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Temporal storms are a bad implementation of a good idea.
LadyWYT replied to Tabulius's topic in Discussion
I think that's potentially a spot for the status effect system to shine, when it's implemented. Perhaps killing a certain number of tough monsters in a storm could give the player a monster fighting bonus for a few days after. Hiding during a storm could perhaps boost the player's stealth versus monsters instead, so that they go undetected by monsters more easily for a few days. Or perhaps to play the long game--if the player can earn new permanent traits, killing lots of monsters over the course of several storms could increase their tolerance to temporal instability, meaning that the player can remain in unstable areas for a longer time without issue. In order to make sure that player who choose to turn the temporal storms off aren't left out, they could earn the same traits by slaying monsters underground, clearing dungeons, or otherwise just spending time in unstable areas. It would probably be a slower way to earn traits, but still allow those players the option without locking them out. Just a note on monster loot being disappointing--monsters, I think, are meant to be environmental hazards, and not really a source of resources. They drop a few things to offer a nice little reward every now and then for dealing with them, but otherwise they're an obstacle for the player to overcome or work around, rather than a source of income. The loot tables can be easily changed as desired via mods as well. For actual combat spoils, that's a job better suited to the procedural dungeons, where players can have more challenging things to fight and puzzles to solve in return for a nice pile of loot at the end. I would say they're a harsher version of winter, in that regard. The seasons will change regardless if the player wants them to or not, and as such the player will need to account for that kind of change. Unlike seasons though, the player can't just skirt around a temporal storm by moving somewhere else. The problem with this solution is that it locks players who chose to turn the storms off out of an entire branch of the gameplay. While I do think the story is better with storms enabled, I also don't think it's bad if players turn off the mechanic. Players who do so shouldn't, however, be missing out on story-related goodies if they do so. If the "special crafting" only yields stuff that can be easily obtained by other means though, I'm not really sure it's solved anything aside from upset the players who want to do the crafting but don't like the process it involves. -
Welcome to the forums and the game! It depends on class and climate. The default starting zone is temperate; winter usually settles in around late October/early November, with spring arriving late March/April. Crops generally won't be able to be planted until late April/May, and will take time to mature, so bear in mind that farmed crops will take some time. Berries usually start to become ripe around late April/early May. Mushrooms will spring up earlier, but aren't the best main food source. Hunting or livestock are still going to be your best food sources if your food stores begin to run low. Fish can be good too, if there are several in nearby ponds that can be easily caught, but otherwise I don't really consider fish a viable food source, for the most part(though that's changing in 1.22). As for class, the only class currently that will require more food is Blackguard, due to the class's increased hunger rate. Overall, having 4-5 fully stocked shelves of sealed crocks of meaty stew should be enough to last you at least most of the winter. Do keep in mind though that it's better to have too much food stored than not enough, so it's not really possible to overprepare for winter. Fur coat, fur boots, and fur gloves are a good start. Rawhide shirt and pants(trousers) are good as well, if you're having trouble repairing your other clothes. Standing near a fire or lit forge is a good way to warm up quickly, but if you're in a properly insulated room/cellar/greenhouse, you should be able to warm up without a fire, albeit at a slower rate. You don't really need to stockpile firewood/peat, but it also doesn't hurt to have some handy for basic cooking/warming up. Currently, no. The only thing to account for here is temporal storms, but there's not really much prep to do for those other than making sure you have good equipment(at least bronze, though iron/steel is much better) and adequate medical supplies if you're going to try fighting through one, or a safe spot to hide/work indoors if you're going to play it safe. If you have enabled sleeping during temporal storms though, you should be able to just sleep through them and thus, not worry about it. Flint/stone spears is the minimum required for hunting. They're cheap and easy to make, and do decent damage at range. Melee they're pretty flimsy but they have a longer reach than other melee weapons. A longbow and arrows will save on the inventory space, once you have the means to make such. Flint arrows will work just fine, but metal arrows will be better if you're willing to invest in them.
