-
Posts
5022 -
Joined
-
Last visited
-
Days Won
217
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by LadyWYT
-
Just throwing my two cents' worth in here, but the spear readjustment hasn't really felt too bad to me as a Blackguard, for either ranged damage or melee damage. The reduction to small animals' health definitely makes the melee attack feel stronger, while the ranged attack feels about the same. Granted, bumping the ranged damage up a bit probably wouldn't hurt either, but personally, I'm not sure that steel spears should be as good as the black bronze spears of 1.21. Doing around 8 damage per hit at range(excluding buffs/debuffs) is quite strong. The spear does need to hit the target to do the damage, but...it's easy to hit targets at short range and 8 points of damage is a lot more than even a steel falx can dish out(and you have to put yourself at more risk by getting close to the target to do that damage). In my opinion, spears are the middle ground between ranged and melee, since they're the only weapon that can serve in both categories. Spears shouldn't be insufficient for either job, but they shouldn't outclass falxs for melee damage, especially since the spear has a longer reach. Likewise, the spear shouldn't easily outclass the bow when it comes to ranged damage, because the bow can't be effectively used in melee while the spear can. Basically, the spear strikes me as the jack of all trades, but master of none. It's a great choice for an all-around weapon for players who don't want to carry multiple weapon types, but it shouldn't be so strong that it becomes the choice every player picks for every scenario. Edit: Crunching a few more numbers, but... 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.
-
To put the spear argument to bed, Saraty weighed in on the matter:
-
I don't think anyone has really gotten to test them, as trying to build/place them seems to crash the game.
-
Are you using any mods that could be affecting things? If it's vanilla I'd recommend reporting the problem over on the issue tracker.
-
Honestly I'd say this is fine. It's a little strong, sure, but I think it's a situation unique to you and not something the average player goes out and does day 1. Maybe by the end of May/start of June, after they've had some time to pick a spot and settle in and actually collect some seeds. Most players, I think, should be able to manage a standard windmill by the end of the first year. The really big windmills I expect to be more of a second year item. Brand new players I expect to struggle a big, but that's due to lack of experience and to be expected, and also part of the fun when one first starts to play the game. I'm mostly just thinking along the lines of not needing a bucket to start farming or dig holes for the irrigation. Or fall in said holes when trying to harvest crops. Plus the scythe will be a lot more fun to use on a big field of ripe grain, rather than a backyard garden that I can just...harvest with my hands. I do agree, but I may just simplify it a bit and plan for one harvest per field per year, and just make another grain field or two. It's more work up front, but I do like making farms in this game, and always wanted a big field of grain. It's not really felt worth it before since there's so much material that would go to waste in the process. I've not really paid that much attention. Linen sacks I typically skip, as I manage just fine with baskets until jumping to leather. The gambeson I prefer to just make my own, if I'm even using it, and I typically turn off class-exclusive recipes in singleplayer as I like having fancy colors for battle jammies. Wolf cubs I definitely take advantage of though, when I find a good deal on one. Buy low, sell high. Otherwise my go-to trades are the boots, backpacks, and candles for the treasure hunters. Bows as well sometimes. They're all easy to make items that sell for quite good prices.
-
Regarding flax fibers, it seems like I saw somebody say earlier that wild flax crops drop more fibers when harvested now. I'll have to remember to give that a test later when I next boot the game(Edit: it doesn't appear that this is the case. The drops overall are lower for wild grains, but the seed drops are higher and the grains spawn more frequently, it seems, in addition to spawning in larger groups). Most of my time in the game today was spent messing around with the temporal mechanics figuring out what got broken. For grain fields, I think I might also test skipping the irrigation completely, and just leaving the field to nature's mercy. I'm not sure crops can actually die from a lack of watering, though I don't really expect water to be an issue given the area I settled in has medium fertility soil and decent rainfall. The result I expect is perhaps a grain harvest that's a little slower than in previous versions, but still potentially fast enough to get a couple of harvests in before winter hits. The first in-game year will likely be the roughest though, given that it starts in May(so there's some growing time lost) and the player is scrambling to do everything else. Gotcha. The default for singleplayer is 9, but for servers it might be 12. Either way, the numbers are close enough that they'll have similar farm size requirements. Might be more worth it to actually purchase cloth from the traders then, at least for the first in-game year. I'll have to play around with that one as well. It's an option I've always ignored before, given that cloth is expensive and it was much easier to just build farms to take care of the supply.
