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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. I'm guessing it might be due to smithing and watermills have issues in 1.22-pre1. Some of the issues were fixed in 1.22-pre2 so those systems are a lot more playable now, but there's still some hiccups, I think. 1.22-pre2 also didn't have an obvious news notification, so some players aren't aware that it's available in the download. That's just a guess though. When it comes to "small" changes, like the bowls of food being too hot to hold, I don't think those were intended changes, but they're definitely going to be easily noticeable because cookware can be obtained within the first day or two, and most players likely eat a portion of the food as soon as it's done cooking(or otherwise try to move the cookpot). Regarding spears, the increased charge time is a pretty big change, since it stops players from rapid-firing spears at targets(and I'm pretty sure that was a feature most players took advantage of in previous versions). Good to know since I'm about to be at bronze in my world. If the bellows really are needed to work bronze at the forge, that seems a pretty good change to smooth out the early progression a bit more. I don't mind quick progress being an option, provided the player has the knowledge and skill required for that kind of progression speed, but I also agree at least partly with some of the posts I've seen about the early game tech levels not really feeling impactful.
  2. The thing that annoys me about it is that while I like the chance of disaster...the forest is just never going to grow back in that spot. Thus the longer the world persists, the more bald spots there are in the areas around my base. It starts to look pretty ugly after a while, thus I opt to keep the setting turned off in favor of having a prettier world.
  3. It's Wikipedia so take it with a grain of salt: https://en.wikipedia.org/wiki/Falx But the falx is already a Bronze Age/Iron Age weapon, for the most part, or at least a pre-medieval one. There's also not really a good way to change the design like that, given that the specific curve is what makes it a falx. The better option for this kind of thing would be adding a regular sword, similar to the Blackguard shortsword, that players could use. Obviously, such a weapon would be worse than the falx and Blackguard shortsword at fighting monsters(the falx is specifically designed for it and the shortsword similarly designed to excel at tunnel fighting), but it would be there just as a style option.
  4. They're usually obtained as a rare drop from monsters; the stronger the monster the more chance it'll drop a temporal gear, but monster hunting is also dangerous. You can sometimes find them as loot drops in ruins, or from panning bony soil(I think gravel too, but bony soil tends to be better). The safest, easiest way to acquire one though is to seek out a treasure hunter. Treasure hunters will often have one for sale, and you'll be wanting to find one anyway in order to start the main story.
  5. LadyWYT

    No fish?

    I actually saw a couple of perch in pond that was only one block deep, though I will note it was an actual pond and not like a backyard fishpond/puddle. That being said, those are also the only two fish I recall seeing. Not that I've been specifically looking for fish, but I've seen several large ponds and lakes with no fish while tinkering around with 1.22, as well as an ocean that also seemed to have no fish. I suspect that fish spawn conditions were changed in order to go with the fishing, in that the fish are supposed to appear in prime fishing spots. That being said, I also agree with @Gaelyn; the fish are a little too rare, so it's possible they're bugged, or otherwise not tuned correctly.
  6. Welcome to the forums! The normal method is to use a temporal gear--do note these have limited respawns, so you may need to refresh the spawnpoint once in a while, depending on how often you die. You should also be able to use the command /serverconfig setspawnhere to permanently set the world spawn at your location. Or you could opt for a mod that changes spawn via bed, similar to the other block game. https://mods.vintagestory.at/simplebedspawn
  7. Cave Diving You ever just go for a nice little run through the fields, hopping your way through the wildflowers, scaring the chickens and local wildlife, and picking the occasional crops as you find them? It's a relaxing way to get the lay of the land, as well as collect several resources, provided, of course, that one watches what they are doing. Which is exactly what I was not doing. Needless to say, I jumped straight into a hole. A very, very deep hole. Most of you will probably guess that this is the point at which I broke my legs on a ledge with no possible means of escape, or otherwise turned into a Blackguard pancake as soon as I hit the bottom. What might shock you, however, and shocked me as well is that neither of those turned out to be the case. There was a waterfall pouring into said hole; a waterfall in which I landed and bobbed back up to the safety of a ledge. It was from there that I was able to shimmy my way back up to the surface thanks to the six rope ladders that I had on me--never leave home without them!
  8. I think it would be fine. Walnuts have husks which can be used to make dyes and stains. They also make rather good projectile weapons when still in their husks. Can't really say the same for pecans.