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Une fois achetée ou dois-je télécharger le jeu ?
LadyWYT replied to Kevin Santiago's topic in Questions
Welcome to the forums and the game! Yes, you will need to download the game after purchase. You can find the downloads by clicking the Client Area tab at the top of the page. Translated via Google. Bienvenue sur le forum et dans le jeu ! Oui, vous devrez télécharger le jeu après l'achat. Vous trouverez les fichiers de téléchargement en cliquant sur l'onglet « Espace client » en haut de la page. Traduit via Google. -
If not buy them from Jonas himself.
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Temporal storms are a bad implementation of a good idea.
LadyWYT replied to Tabulius's topic in Discussion
For those wanting to make the storms a little more interesting in the meantime, I highly recommend giving the Temporal Symphony mod a try. It changes nothing about how the storms function directly, given that it's mainly some sound tweaks. What it does do, is remove the text warnings and replace them with sound and visual cues, as well as an optional audio cue to indicate to the player the strength of the approaching storm. It's all fun and games until you're out on a hunting trip and the ground itself starts shaking as the sky turns an ominous rusty red for a brief moment. Admittedly, I'm probably also a weird case regarding certain things. The storms are still something of an inconvenience to me, at times, but I don't really look at that as a bad thing either. They're unnatural disasters, thus it makes sense for them to be outside the player's control and inconvenient to an extent. They offer a lot of background pressure in the early game, since the player doesn't have the equipment needed to deal with them yet. Being able to travel around wherever and do whatever without being interrupted is sometimes nice, but...it also gets rather boring after a time as there's just nothing to really account for. Food is easily had, so there's no danger of starvation. Rifts can be avoided, and aren't really a threat when I have basic gear. Same goes for wildlife--the worst that's out there is bears, and those are handled easily enough with tier 2 gear. When it comes to storm changes, I'm not entirely opposed to change, and trust the devs will implement changes as needed as well as make sure the changes are fun and make sense with the established lore. For player-made suggestions though, I tend to be skeptical at best, and have an avid dislike of the suggestion at worst. Most of them don't sound fun at all. Many of them don't make sense with the established lore and would require some major rewrites, which really isn't ideal for multiple reasons(not the least of which is that Tyron has a specific story he wants to tell). Many suggestions also come across as turning the storms into something that's an active benefit for the player, which doesn't really make sense either for something that is supposed to be this horrifying unnatural disaster. One thing I am somewhat hoping for though, is a way to "fix" the storms and stop them from occurring as a reward for completing the main story. It would be a rather nice reward to have for such, since it allows the player's actions to have some incredible impact upon the world itself. Otherwise, minor changes like the ones I listed earlier are sufficient, I think. Preserve the temporal storms as the inconvenient unnatural disasters they are, while smoothing out the overall experience. -
I think the cuttings make more sense than digging up the whole bush. Not all bushes are hardy enough to transplant well, and planting a cutting is much easier than trying to dig up a mature bush without damaging the root system. I think it depends on how often the player needs to fertilize the bushes. Once a year, to me, seems rather reasonable. Or perhaps even once every couple of years or so, if the player just wants to keep decent production, and isn't trying to maximize the output. Fertilizing wild bushes though doesn't really make sense. It's a wild bush--it can take care of itself. The wild bushes should always be present as an easy option for the player to take advantage of, no maintenance required. It's only the cultivated bushes that should require a bit of work, since the player is putting in the work to grow more bushes in the safety of their base, potentially bushes with specific traits(since traits were mentioned as a possibility). I do agree, but to my knowledge the fruit trees were rather difficult to even get working properly when they were first implemented. So I'm guessing that what we have right now is a "good enough" placeholder, and they'll probably get some changes themselves later. Possibly when certain crops in general are reworked to be proper seasonal, berry bushes included. It makes more sense to change fruit trees then, because that way only certain trees and bushes will have ripe fruit at the start of the game, and not absolutely everything, thus giving the player a bit of a survival challenge. I actually disagree somewhat here, both for fruit trees and berry bushes. I did enjoy that mechanic in Wildcraft, however, I think the drying out part might be a little much. If the player has several days to plant the cuttings before they dry out and die, then it's probably not too bad. This would be nice. Perhaps it doesn't bring the survival chances up to 100%, but giving fruit tree cuttings extra care while they try to establish themselves could at least double the chances of survival. Berry bush cuttings don't seem to have issues with survival(although maybe it's just not been implemented yet), so maybe caring for those cuttings can simply help them grow faster or even give them a chance to develop good traits thanks to getting quality care. In both cases, the player can still do the minimum and get a decent reward for the effort, or they can go the extra mile and get even better results. Now that I think of it, I think this has been the reasoning behind some of the weed mechanic suggestions for farming, though I'm still skeptical that the logic really works there given how fast weeds grow and how much time it really takes to deal with them. Especially since the player needs to make bigger grain fields now due to the grain crop tweaks.
