Jump to content

LadyWYT

Vintarian
  • Posts

    5022
  • Joined

  • Last visited

  • Days Won

    217

Everything posted by LadyWYT

  1. It may be somewhat dependent on when the crop growth checks occur, but I'm not sure. If that is the case though, the growth checks could be happening at night, or during the cooler parts of the day. To my knowledge there's not, but if you are using mods I wouldn't rule out some sort of weird mod interference either.
  2. Really depends on how big the interior of the building is. Things like hay beds, tool racks, reed chests, thatch roofing, etc. are quite flammable so putting a pit kiln indoors without setting anything on fire can be tricky.
  3. https://mods.vintagestory.at/cuneiformwriting
  4. As an artist, I have to side more with @ifoz here. While the hand-drawn look and detail of the logo isn't typical of a lot of modern design...that's also what helps the design stand out from competition. There's nothing wrong with sleek, extremely simple logos but when those designs are what's everywhere then it's going to be the old-timey ultra-detailed illustration that stands out. It would be the opposite if the common design trend was old-fashioned overly detailed art--the simple vector designs would stand out simply because they're so different. The title font is mostly fine, in my opinion. The colors go together quite well. The only thing I'd be inclined to tweak is the little notches at the ends of the lettering; the font is supposed to mimic quill writing or old fountain pens, perhaps, but I don't recall those tools producing little notches in the lettering like that. It's not a big flaw, but I think it might be just enough to make things look a bit off.
  5. I do this too, though I do like to have a set of meteoric iron armor for display, and a lined lantern for extra brightness. Gold and silver I'll use for Jonas contraptions as needed, but otherwise...it's pretty much just the fun of hoarding shinies. Gemstones are included in that mix.
  6. I did report the issue on the tracker, so it's definitely on the radar for now.
  7. This really can't be stated enough. I died on my doorstep during a storm once, despite having steel equipment, simply because I stayed out fighting when I should have taken a moment to step back inside and heal. Steel armor is very protective and mitigates most incoming damage, but corrupt and nightmare level opponents still hit very hard. I would steel armor is the difference between instant death/serious injury and a respectable bruise.
  8. I somewhat agree, however...wood that is burning will get very hot. This is probably an overly simple explanation, but I think lower heat tends to be more ideal for a lot of cooking, since lower heat cooks the food more evenly. High heat risks cooking the outside before the inside, which can be ideal for some dishes but not all. I also think the cookware itself places a pretty important role, in that it does absorb heat from the fire while also acting as a sort of insulator so whatever's inside isn't getting too hot. Or at least, that's the explanation that comes to my mind. Pretty much, however, a pike could have an interesting niche in caves or base defense--that is, situations that you're able to poke at enemies from safety. Spear balance I'm still mulling over. I don't think they should hit as hard as they did in previous versions, as the math there seems just way too strong, especially when you start comparing character classes. The new spears do, however, have a much slower windup, which might be the primary balance factor, since in previous versions the spear could be thrown basically as fast as the bow could be fired. Overall, I'm more inclined to say that spears and arrows should both be able to be quenched, tempered, and sharpened, with perhaps some limits on how many times the item can be tempered and quenched. The arrows seem like they should be easier to work with, especially since they're easier to lose in combat, or otherwise fire and forget about. A spear could potentially have higher damage per shot than a bow, but it seems fair to require a bit more smithing effort from the player to get a spear to that point, with the drawbacks of being an expensive loss if the player is unable to retrieve the spear, and the slow rate of fire making it more likely that the player really only gets one shot before the target closes the gap. Either way, I'll definitely have to play around with it more, and potentially rope my hunter friend into helping test some things out. Spears shouldn't be so weak that they just wind up ignored by most players, but they shouldn't be so strong that they become the default weapon of choice for every situation either.
  9. I love my scrappy cheese and you know the story would be told in the funny story thread, but...it's just not the same as doing it legit. Generally when I do that kind of thing in the game, it's a bit spontaneous and something I roll with just to see if I can actually manage it, rather than utilizing cheese or coming back later with better gear and an actually good plan. Where it tends to get the most interesting is when the creature tries to flee. Most larger animals are faster than the player, so once they start to run it's usually not possible to physically catch them. A few well-placed rocks might be in order in that case.