  9. I don't think it really makes sense to change the falx based on the material it's made from. All the falxs have metal blades, and the only real difference aside from color, is that steel falxs can be embellished with gold or silver to make them fancy. Spears, on the other hand, can have the point made from metal or stone, and there's quite a difference between how those materials look. Thus it makes more sense to have stone spears look rather crude, with metal spears becoming much more refined in the design. Armor is already similar to spears, in that copper and bronze armor utilizes more archaic designs, especially when it comes to lamellar and the plate versions. That being said, I'd like to see iron and steel tier lamellars, both for consistency, as well as an armor type that provides more protection against weapons like bows and crossbows, as that's kinda why such armor caught on in certain areas. That, and it's just a different style. In order to do that though, the combat system would need some tweaking, which may or may not happen in a fashion to support that kind of mechanic. As far as just having more detailed armor, and ways to make armor and weapons fancier(like the ornate weapons and gold/silver falx), that I would like to see. Even if it's purely cosmetic changes, it would be fun to have some ways to customize armor and weapons and thus show off your gear to your friends.
  10. I'm guessing it's due to the fact that the bushes for said berries aren't yet in the game. They'll likely be added when the berry bushes are reworked.
  11. Not only that, but the player can easily cover the distance on foot in roughly the same amount of time as the elk(a couple of days). It'll just be more expensive due to the food cost from sprinting, as well as less convenient since there will be no elk to carry supplies or auto-climb difficult terrain, and no curb bit to take advantage of for easy travel.
  12. Welcome to the forums! Did you move the mods to the appropriate folder on the new computer as well, or otherwise download them fresh to the appropriate spot? If only the saves are in the correct place, but not the mods, then the saved game won't be able to access what it needs, resulting in the question mark blocks and whatnot(basically just loading the world without the mods). I would double-check that the mods are in the correct folder. Unfortunately, if the world has already been loaded without the mods, it may be too late to salvage without a backup to restore the world from. You could try re-enabling the mods and see if that resolves the issue with the missing blocks, but otherwise you may need to start over fresh.
  13. This is why I pretty much only use meteoric iron for decoration, and not stuff that will actually break or otherwise need repair. It is durable stuff, and the meteors aren't too hard to find, provided that one knows what to look for. However, the meteors are still pretty rare, and don't offer much ore per meteor either. A large iron vein is more preferable, since while such veins can be tricky to find sometimes, finding one will keep me(and my friend, when playing multiplayer) supplied for quite a while before needing to find more ore, even moreso when all that ore is refined into steel.
  14. The second option is already a request that comes up pretty often, and also one that I would expect to be added to the game sooner or later. The first option though...I would have thought the map files would already be deleted if the associated world was deleted as well. If that's not the case that would be a very good change to make.
  15. Another thing I forgot to mention--the devs also gave players the ability to tune the distance of story locations themselves in the World Generation tab at world creation. The distances can be made much longer or much shorter than default. Likewise, the default distances themselves have been adjusted for a couple of the Chapter 2 locations.
  16. The fights are similar, however, the Ender Dragon involves lingering damage effects, can heal itself as long as crystals are remaining, and isn't likely to kill the player via fall damage unless the player happens to get knocked of a ladder/nerdpole. The second VS boss is more dangerous since it's more likely to knock the player off the tower. It can fire shots at the player, which are a hazard, but that hazard can be fired back at the boss, meaning the player doesn't have to worry about ammunition. The player can also dodge every attack from the boss and thus take no damage at all, thanks to the timeswitch mechanic for that area. The boss fight has also been retuned so that the boss circles the tower more consistently(which makes it easier for the player to shoot), as well as have more time in between each attack cycle so that the player has more time to fire shots and dodge the incoming attacks. In the earlier stages of 1.20's development, the boss had a much more hectic flight pattern, and much less time between each attack, which left players scrambling for cover while trying to fire shots at the same time--really not a good combination. It was also possible to cheese the fight by hiding in the stairwell leading to the tower roof, which let players fire from cover or even hit the boss in melee without getting knocked off the roof. https://wiki.vintagestory.at/Mount#Steering https://wiki.vintagestory.at/Bridle/draft Using the curb bit will let players tap the W key to start moving forward. There's no need to hold down the button for traveling, provided the appropriate bridle is being used.
  17. I like Chapter 2 and it's much improved over what it first was. I do agree though that parkour isn't for everyone. It would have been nice to have a way to skip the tougher parkour, in return for spending a fair amount of time and resources to do so. That would also give some extra replay value to the location. Maybe. Or they could be dying a lot and just prefer a really tough game. My guess is that based on how Standard is balanced, they're aiming for something tough, but fair. Exploration is a bit too easy for realistic survival, while Wilderness Survival is harder than what most players will probably enjoy.