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Yeah it's a pretty buggy mechanic at the moment. I got four different bug reports up on the Github for the berry bushes. The new bushes do eventually flower and grow fruit, but they don't appear to spawn that way at worldgen, at least right now. As for the legacy bushes, it looks like those can still be picked up and transplanted just like normal.
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In my 1.22 testing world, I got a really late start. Usually I have farms set up by the end of May/first of June, but in this case I think it was late June/July before I actually bothered with making a farm. The first harvest has been more than enough to keep me fed through the winter. As for the second harvest I tried to plant? It froze right before it matured, though some of it somehow did not freeze over the winter so I guess I'll be harvesting a bit in the spring when it thaws. Very strange and I wonder if it's a bug. This is also true. I don't think copper would be too early either, as that gives players more incentive to cast a copper anvil aside from just getting a saw and chisel. On the other hand, it's not really difficult to find zinc, so limiting the torch holders to brass is likely fine as well.
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Given that the player actually needs to feed the animals in order for them to breed, perhaps the animals could be fed again in order to make them temporarily more passive. From a real life standpoint it's not unusual at all to feed livestock while they're being milked, as it's a nice treat for the friendly ones as well as a way to make the more temperamental ones behave themselves.
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How would you revamp Vintage Story's classes system?
LadyWYT replied to Calmest_of_lakes's topic in Discussion
This is true, but in the context of multiplayer I would point out that it's a self-inflicted problem. Class bonuses are nice, yes, but just because the Hunter has a bonus to harvesting animals and ranged damage doesn't mean that the Blackguard or Tailor can't go out and hunt the evening meal or deal with butchering the livestock. For singleplayer, trading bonuses would be quite useful, I think, as well as offering an interesting option that the other classes just don't. Plus in the context of multiplayer, it's really not a good idea to entrust one's valuables to another player. Very easy to let a few gears or goods go missing, or otherwise start charging for acting as the middleman. Which, now that I think about it, could also apply just as easily to the other classes as well, if they get pressured into using their time to min-max for others rather than just doing what they'd actually like to do. As for tailor-exclusive recipes, yes, that is a trading bonus after a fashion, however, many of those items can be looted from ruins and repaired, if not just crafted by any class if class-exclusive recipes are turned off. -
In fairness though, given how reliant Jonas tech seems to be on cupronickel--if we had a lot more Jonas tech options then the coke oven would probably be seeing a lot more use.
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What do you do with all your excess leather?