-
Rapidly flowing water flows farther than normal water
LadyWYT replied to schrodingersDipshit's topic in Suggestions
To my knowledge, the rapids can't be moved around via bucket like normal water. The idea is that water power is a lot more consistent than wind power and lacks the linen requirement, but in order to utilize it the player needs to build in the area near the source. -
Honestly I thought it was just a really nice patio area.
-
Adding some new monsters and more aggressive wildlife would be a good way to get more Player Kills...oh...wait...not that kind of P and K.
-
I don't care about making the clay so much, but crushing rocks down into gravel and sand would be great! Then I don't need to go dig up the deserts and beaches for the stuff.
-
I can't say that I'm familiar with what Klei has done with Don't Starve, but I can understand being worried based on bad experiences with other developers. From what I've seen of Anego Studios though, the devs are very passionate about the game and very accommodating when to comes to the myriad preferences of the community. You can, yes, but that's also a very slow method to establish an orchard. Hence why I recommend cutting down the trees that aren't near your base, while leaving the wild ones near the base intact. Doing so will yield several many cuttings the player can plant at home, while leaving the wild trees to produce a crop the player's second year(year 1 in game). Cherries are one of the exceptions to the rule, and could definitely use some love as they are one of the worst fruit options in the game. Fun to grow, because I mean...cherries, but statwise they're pretty bad compared to other fruit trees, and like I said before, berry bushes currently outclass fruit trees entirely when it comes to work invested versus rewards reaped. It's a videogame focused on realism, but obviously, some concessions will be made for gameplay balance. If tools only break after years and years of extended use, there's not much point in making more tools or mining more than the bare minimum of ore needed to make the equipment. Similar logic with how fast the player starves to death if they don't eat; realistically, a person can survive a few weeks without food. If the player could go weeks without eating in game though, there would be no need to store food for the winter or account for supplies when adventuring. Likewise if stone tools had a lot of durability, there wouldn't be that much incentive to seek out copper and other minerals for upgrades. For what it's worth though, tool durability can be adjusted in the settings at world creation, or via console command after world creation. Based on what I've read, the breakage chance is supposed to be very low(maybe even nonexistent) for the first tempering or two. The more the player fiddles with the tool, the more chance it has to break. Thus I expect that the player should be able to temper a tool a couple of times to get a modest boost to stats, or they can choose to temper the tool multiple times and risk breaking it, in exchange for getting a tool that's a lot more powerful if the process succeeds. The breakage could be a random chance, but it could also be dependent on player action as well--that is, if the player holds the hot tool in the bucket for too long, or tries to work it at the incorrect temperature, it'll snap, with the breakage tolerances becoming tighter the more the player tempers the tool in question. Gotcha. I can understand the frustration, but...I still recommend building a really big field and devoting it specifically to grain. It'll be a lot of work up front, yes, but you really only have to put in the effort once. Plus you'll get to enjoy a beautiful view of golden waves of grain! I forgot to ask what the month length was as well, but I would assume that it's default, or close to the default nine days. For players who extend the month length, crop fields will absolutely need to be bigger across the board, since crop growth times scale according to month length but the crop yields remain the same. For what it's worth, the numbers could change prior to the stable release too. While I don't expect them to change, they aren't yet set in stone either.