  10. Interesting. The bear spawns do seem to be a little higher now, but so do other creature spawns. I've seen lots of deer, and a big flock of chickens, but maybe it's just the quirks of my particular world. In any case, while I've seen several bears, I can't say that I've seen any of them get aggressive yet. While I do give them space, I have been relatively close to a couple(close enough to trigger an attack in previous versions) and they've paid me no mind.
  11. Gotcha. This would make sense, given that it is summer time and the times I recall seeing them in the past it's been in warm weather. That being said, it is a bit strange that the particles are only present in certain areas, despite the areas being pretty much the same temperature. I'd really hope not, as that's way too obvious and removes all the thought from figuring out where to settle and paying attention to one's stability in general. It also makes the world as a whole look explicitly unnatural. The hotbar cog is noticeable enough to watch easily from the corner of one's eye, but also limited to a specific area of the screen's border, so it's relatively easy to forget as well. As a mod though, sure, why not. It'd be interesting to play that way a time or two, but it's definitely not something I'd want to play with all the time. I like that the world feels natural as a whole on the surface, and it's not until you encounter specific things or specific places that you get reminded that some things are amiss.
  12. Has been fixed in pre2, though it was a rather funny bug. Apparently it's possible to use a bucket to retrieve it, but yeah...not the most intuitive way to get it based on the handbook. I'm not sure if the change is intended or not, but given that the food is boiling hot when it finishes cooking, it does make sense to let it cool down first before trying to eat it. I've chalked it up as a similar situation to seraphs being able to hold blazing hot crucibles in their bare hands once upon a time.
  13. So I'm not 100% sure yet, but I think I may have just stumbled upon a legitimate visual difference between stable and unstable surface areas. When messing around in 1.22, I noticed faint particles floating about in the air near my base. They aren't insects, and I don't think it's a new effect as I seem to recall seeing such particles in previous game versions but never really paid them any mind as I thought maybe it was just some sort of dust or other ambience. When I stopped to really think about it though, the particles seemed remarkably similar to the temporal ambience in certain story locations, and thus I started to wonder. I visited the nearest unstable area to see if the particles were there, and they were not. The stable areas nearby, however, did have the particles, save for the stable chunk that was rather windy. I suspect the wind and related particles might overwrite the strange ambience, so on a calmer day those particles might be present. Here is a shot of the sky in an unstable area. There are no particles to be seen. And here is a shot of the sky in a stable area. Notice the faint particles floating around. As I said before, I'm not completely sure that these particles are temporal ambience, but it would seem that may be the case. I'll have to start paying more attention between the stable and unstable areas.
  14. Right, but from what I've heard the first quench is basically no risk. The player can continue working the item indefinitely to keep increasing the stats, but the returns diminish and the breakage chance increases for each additional quenching attempt. Basically, there's a sweet spot in there somewhere, but the breakage risk is there, I think, to keep players from just pushing every tool to the absolute maximum with little effort.
  15. Try sticking it into a barrel of water, or toss it into a water source to cool it off. I think that's how the quenching is supposed to work, though I've not messed around with that mechanic yet.
  16. I mostly agree, however, it would be a prime spot for an adze. The adze could be used to strip logs and craft support beams instead of relying exclusively on the hammer and axe, with probably other uses as well. I think it could probably be a more time-consuming way to create boards, with the tool itself still being locked to metalworking so the player needs to reach copper in order to make and use an adze. That being said, the adze head could be cast via mold rather than requiring the anvil to forge it, in turn allowing the player to have earlier access to things like troughs for livestock and planks for building, while keeping some things(like pies and leatherworking) locked until the player acquires the anvil(need a chisel to make the quern).
  17. @MKMoose One thing I haven't seen mentioned yet in the spear discussion--spearpoints can be tempered and quenched to boost durability and damage. Obviously there's some risk involved for players who push the limits, but it looks like the first quench is risk-free while offering the biggest boost. How big that boost is, I'm not sure, but I'm guessing that it might boost a steel spear's damage up to 6.5-7 for ranged damage, with the potential to go higher with further quenching(8 maybe, or perhaps even higher than that). Arrows, on the other hand, can't be tempered or quenched, giving spears quite an advantage when it comes to ranged damage potential, especially if spearpoints can be sharpened at the grindstone for crit bonuses as well. The bow would still take fewer inventory slots and be faster to fire, but I'm not sure that the faster fire rate would make up for the lack of quenching and sharpening.