LadyWYT replied to Broccoli Clock's topic in Discussion
I keep forgetting that leather is a decorative option now. I'll probably end up using it in some chiselwork or simple base decor, if I don't forget about it again. -
herobrine When will Vintage Story have it's own "Herobrine" creepypasta? :)
LadyWYT replied to DUCATISLO's topic in Discussion
I'm not sure creepypasta is really needed when the main story itself is supposed to have eldritch horror elements in the background, occasionally in the foreground. Plus there's lore excerpts like "Blind Bat Rickhart", "Letters", the "Ghosts" short story, and certain lore pieces unique to certain story locations. Players can, of course, make up their own stuff, but I think player-made content like that maybe doesn't catch on quite so easily since it will either clash with the game's lore too much, or otherwise blend in a little too well(and thus not really feel like something is amiss). For ideas like Herobrine specifically...to my knowledge Herobrine really only became a thing back in the very early days of Minecraft, when little was known about the game and stuff was added randomly in the updates and not always noted, and the game itself was perhaps buggier in some ways than it is today(which means that odd behavior is more likely to occur). Thus it was quite easy for someone to make up a story, with enough "evidence" to be convincing, especially when the lead developer(Notch, in those days) decides to play along.- 20 replies
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The title made me giggle. I suspect that the ruined torch holders might be replaced in some ruins, but perhaps not all. While they are a nice find, honestly I do think it is just a little too easy to find them in ruins, to the extent that there's no reason for the player to bother crafting their own torch holders in most cases. Now that I think about it, it could also be in preparation for the procedural dungeons. If the dungeons are different from story locations, in that the player is allowed to break blocks and loot everything, then it makes sense to add something like this so that the player can light the dungeon up without being able to get a bunch of free, better lights early in the game. The berry bush rework isn't full implemented, so right now it doesn't feel particularly satisfying to play, but I do expect that to change once the rework is fully implemented. Based on what I see right now though, it is a change for the better, since berry bushes were incredibly strong before. While it might be convenient for the player to loot the surrounding countryside for every bush and plop said bushes back at base for an easy harvest, it's not particularly realistic nor a particularly good design for long term play. The ease of berry bushes was also a rather large reason, I believe, that many players didn't even bother with fruit trees. How I see it is that in the early game, the player will need to rely on foraging wild bushes while they wait on cuttings to establish themselves. Berry bush cuttings, at a glance, don't seem to have a failure rate, and mature to fruit-bearing bushes much faster than fruit trees. Fruit trees, in contrast, have a pretty high failure rate on the cuttings and it takes an in-game year or two for the trees to mature enough to have decent yields. In order to keep it balanced, berry bushes need fertilizer every once in a while(perhaps just once, maybe twice, a year) to keep them productive, making them a little more expensive over time, while fruit trees are expensive up front but rather cheap on the upkeep(which could be changed later to better match the new berry bush upkeep). I do want to note too that the ability to propagate berry bushes should mean that more players have a chance at having a berry patch at their base in multiplayer, rather than all the nearby bushes getting pilfered and the player needing to go miles away or rely on admin intervention to get some. Pretty much. Berries were also a problem when it came to composting. Bushmeat, at least, requires some effort to get, and dough required the player to actually grind the grain into flour before turning the flour into dough. Berries, on the other hand...it was very easy to just plunk all the bushes back at base and then let most of the harvests rot.
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How would you revamp Vintage Story's classes system?
LadyWYT replied to Calmest_of_lakes's topic in Discussion
I like skill-based progression, but I don't think it really fits with what Vintage Story is very well. It also has the major flaw of being a bit of a snowball system, in that in multiplayer scenarios it's very easy for players to fall behind the power curve simply because they didn't play as frequently as other players. What I like about Vintage Story's progression is that it's not really gated behind specific skills. The player can achieve pretty much whatever they want, whenever they want, provided they have the experience and knowledge required to pull it off. No need to grind one's smithing skill to X level to be able to work steel, in other words. Regarding the classes themselves, I like that each class is a specific individual, with a specific history in the world. They aren't just arbitrary collections of buffs, debuffs, and cosmetics. -
Temporal storms are a bad implementation of a good idea.