-
Maybe, but keep in mind that the player needs a reasonable time window to harvest and use the fruit. As you noted already, most berries only last a couple of days before spoiling. If the player only has two days to pick and use them all as soon as they ripen...that's really not much time, especially when you factor in hot weather speeding up spoilage, potentially. Also keep in mind that completing the main story will require the player to do a lot of traveling, and time spent traveling is time they won't be able to spend at home tending fields and livestock. There really ought to be at least a little wiggle room so the player feels free to leave their base for extended travels, instead of being afraid of losing much of their progress if they do so. My guess is that we might see a propagation system similar to what Wildcraft does, in that to plant bushes you need to take a cutting from an existing bush and plant it elsewhere. If the weather is appropriate, it will sprout a new bush. I wouldn't mind seeing some sort of pruning mechanic as well, and that could be a good way for players to increase the yields from berry bushes and fruit trees, if they're willing to put in the work. I'm also guessing that a berry bush rework would probably entail making berries more seasonal, in that certain berries will only yield a crop at certain times of the year. Fruit trees take time to really get going; a multi-year process is rather realistic in that regard. The basic grafts have a 40% survival chance, assuming the conditions are right for the tree's survival. It can be frustrating to get them going and there are probably some tweaks in the future, though it remains to be seen. My strategy for propagating them is to leave the wild ones near my base alone, and harvest trees from the more far-flung areas instead. Then I just plant a LOT of cuttings. While several die, there are several that survive, and it's quite enjoyable to have an orchard like that. For what it's worth, most fruit tree fruit can be stored much longer than berries, and fruit trees also have a more efficient yield of fruit for the space they require when compared to berry bushes. That's partly also why they require most investment to get going than simple bushes. No, but if the mechanic you want isn't currently in the game, mods are a good way to put said mechanic into the game in the meantime. Same goes for mechanics that won't be added to the game; in that case mods are really the only option. Do keep in mind that 1.22 isn't finished yet. What you are seeing is a trial run. Things could potentially change. I've not messed with the tempering mechanics yet, but at a glance, a chance of breaking the tool due to overtempering seems like a fair risk, as well as a realistic one. Smithing can be a delicate process, and working metal incorrectly can lead to cracking and other problems. As I said before, I think the break chance is mostly going to be a risk for players who are trying to min-max the tool's stats. "Half the base is crop fields" doesn't really give an indication of how big those fields are, just that they're half the size of your base. That could be anything from a few dozen tiles of farmland to a few hundred to even a few thousand. In any case, when it comes to grain crops specifically, the solution is to build bigger fields for the grain crops, or consider using mods to change crop behavior to something you'd prefer. Edit: Judging by the map in the screenshot...those are pretty average crop fields. Maybe a couple hundred tiles? My guess would be to build another field roughly that size for the grain crops specifically. Well, you asked for discussion earlier, so...I gave my two cents' worth. Do with it what you will.
-
Do note that you'll need a quill and ink to write in the books. You can find such a thing as clutter in ruins, but you can also craft your own with some black dye and feathers, I think. To make black dye you will need rusty gears or metal scraps.
-
Rapidly flowing water flows farther than normal water
LadyWYT replied to schrodingersDipshit's topic in Suggestions
They are cool, and the player shouldn't be discouraged from building infrastructure. I was thinking more along the lines of, water tends to flow quite fast in rapids and waterfalls, but the current slows down as the water moves past those points. Players are also very good at exploiting game mechanics to do things that may not be intended. Most watermills that I'm aware of tend to be built close to the source; it's probably possible to power one via an aqueduct but it does seem like the kind of thing that shouldn't be stretching miles across the map. I think scaling up the power would require a proper river. The small rivulets we have now are fine for small waterwheels, but I don't see a tiny stream like that powering a big wheel. -
Welcome to the forums, and the game! Grain is grown in large fields, so this is a fitting change for a game that focuses on realism. What isn't realistic is growing a year's supply of grain and flax fiber in the equivalent of a small vegetable patch. Do note though, that wild patches of grain are now bigger, so it's easier to find more seeds to plant when it comes to grain. How, exactly? The way I read it, some light tempering can boost item stats a bit, but pushing the tempering too far in an attempt to get the very best tool possible is risky. Basic tools will likely still be fine, but players who want to really push the limits of a tool's capability will need to keep such risks in mind when experimenting, as well as plan for things to potentially go wrong. That is, if one is going to experiment, it's probably a good idea to make sure there's more material to work with on hand; don't put all your eggs in one basket! While not vanilla mechanics yet, there are mods that add these mechanics to the game. The system is being balanced. It's much easier to adjust the damage and durability of the spears themselves, than to try to up the damage of all other weapons and increase the health of all creatures to compensate as well(because otherwise creatures are going to die way too quickly to be any challenge). So use spears instead of bows if that's what feels better to use? It's currently very easy to uproot every berry bush within decent walking distance of one's base, and plant them back at said base. Many players ignore fruit trees entirely and rely on berry bushes for that reason. Berries can also be cooked into meat stews and pies for preservation, in addition to the jams and alcohol. As for honey, you only need to find bees once, fill a skep, and bring it home to a field full of flowers and empty skeps to get an incredible amount of honey. Berries might not be terribly useful in Don't Starve, but...this isn't Don't Starve either. It's Vintage Story. Different game, different rules. I don't think this is a very good change, as that will just make it harder to harvest berry bushes and use what's harvested before it rots. If berry bushes are really as worthless as you claim, this kind of change is going to make the option even more unattractive. The patch notes seem to have quite a lot of thought put into them to me. Kinda hard to roll out that much content, and write a detailed rundown of it all, without some thought. That's fair, and if you need to rant then rant. But the devs are going to balance the game to fit their vision, which may not be the same as your own. If the default settings aren't to your liking, I'd recommend adjusting them to what you find more enjoyable, and possibly look into the modding scene to tweak things that the vanilla settings don't cover. I'll also note that it's not really unusual for at least a handful of mods to spring up post-update that revert various changes that some players deemed too extreme.