  18. You didn't aim the question at me but I did find this in the FAQ: https://www.vintagestory.at/faq.html/
  19. Welcome to the forums and the game! The main focus of the game is the late Middle Ages and associated technology, with perhaps some very early steampower options and appropriate steampunk-style tech as late game options. https://www.vintagestory.at/roadmap.html/ Small, very simple trains I could maybe see happening, as well as some sort of primitive steam engine. I don't really expect factories though, as that's pushing outside the scope of medieval technology. Automation is mainly there to make certain processes less tedious for the player, such as how the helve hammer makes working blooms and forging plates a breeze. Full automation though, like Minecraft contraptions, don't really fit the game.
  20. No, rather the two go hand in hand. If I don't like the mechanics, I'm not going to bother with the game even if I like the lore. If I like the look of the mechanics, but don't like the setting/lore, I'm also not going to bother. For example, I enjoy the lore of Divinity: Original Sin, but ended up hating the sequel mostly due to the awful mechanics. Valheim is a similar example, in that the lore was interesting but I just don't like the mechanics enough to stay invested in the game. I like the mechanics of Fallout: New Vegas, but otherwise don't really like the game since the setting and lore just aren't that interesting to me. Edit: When it comes to Vintage Story, I enjoy both the lore and mechanics, thus it's a game I frequently play.
  21. I'd be okay with this kind of change. It'd be even less hassle than trying to carry a fresh tool into the field for when the old one inevitably breaks. I think it's also a more immersive way to go about repairing a tool as well. Better to break the old down and forge anew, than to try to patch together something that's wearing out.
  22. One important thing I do want to note here is that spears in previous versions can also be thrown much faster than the current 1.22-pre. In 1.22-pre, the action of throwing a spear is a much more deliberate choice, and it seems a lot more important to make sure that the shot has had time to properly charge so that it actually goes where you throw it/has enough power to actually damage(that is, I'm not sure that I missed the target as much as the shot might not have had enough power behind it). Given my above comment, I would say it's probably not just hunting. The fast rate of fire for spears in previous versions makes it pretty easy to just chain the shots together and kite enemies around. With the longer wind-up time in 1.22-pre, spears still remain pretty strong for hunting, but when it comes to combat in general they're more of the following: That is, it's a good general purpose weapon for puttering around on the surface, poking at targets from a safer range, or softening a target up a bit before finishing it off in melee. But it's not so good that it's going to be the default weapon of choice for every single class in most every circumstance. While I do think the current damage is fine, I also think it wouldn't hurt to bump the base damage up just a little, though the base damage shouldn't be as strong as before unless the player puts in the effort to temper and quench the spearpoint.
  23. I like the idea, but I do agree with @williams_482, a featureless rectangle that vaguely resembles a meat product is rather gross, if not downright unsettling. I'd rather see the meat left as-is for generic cuts, with some special drops available from larger creatures. By special drops I mean like a rack of ribs, or a tenderloin, or the classic ham shank style of meat that you could cut into several generic cuts with the bone leftover(before or after cooking). Basically this, minus needing to really butcher it. Think just butchering the creature as normal in the game, but getting a variety of convenient premade cuts like t-bones and whatnot, as if it's the grocery store.
  24. Maybe some day, but I mean...that's basically why I haven't bothered with that mod. I've already tried Gourmand, which did similar, and while it was fun to play around with, in the end I found more frustrating trying to maintain the buffs than actual fun. Novelty I expect would be very similar, decently fun, but ultimately more of a thorn in the side by putting too much focus on food choices. I already eat a good variety of food in the game just because I don't like to eat the same thing all the time. However...there's also just some foods I really like, for whatever reason, so I'd rather not be pushed to choose between eating what I actually want to be eating, and needing to eat something I don't want to eat just to maintain a buff. Basically, if I want to use blueberry pie exclusively to satisfy that fruit nutrition for a while, let me.
  25. Well you didn't ask me but I'm going to answer anyway. DayZ is a zombie survival game that, to my knowledge, is exclusively multiplayer. Arma 3 is an FPS that also, to my knowledge, is mostly multiplayer. I don't like zombie games and I'm not really a fan of FPS. I don't play a lot of multiplayer games these days since when I am playing multiplayer, I prefer to play with people I already know, or that are friends with people I already know. Vintage Story does have some horror elements, but the primary focus is just fairly realistic survival in a fairly realistic world, with a cool little story and some steampunk horror elements that remain in the background. There's plenty of room for building neat stuff and just having fun exploring the world, or doing whatever else I care to do. Both DayZ and Arma though have pretty singular focuses.
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