LadyWYT replied to Tabulius's topic in Discussion
Simply by keeping those activities indoors during a temporal storm. In my experience, enemies typically don't spawn indoors, and the rare time that they do it's just one, which is quite easy to poke to death with a spear in most cases. Where the problems tend to occur, in my experience, is in large interior spaces that aren't well-lit or that are otherwise free of clutter. Oil lamps are a convenient early game lighting solution, but terrible for stopping spawns. Torches can be decent at stopping spawns but aren't very good for lighting up large interiors. Lanterns are the best suited for stopping spawns, however, even they can struggle when it comes to large interior spaces. Cluttering the space with storage and decor helps a lot; the interior doesn't need to look like a hoarder house, but some shelves, trunks, other storage can help break up the space in a useful fashion. Fur rugs on the floor and decorative/useful piles of stored materials also seems to help reduce the amount of open space available for enemies to spawn. I think also, perhaps, that stopping spawns entirely during temporal storms isn't the best main goal to work towards when it comes to building a good base to weather the storm in. I've had more luck concerning myself less with stopping all the spawns, and more building compact designs that keeps spawns to a minimum while allowing me enough room to deal with the occasional one that does slip through. -
How would you revamp Vintage Story's classes system?
LadyWYT replied to Calmest_of_lakes's topic in Discussion
Which really doesn't make any sense other than being an explicit videogame convenience for the player. Simply picking up a frying pan doesn't make one a chef, same as picking up a bow doesn't make one an expert archer. And as I said before, the player's class is tied to certain NPC interactions. Tying player class to specific equipment would muddy the waters and either result in some very confusing scenarios(why are NPCs treating you like you've been a Hunter your whole life one moment, and then treating you like a Blackguard thug the next when you show up in Blackguard gear?), or a very watered down story experience where the interactions are always the same regardless of player choice. One of those NPCs that references player class is rather important as well: -
Welcome to the forums! You could try a mod like this one and see if that solves the issue: https://mods.vintagestory.at/naturalspawns There's also mods to adjust what light level that monsters can spawn at, and a mod or two to stop monsters from spawning on the surface entirely(outside of temporal storms), though I'm not sure how well the latter works regarding the story. The pure vanilla solution is to turn rifts off, and temporal storms as well potentially, since conventional spawn rules are ignored during temporal storms. That should cut down on most of the spawns, at least.
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Instead of Them Invading Your World, You Invade THEIR World
LadyWYT replied to neskience's topic in Suggestions
Welcome to the forums! From a lore standpoint I don't think it's entirely out of the question for the player to visit the Rust World a time or two. However, if that turns out to be the case, it's something that I expect to happen as a specific story event, and not something that the player can just do casually. For a casual thing that the player can do whenever they want...I think it works as a mod, but doesn't really make sense regarding the lore, nor is it something that I personally find very interesting. It feels too "videogamey" and there explicitly for the player's benefit and entertainment, rather than a clever feature built into the world. There's also something to be said for having some forces and things remain mysterious and outside the player's control. When there's no longer any mystery then there's no longer any room for imaginative speculation, and the things in question can grow stale rather quickly as a result. I think it's also worth noting that the reason some players turn the storms off is that they don't really like combat, and don't really like having such disruptions to their gameplay. As it stands, they can simply turn off the part of the game they don't really enjoy, or otherwise enable sleeping through storms to skip the ones they don't want to deal with. If the storms were essentially a "whole other game" then that would suggest the storms have lots of unique features and items, in which case players who turn that mechanic off will likely get upset over losing access to said content. If the storms don't have that kind of unique stuff though, then I don't think that's really fixing a problem as much as it is just changing who likes the storms versus who doesn't. -
How would you revamp Vintage Story's classes system?