  18. I did. It feels fine, and I've said as much. Takes maybe an extra ranged shot to kill some targets. Thanks to the health pool adjustments on small creatures, chickens will die in one stab now, and foxes in two. Previously it took two stabs for chickens and three or four for foxes. Steel is the highest tier material in the game, so it should be the strongest pick out of available materials when it comes to both durability and damage potential. I can't recall having ever died to starvation damage. Hunting is as simple as chucking enough spears at a target for it to die, and then reaping the rewards. For targets like boar, it's as easy as walking right up, provoking a fight, and then nailing them with a spear when they try to run.
  19. Copy/pasting the math I did on a different thread: Assuming I did my math correctly(this time)...a black bronze spear for a Blackguard will do 6.8 damage when thrown, while the steel falx will do 6.89 damage per hit. The only other classes to get ranged penalties are Malefactor and Clockmaker; both have -25% to range, but since the spear is a shorter range weapon it's not much of a setback and no damage is lost so they will be doing 8 damage per spear throw. Hunter, however, will do a whopping 9.6 damage per spear throw thanks to their ranged damage bonus, in addition to being able to throw said spear farther and with greater accuracy than any other class. They also have faster movement to make chasing down or running away from targets easier, in addition to other bonuses that remain strong throughout the game, with mostly negligible drawbacks. With a steel falx, they'll still deal 4.5 damage per hit. Just to be clear, this isn't a call to nerf or buff particular classes. But those numbers are why I think 8 ranged damage even for a high tier spear is a bit much. Like I said before, I'd rather see the spear be a solid general purpose weapon but not the best pick, than have specific classes get nerfed or buffed. --- In other words, there's a balance problem when even the melee-focused class, that has a specific penalty to ranged damage, has a ranged weapon as their best combat option. The spear is also the only weapon that can serve as both a ranged and melee weapon. In my opinion, it really ought to be as I stated above: a jack-of-all-trades, but master of none. It shouldn't be the default best weapon in the game for every class in most scenarios.
  20. 1.21.6 is the version you'll want, as that's the most stable version. 1.22.0-pre2 is the latest unstable version and good for playing around, but not great for long term worlds as unstable versions contain lots of bugs and other issues, and the worlds created in them can't always be upgraded to the next game version, stable or otherwise.
  21. Oh yeah for sure. I didn't really think the spears were that OP in previous versions, but after doing the math...well...it says quite a lot when the best weapon for the class that's supposed to be weak at ranged combat is a ranged weapon. I have noticed the spear's longer windup and I do agree that's a good change, as that will help balance the spear against the bow. I don't know that I expect the spear to get nerfed further, as that would definitely be too much and there have already been several complaints about the current change. While the current damage feels fine to me, I think it could be bumped up to 6.5-7 ranged damage for the steel spear. Melee damage...maybe 4.5? Maybe make some sort of minimum effective range for the spear? In that as a heavy projectile, it has to actually have the momentum behind it to be at its most effective. Kind of like how if you're going to get kicked by a horse, you want to be standing closer to the horse's butt and not be at the maximum range of the hoof. It's still going to hurt either way when you get kicked, but it'll hurt much less if the hoof hasn't had time to build momentum. Of course, maybe that isn't the best analogy, but it's the only one that comes to mind at the moment. This is pretty much already how they work, I think, save for the numbers being off. What I'm looking forward to with the new balanced, is playing around with the spear as a main weapon and using a spear or two to soften up tougher incoming enemies before finishing them off with a quick jab or two. Also--poking enemies to death in holes underground. There's been several times that I've encountered small drop-offs with enemies at the bottom, and lamented the lack of a good poking stick to poke at them from a safe perch.
  22. Welcome to the forums and the game! In addition to what @MKMoose already said, I do want to note that unstable releases are very likely to contain bugs, as well as mechanics that are underpowered or overpowered. Likewise, there is no guarantee that worlds created in an unstable update will be usable in future updates, stable or unstable. For general longterm gameplay, it's better to stick to a stable version of the game.
  23. /worldconfig temporalRifts off will stop rifts from spawning. You will need to reload the world after running the command for the change to take effect. Lanterns are much better for curbing rifts and monster spawns, once you've got the materials to make them or the gears to buy them. To stop rifts from spawning in an area entirely though, you'll want to invest in a rift ward or two.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.