanced they can craft the night vision helmet for a hands-free way to see in the dark. I will also note though that fighting with a lantern in the off-hand is quite viable, especially with good armor and careful footwork. This holds true for most of the game, really; inventory space is a premium resource, and one the player will need to manage carefully. Sometimes that means only taking what's necessary and making return trips as needed, and sometimes there's not much there to interest the player in question so one trip is all that's needed. Adding more inventory space would make things more convenient for the player, but would probably make the game as a whole feel a little too easy since the player no longer needs to actually manage their inventory(Minecraft has this issue, to an extent). Decreasing the amount of loot is also an option, but that would likely leave the locations feeling rather bare and underwhelming. For the Resonance Archive specifically, many players will bring a trunk or two with them to place at the entrance, and then store their loot in those. It still takes a couple trips to cart everything back to base, even with an elk, but storing loot at the surface does make it less hassle to retrieve later. Sometimes it's intentional design--crouching often helps in these cases. In these cases, the tight spaces are usually meant to create suspense(such as the narrow tunnel before the bell workshop), act as a simple puzzle by making the correct direction less obvious, or act as a sneaky way to hide secrets. The mines should have some empty torch holders that you can place torches in, to tie this into my earlier comments. Backpedaling can help--if you time your movements just right, you can often avoid attacks entirely. Also worth noting that while shields are more effective when actively blocking(that is, crouching while equipped), they do have a passive block rating so you don't necessarily need to be crouching for the shield to soak up some of the incoming damage. As for switching tools/weapons quickly, it's often better to use the hotkeys for the appropriate hotbar slot. I like to put my knife on 1, sword on 2, bow on 3, etc. This boss fight is pretty rough. My general strategy is to stay just within his reach in order to keep baiting out the melee attacks while making my own attacks, and stepping back out of range as needed before I actually get hit. Jumping prior to the ground-pound is also ideal. Heal as needed. Having a shield equipped helps deal with the ranged attack and soak up other damage; keeping a light source equipped isn't the worst thing, but there should be sufficient lighting to see in this area already and the shield is generally more valuable here. The first phase of the fight is playing it somewhat careful and learning the eidolon's different attacks. Once the locusts come out though, you'll need to focus on killing the boss, since the incoming damage will start to pile up very fast and you won't be able to keep up with the healing. The locusts are generally better ignored and kited around, but their numbers can be thinned as needed. They shouldn't be focused, since they spawn almost as fast as the player can kill them, and damage put into killing them is damage that isn't going toward the boss that's summoning them. For healing, honey-sulfur poultices are the best item for this fight. They heal for eight HP per bandage, don't dry out, and don't need any special preparation in order to use. As a side note, you did mention using bronze plate armor. That should be sufficient for clearing the Archive, however, plate isn't necessarily the best pick for this particular fight since while it's quite protective, it also makes healing very difficult. There is an explanation of what it is, but you have to connect the dots yourself, pretty much. As for getting to see the entire thing, you'd need to use creative mode to do so. If you happen to fall in the pit, there is also a way out, so you don't need to worry about getting stuck and dying a slow death or needing to use creative to fly yourself out. What the thing is, if you decide you want spoilers: Jonas tech uses a lot of temporal energy, whether it's in the form of gears or that glowing teal fluid that fills all the various pipes and vats. If you read the flavor text on the temporal gears: Shivering, yet somehow sturdy. Seems to endlessly turn a constant level of inertia, even when resisted. This would imply that perhaps temporal gears are more durable and efficient than their more common counterparts, in addition to whatever other properties they might have. That being said, not every part of the machines are esoteric; there's quite a few parts that are still rather ordinary...or at least, as ordinary as is fitting for medieval steampunk tech.