LadyWYT replied to Calmest_of_lakes's topic in Discussion
The player can already change their class via console command, if they so desire. Otherwise, given that classes are specific people in the lore and story, and have appropriate class-specific interactions, it's not really possible to let the player switch classes with ease like that as it leads to either significant cognitive dissonance in the story telling, or the story itself to be the same generic experience for every player rather than something that differs depending on certain player choices. This is essentially how the classes already work, in my opinion. Each one has clear strengths and weaknesses, as well as specific lore and interactions unavailable to other classes. However, the benefits are never really so strong that any class becomes an instant pick lest the player miss out, nor are any of the weaknesses detrimental to the point that a class gets soft-locked out of specific types of gameplay. If Vintage Story were a purely multiplayer experience then the class traits could be stronger than they are, since there would be other players there to assist, but Vintage Story is designed to be a solid singleplayer experience too.Thus each class needs to be able to function on its own well enough that the player can enjoy every aspect of the game as well as complete the main story without issue. -
The "less efficient" part, primarily. The harvest window could be narrowed easily enough, but it also seems the kind of thing that could easily be overdone. I might be generalizing a bit here, but one common thread of many player complaints seems to be having to do X task at Y time, instead of a time the player would prefer. I don't necessarily think that's bad design, as there are, realistically, some things that must be done at certain times, that the player will need to comply with. However, too many scenarios like that stacked together at once can easily narrow the range of options that the player actually has to work with. In the case of berry bushes versus fruit trees, the scenario that ends up playing out in my mind in this case is that the berry bushes might be balanced by offering seasonal harvest, and being limited to a window of a couple days to harvest, with the fruit trees being harvestable for several days in contrast. It does seem likely to generate at least some complaints though, for players who don't like the time investment and relative difficulty of getting a fruit tree orchard going. Harvesting berry bushes in the wild is an option, yes, but the player ought to be able to cultivate bushes at home if they choose, for less upfront investment than fruit trees. That's also why I think needing to fertilize the cultivated bushes every now and then isn't a terrible design decision(pardon if I'm repeating myself a bit here), since it's an option that requires less work up front but a little more management effort over time to keep good yields. In contrast, the fruit trees require quite a bit of work and patience up front, since cuttings have a high failure rate and it takes a lot of time for them to mature enough to really produce good yields, but the main benefits of investing in them is that most of their yields store rather well and they don't require much long-term maintenance currently(that could easily change given how berry bushes are changing!) in order to keep producing good yields. I'm also inclined to agree here, for the most part, same as there's not really a good way to stop players from farming nothing but turnips for vegetable nutrition. Or at least, it's not really possible to stop that kind of min-maxing without outright cutting down on player options and forcing them into specific styles of play. I do think it's something that will change as more story chapters are added, since it does take a little while to complete the story and more content means that players will, on average, be playing their worlds longer thus long-term investments like dairy stock and fruit trees will feel more worth it. As it stands now though, it's relatively easy to reach steel and beat the main story within an in-game year or two, so unless the player prefers a slower pace or otherwise wants to hang on to the world for a while, long-term investments don't really feel as satisfying.
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What do you do with all your excess leather?
LadyWYT replied to Broccoli Clock's topic in Discussion
I typically craft extra leather into backpacks and boots to sell to the local treasure hunters. It's a fairly inexpensive thing for me to craft, that fetches a rather good price. -
Temporal storms are a bad implementation of a good idea.
LadyWYT replied to Tabulius's topic in Discussion
I enjoy them. They keep me on my toes and make planning trips and other activities a lot more interesting, since the temporal storms bring with them an unknown risk. The storms might be somewhat predictable, however, there's still a pretty broad range at which they can occur. By default they occur every 10-20 days, which is more than enough time for most long trips. However, I'm pretty bad about leaving on said trips right after storms occur, so while 20 days might be enough time, it's very likely I'll have to deal with at least one storm if the interval is shorter. The storms can be just as dangerous even around home, since there's been a time or two I returned from a mining trip at low stability, only to see that a heavier storm was imminent. In those situations, there's really no choice but to sacrifice a gear or fight the enemies to restore stability. Honestly, I don't really see much of a problem here. The temporal storms are essentially unnatural disasters, and overall not something you really want to be caught out in. There is some