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Everything posted by LadyWYT
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I think it makes more sense to just leave it to the modded realm. Homo Sapiens isn't the game mode that Vintage Story is developed around, and just there as a nice option for those who want pure realistic survival only. In the lore, the player characters are not human, hence why they have odd colored skin, eyes, and hair. If human tones existed in Homo Sapiens only, it might be fine for that mode but cause friction for the rest of the game when players wonder why they can't have those options in standard play. There's also the factor of...Homo Sapiens mode is just the standard gameplay with the lore content disabled. Given that the player can easily disable the lore content themselves in the options at world creation, or via console command after, that introduces the new problem of how to handle those color options when the player tampers with such settings. Not really an option without rewriting the entire game story, as well as the setting. It's better suited for a different game, with a setting to support such, or otherwise handled by mods so players can add whatever they want.
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To restate what others have already said, the only real way to find other rock types is to just...pick a direction and start walking. If you have access to translocators, those can make the process much easier since they can teleport players thousands of blocks away in an instant. The trick, however, is finding and repairing one. I will note though that when it comes to bauxite, it's usually the top layer, but can sometimes spawn under other layers of sediment rock. Thus it's a good idea to keep an eye on exposed cliff faces or peek into caves every now and then to see what kind of rock strata is available, assuming that the top layers are sediment layers, anyway. Actually, for a Minecraft-style world, the climate distribution can be changed from "realistic" to "patchwork" at world creation. While it won't change the rock layers and the biomes will still be determined by rainfall and whatnot, it will mean that hot biomes can be next to cold biomes, meaning that the player won't need to travel to the equator in order to experience the tropics(or the north pole to experience the arctic).
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Probably for the same reason that mushrooms and pumpkins are also classified as vegetables in the game, and why tomatoes are considered vegetables in conventional real life terms rather than a fruit like an apple or pear. It might also be to give another vegetable option to the warmer climates, since turnips and things aren't going to grow as well.
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Nah, the thing you have to be watching for now is where the "catch" is. That is, the drifter ambush underground, or the bear in the bushes on the way home, etc. Sometimes there's not, but there's usually a sneaky little detail or two to overcome to actually get the prize back to your base.
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Is there an in-game difference between fresh and salt water?
LadyWYT replied to ToothedMammal's topic in Questions
I don't think seaweed/aquatic plants can be harvested at all without mods. Coral...I'm not sure, but it seems like it would probably need saltwater in order to survive. -
tempering Quenching-Tempering: Finding the best combination
LadyWYT replied to Diregoldleaf's topic in Discussion
The problem with that is that classes actually have specific lore tied to them. It's not just a choice of buffs/debuffs. If it were just a choice of equipment and traits then every character would have the same experience, rather than special class-related interactions. That being said, I recall one of the ideas floated for a status effect system being that the player could potentially earn new traits over time, both good and bad. So it may be possible to earn additional good traits or lose bad traits in a future game version. -
Welcome to the forums! There's kind of a chronological order they get arranged in, however, some of it is also left up to the player to figure out. By that I mean that lore books seem to always be added to the journal in a specific order, but the order in which they appear isn't necessarily by which was written first. Generally, the journal seems to try to keep multiple entries from the same author grouped together, and it's a similar case for subjects as well. Tapestries and carvings are entered in the order in which they are found, however, they also have numbers to indicate to the player which one is "first".
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This is true, however, it gets a little goofy when it comes to dealing with computer water and digital vegetables.
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How do you intend to prepare your long-term worlds for version 1.22?
LadyWYT replied to Vratislav's topic in Discussion
Ctrl + shift + right-click should add the entire item stack to the crate in question. You should be fine. Wintertime hasn't changed that much, as far as I can tell, however the smithing process is a lot more fun. To get really good tools and weapons, you'll need to spend quite a bit of time at the forge, and winter is the perfect time for that. The forge will keep you warm, and the smithing process will keep you occupied until the weather is better for other tasks. -
Potentially. The mod I have for Skyrim will absolutely stop the player from wielding weapons in the appropriate arm if the injuries are bad enough. The only way to get around it is to use magic, drink a potion to fix the injury, or otherwise brace the broken bones so your character can still function while the injury heals. It's rather brutal. Personally, I enjoy such things, but I don't know that Vintage Story would necessarily go that far. I do expect some potentially brutal consequences, but perhaps nothing to the extent that the player is prevented from doing safe things like forging and building back at their base. I more expect that injuries will significantly impact movement speed and attack strength for a few days, meaning that while the player can still function they won't be able to effectively fight enemies or explore until they recover. As for the medical kit, the reason the player would take one with them is to patch themselves up enough to get back to safety where they can make a full recovery. If the player falls in a hole and breaks a leg, they might be able to climb out just fine, but will probably want some painkiller to dull the pain, and probably won't be wanting to spend time searching for enough sticks to make a splint(especially if worried about enemies). Suffering a grievous flesh wound might result in a nasty bleed that will kill the player if not staunched. The tricky part of the balancing to me, is more deciding what happens to the negative effects if the player dies. I would assume injuries just up and vanish, so the player can start over fresh, but that could lead to some potential mechanic abuse if players decide to just eat the death rather than bother with healing themselves.