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Welcome to the forums! To my knowledge, there's been no such change, though I would check to be sure that all the farmland is being properly irrigated. If it's not irrigated, then crops will still grow, but at a slower rate due to rainfall being a little fickle. The only other thing I can think of, is that there was a bugfix related to soil nutrients; if I'm recalling correctly, they weren't draining enough before and causing crops to grow faster than intended. That could be why crops are dying now--they're being planted too late to mature before the killing frost hits.
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Welcome to the forums! I believe so, yes. It's been a long time since I played with that setting, but as I recall, the strongest storms possible were only medium strength.
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Highland areas with lots of grassland or sparse forest are the best places to look. They may also spawn in the cooler climate bands as well, since they do like cooler weather, but for the standard temperate start the highlands are the only place I've found them.
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Welcome to the forums! Paging @williams_482 for advice. You might try mods like StepUp or Knapster to help streamline some of the gameplay, especially if there are underlying physical issues. https://mods.vintagestory.at/stepupcontinued https://mods.vintagestory.at/knapster There's also a couple of mods that add controller support to the game, but I'm not sure how well either work. https://mods.vintagestory.at/controllermovementvs https://mods.vintagestory.at/show/mod/50127
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That should be the "Gamma" setting, though the "Contrast" setting may help as well. That being said... Vintage Story is meant to be realistically dark--players will need a light source to see what they're doing at night/underground. Nights with full(or nearly full) moons tend to be bright enough to have some vision, especially during the winter, but that's assuming that enough of the sky is visible to actually let the light show. Adjusting the above settings may help with visibility to some extent, but may not fix the issue entirely.
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Shift + right-click to harvest animals, unless you changed the keybind from defaults. Crushed carcasses will still drop less loot, presumably to discourage players from exploiting game mechanics by using gravity to do their dirty work for them.
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Actually, I disagree. Bears do hit harder than the eidolon, yes, but they don't have nearly as much health, and have a single basic attack in addition to limited interest in the player. Both also serve very different roles. The eidolon is a proper boss, and meant to put up a decent fight for a few minutes before the player can reach the "treasure"; the player has no chance to escape and must either kill or be killed. The eidolon also has three different attacks, two of which count as ranged, and can summon locusts, meaning that the player will need to vary their strategy a little throughout the fight. Bears can be avoided, or escaped from, or put down in a matter of seconds with decent equipment, so players have a variety of options on how to deal with this threat. Bears, wolves, and other dangerous wildlife also serve to teach newer players something very important: the world of Vintage Story is dangerous, and reckless planning can easily have serious consequences. Since the players learn this so early, they can make better plans for the really dangerous activities as a result(like story content and underground expeditions).
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I forget lava exists in the game, since it's pretty rare. Nice find! Oh it definitely exists. As far as I'm aware, story locations like these are generated at world creation, or upon first loading a world after an update, in the event that new story locations are added and nothing is blocking the spawn. It is possible to find locations like this without using a map, but unlikely, since some of them are rather well-hidden. Kind of. Story locations are just that--unique locations that are important to the main story of the game. They tend to be larger and more detailed than the average ruin, and often contain special loot, puzzles, and hazards. Also worth noting that if a location is described as dangerous, it's a very good idea to take the warning seriously.
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Only the tamed elk can be used as a mount in the vanilla game. There are mods that add other deer species and creatures as mounts, as well as at least one mod that recolors elk. However, it's also possible that some of those screenshots feature players riding female elk or male elk that haven't fully grown their antlers yet, since antler size does depend on the time of year.
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Maple seeds will actually spin when they fall. Phytoplankton, and to a lesser extent glow worms. Completely cosmetic, but a cool environmental detail. Jam labels. It's just so nice to have specific labels rather than generic ones. The sign in the village well. The toilets. Catfish. They're just so goofy! Monster idle animations. It gives them some depth and makes them feel like a believable part of the world, rather than just a conveniently placed obstacle.
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This is my general thoughts on it. A Jonas tech storm clock would be a great end game goal and be very useful for getting a good idea of when the next storm is due to arrive, especially on worlds you haven't played in a while. It would also be a more immersive way to handle it, in addition to keeping the suspense up for the earlier portions of the game.