loot that can be acquired by fighting the monsters in the storms, however, doing so is risky and said loot can be acquired by other means, if at a slower rate. Sitting inside in safety might not be the most exciting thing, but like most things in Vintage Story the player isn't going to get something for nothing. The price of that safety is the player being limited in what they can do while the storm rages on, but that being said, there are quite a bit of indoor activities that can be done. Panning is a decent early game activity, since it will net copper and other goodies. Baking pies or otherwise preserving food in crocks is also a good activity, since it's something the player will need to do anyway for winter prep/general food stores. Casting metal can also be a good option, as it's easy to do, allows the player to babysit the forge without getting distracted, and gives the metal plenty of time to cool off so it's ready to be worked when the storm is over. I will also note that turning the storms off or enabling the sleep option are not bad ways to handle storms either. Turning them off is the best option for players who really don't find the mechanic fun at all and would rather just explore/do whatever without being hampered. Sleeping through the storms might not be realistic from the lore standpoint, however, it's a very good option for players who enjoy the storms but don't necessarily want to fight monsters or find indoor activities every time one occurs. Another option is just increasing the interval between storms--that way they still occur every once in a while, but otherwise give the player plenty of time for doing stuff before they need to deal with one. The maximum interval is 30-40 days, so if the player is still playing with default 9 day months that should mean they only have to deal with about 2-3 storms per year. A few more options regarding temporal mechanics in general would be nice, as that is one config page that really doesn't have a lot going on right now. As for the storms themselves, I don't think they really need a rework, as much as they could use a few minor tweaks to smooth out the experience. Chiefly, it would be nice to have some sort of "safe zone" around the player, so that monsters don't get dropped right on the player. For passive players, that would make it a little easier for them to hide indoors without having to worry about something spawning with them in what should be a safe spot. For aggressive players, it would smooth out the storm combat a bit by giving the player a chance to spot incoming enemies and react, rather than have to deal with a nightmare getting dropped on top of them. Having the enemies scale a bit with storm strength would also help smooth out the combat by giving the player more manageable enemies in the early game when their equipment isn't a good, while saving the tougher stuff(except the special monsters) for the late game when the player has had time to equip themselves and will be wanting those prime goodies. For example, light storms could spawn tier 0-2 enemies, medium storms tier 1-3, and heavy storms be predominantly tier 3-4. The special monsters like the double-headed drifter could spawn in any storm strength in order to preserve the player's chance at the really good loot. I think this kind of change would be quite good, since handling tier 0-2 is fairly manageable even with the most basic gear, but still enough of a risk that players won't necessarily default to charging blindly into every storm, every game. This one is a bit more iffy, but I also think it could be interesting to have a bit of loot left to scavenge after the storm passes. By that I mean a few flax fibers and maybe a rusty gear or two, or a temporal gear/Jonas part if the player is really lucky. Such items would need to be picked up quickly, since they would despawn shortly after the storm ends, but I think it would be a decent way to give passive players a bit of loot without a lot of risk and perhaps encourage them to give the storms more of a try rather than just turn them off. -
Not sure. It does get a little goofy with the dairy stock, but given how long it takes to tame said stock enough to be somewhat milkable, I think it's acceptable compromise.
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I'm pretty sure bonemeal is the P nutrient and compost is the N nutrient. I'm inclined to agree, however, the main hiccup I see with reducing yields is that it might make early game survival more difficult than what's maybe intended for the average player. Granted, I don't necessarily think it's bad for the early game to be a bit more difficult in terms of food, but no berries at all due to everything not quite being in season yet seems a bit harsh. That being said, even with only one harvest per year in the seasonal scenario, I'm guessing that many players might still continue to ignore fruit trees in favor of just cultivating more berry bushes or relying on bees, since fruit trees still take some effort to get properly going. Animals are a bit more skittish, but not to the point they all just run away as soon as the player comes within view. The player still needs to get a little close to them before they start to move away, and even then the player can still outrun some creatures such as boar. I think they probably could have gone a little further with it, honestly, since it's still pretty easy to walk up and pick melee fights, but it's a start. The fishing feels much stronger to me than it was before. Yes, it is a bit more involved, however, a baited hook in a decent pond will catch plenty of fish to eat. Many fish now yield more than 1-2 fillets, and some can yield as much as 5+ per fish. That's quite a lot for relatively little effort and risk on the player's part.