-
Which is why I said that, to my knowledge, the automatic placement fails if something is blocking the placement, whether that be a player structure or something else. The automatic location placement was something added for chapter two; prior to 1.20 story locations needed to be placed by hand. As for trader placements, I seem to recall there being some issues with the new treasure hunter structures generating when they were introduced, though I think those issues have been resolved.
-
Probably not, but it depends heavily on what game version you created the world in, what's being added in the new update, and whether or not you used mods. Generally, the devs do their best to make sure that old worlds can be updated to newer versions, and will give plenty of advance notice if otherwise. I will note though, that the more game versions a world persists through, the more likely it is that something will eventually break. One thing to keep in mind is that you can save your builds as blueprints with the world edit tool, and then place them in a fresh world, which can be a good compromise between starting over from scratch versus holding on to the same world. Do note that worlds created in unstable game versions though are very likely to break between game versions. Release candidates are great for testing out new content, but are often riddled with bugs and go through many changes, and thus are not intended for long-term play. When it comes to modding, modded worlds may or may not be able to be updated to newer game versions. It depends heavily on what new content was added in the new game version, as well as how the mods themselves are updated...if they're updated at all. The bigger a modlist is, the less likely it is that the world can be updated to a newer game version. Just a personal rule of mine here, but when it comes to modded worlds I typically assume it's impractical/not possible to update the world to a new game version, and start over fresh. I think it depends on the structure. To my knowledge, story locations will get placed automatically, even in chunks that have already been generated. However, if there is a player structure(or something else) blocking the placement somehow, the player may need to manually place the location. Likewise, if a location is updated, the player may need to regenerate the chunks for that location for the new additions to be included. For minor structures like traders and ruins, those will need fresh chunks for new additions to take effect, I think.
-
I wouldn't say it's my exact experience, but that's definitely the face I make as soon as I hear the warning screech. At which point I'm able to dodge/block the incoming shot before giving the bowtorn a beating it won't forget.
-
I've not had a firepit burn anything down, but a pit kiln will absolutely set things on fire.
-
Welcome to the forums! Really depends on what you'd like to build with. Cobblestone can be created by surrounding a piece of clay with eight stones of the same type. Wattle can be created using a knife and sticks, and you can make various colors of daub from grass, dirt, sand, and clay to smear on the wattle for a rougher or smoother look, depending on how much daub you smear on. An axe can be used in conjunction with logs and sticks to create rough-hewn fences and gates, and you can use an axe on logs to get quarter-log blocks(which are nice for a log cabin look). A regular pickaxe will let you mine raw stone blocks, though you'll want to be careful when placing them as they can't really be picked back up afterwards(not the case for refined stone). If you have access to a hammer and chisel, you can also polish stone blocks, break them down into slabs, and break them down further into bricks. Surrounding one brick with eight regular stones of the same type will yield a drystone block. A hammer and chisel also lets you craft a quern, which you will need for more advanced blocks like ashlar and plaster, as well as grants you access to the chiseling system in general. A saw will allow you to saw logs into planks, which you can turn into building blocks as well. If you need a window, quartz glass can be crafted using clear quartz and sticks. Roof tiles can be made from clay, and thatch roofing can be created from thatch or haybales.
-
It's a known bug in 1.22.0-pre1. Keep in mind that release candidates are unstable and very likely to contain bugs. Worlds created in release candidates may not be able to be upgraded to other releases due to changes implemented between rc versions and stable versions. If you're playing a release candidate though and find a bug that hasn't been reported on the bug tracker, make sure to go report it so it can be fixed.
-
Welcome to the forums! With the changes to healing, it's now possible to heal in plate armor, though the bandaging process will be rather slow. I will note that while plate armor is the best at soaking up damage, it does not make the wearer invincible. High tier enemies definitely won't hurt as much, but the attacks will still chip away at your health so you won't be able to stay in combat indefinitely. In my opinion, steel plate is ideal for defending the base during a temporal storm, or delving deep into caves. For general adventuring use, steel chain tends to be the better option of the steel tier, as it offers good protection without sacrificing too much protection or mobility.