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Potential Bug Report: Nightmare Drifter Damage
LadyWYT replied to Discipline Before Dishonor's topic in Discussion
Just tossing this out there as something to potentially try: copper lamellar. It's more expensive than bear armor, to be sure, but it does offer more protection and durability and you don't have to fight a bear to get it. -
I mean they don't really remind me of that either, but I wanted to make sure all the bases were covered, y'know? For those wondering what could make those kinds of noises. I did forget about these though. I'm guessing the generic underground ambience probably isn't responsible, as it's rather obvious, but you never know.
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I've had similar thoughts, and the devs did tease potential armor changes in a recent interview, though what those changes might be who really knows. If a status effect system is imminent though, it would be a good time to take a look at armor, since the kind of protection that covers a slot could determine what kind of injuries the player might suffer. For example, the torso piece might be the most protective overall, and thus be attractive for the player to make first, but leaving the head slot empty could leave the player more at risk for "instant death" type injuries. Flipping it the other way around might mean the player equips a helmet to avoid "instant death", while suffering less serious body injuries. And of course, armor type matters too, with plate protecting players from most injury types entirely and lighter stuff like gambeson perhaps only turning more serious wounds into less serious ones.
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Welcome to the forums! The only thing I can really think of is enforce a whitelist for vetted players, and ban players who are insistent on cheating.
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Are you sure? If the sound is constant, it's possible you may have stumbled across it and are hearing the ambience. Of course, it's also possible that your stability(if temporal mechanics are enabled) has dropped low enough for the warning ambience to settle in. If the sound isn't constant, it's probably just locusts. I mean, depending on one's perception of things, the above possibilities don't rule out any of these results. The game is pretty good about spooking players, even if they already know what to expect.
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It's more a case of...it's a videogame, and not going to be 100% accurate to reality. Food is a very basic need in the game, and very easy to manage, but it's also something that can easily derail the game as well if the player fails to account for it. Realistically, yes, it takes several days to a few weeks to actually starve to death, but trying to account for that in the game is rather difficult. If the player can live that long without food, then there's no real incentive to store food for the winter. Applying debuffs is a potential solution, but that introduces other problems, such as the player dying a very slow death thanks to being too weak to hunt or forage enough for a proper meal. If the debuffs persist through death, the player can potentially get soft-locked in a death loop, and if death clears the debuffs then it's back to the same issue of the player losing incentive to store food for the winter(or bother with food at all). Also worth noting that the early game becomes far less challenging if finding food isn't a concern.
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Welcome to the forums! Switching to creative mode will let you delete the unwanted mold and give yourself the clay back, at which point you can simply switch back to survival mode and continue on like nothing ever happened. If you're playing on a server though, you may be out of luck since you'll need admin permission to do this. Of course, if you don't have a helve hammer yet, you can always use the mold to cast a bronze helve hammer head later.
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Welcome to the game and forums! Tagging on to what @Diff already said, you need to make sure that the bush actually has fruit on it before holding right-click to harvest. A bush that is marked as mature is a bush that is old enough to produce fruit if the conditions are right; that is, it can't be in the barren health state, and must go through the flowering and ripening process first in order to produce fruit. It's also worth noting that ripe fruit won't remain on the bush indefinitely, so you'll want to make sure you don't wait too long to harvest. And of course, the healthier the bush, the more fruit it will produce. Wild bushes are supposed to spawn in the struggling or healthy state, though they seem to sometimes spawn in the barren state for some reason. Wild bushes also produce slightly less than cultivated bushes on average, and cultivated bushes are also the only ones that can actually achieve the bountiful state, if I'm not mistaken.
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Pretty much, though honestly I still figure a system like this would get complaints about realism when the deer doesn't just fall over and die at the first hit. I'd happily be wrong though.