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Overhaul to Hunger, Starving and Damage from Starvation
LadyWYT replied to Rohzdear's topic in Suggestions
I seem to recall there being part of the code commented out, that was meant to allow players to build up fat reserves that could be burned to avoid starvation. I think it was a 6:1 ratio, in that it took 6 days of fat accumulation to go one full day without any kind of food. It's a neat idea, but I'm more in @Thorfinn's camp on this one. The player isn't in good shape at the start of the game, thus they aren't going to have nutrition/fat to rely on to avoid starvation(nor does it make sense for them to have such given what they just woke up from). By the time the player accumulates nutrition/fat, they don't really need the reserves to stave off starvation anymore since they have food supply under control. Applying a debuff to a hungry player before starting to drain health could give the player a grace period before they starve, but it could also soft-lock the player into a slow death since it's difficult to hunt or cover territory if one's movement speed/attack strength have been dropped. The best case scenario that I've found so far, thanks to tinkering around with various iterations of the concept for a mod, is that fat reserves/nutrition only serves as a small grace period to delay a meal for a few minutes while the player finishes a task, rather than as a mechanism to allow the player to go for a day or two without food. That way the player can finish whatever they were doing without losing health and hearing their character whimper, but won't be able to do things like go all winter without food stores or complete the story without packing supplies. -
tempering Quenching-Tempering: Finding the best combination
LadyWYT replied to Diregoldleaf's topic in Discussion
Sure, but I was thinking dogpile/zerg strategy, which as I understand it is a real balancing issue when it comes to PvP circumstances. One faction rises not because they have the best fighters or gear, but rather because they have the most bodies to throw at their enemies. From there things just kind of snowball. In fairness though, I'd rather see a bit more skill to the system too. -
The way it works in my modded Skyrim is that the injury applies penalties to movement or character stats until it's healed. Bandages and other medical attention may be needed to prevent the injury from getting infected, or to speed up the healing process, or if the injury is particularly nasty--to allow it to heal at all. Splinting broken bones helps them heal faster and restores some of the character's movement, and drinking painkiller would further dull the effects of injuries for a time.
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Just some questions about what comes beyond steel
LadyWYT replied to DitaDataDita's topic in Discussion
This is my general thoughts on it. Iron might need a bit of a nerf so that the player needs to quench/temper once to get the same base power it has now, but it should still be better than bronze for base stats so that the player feels like they're actually getting an upgrade. I wouldn't say the tempering/quenching process is terribly expensive, however, I do think that there will be a decent chunk of players that doesn't bother delving too deeply into the process for whatever reason, and opts for the "easy" route. Which I think in this case, should be allowed. The reward for really putting in the time and resources to quench and temper an item several times(and risk losing it in the process) is the "carrot" to get players to tinker around with their forges a little more to see what kinds of cool stuff they can make. What I would rather see, aside from keeping ironworking a bit simplified, is a way to smelt it for casting. That way the player can have more late game projects to work on aside from the blast furnace, and keep those old molds useful for longer. Plus I'd wager it will likely be easier to cast iron for train parts, if trains are added, than to have to forge every piece by hand. -
How do you intend to prepare your long-term worlds for version 1.22?
LadyWYT replied to Vratislav's topic in Discussion
The delete button. I am actually serious here. I don't intend to delete the worlds immediately, and might hang on to one purely for story testing purposes. However, for me it's about time for a fresh start, and I'd like to take full advantage of the new trader huts and berry bushes and whatnot rather than need to explore for miles to find said stuff. Fresh starts are also fun because not only is the scenery different, but I have a chance to correct mistakes I made in the previous world, as well as make plenty of new ones while playing.- 22 replies
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There is, but as I understand it the rifts don't affect the player's stability when that option is enabled. I'm talking about having an option to make the rifts invisible and continue to allow them to affect player stability. Really? I could have sworn there were berry bushes in the south. Maybe the spawning has changed due to the new bushes that have yet to be added?
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Given my experiences in modded Skyrim with this kind of thing, I don't know that I would call combat easier, as much as I would more intense. It's easier in the sense that the player can end enemies or otherwise bully them into submission quickly with well-timed attacks or raw brute force, but the combat also ends up more lethal for the player since all it takes is one miscalculation to suffer an injury that changes the tide of battle entirely. I will note that usually such situations are survivable unless the opponent is very strong, but you are right in that it's critical to have some sort of first aid kit to treat injuries sustained in the fight. Said injuries also take a while to heal, so the player will likely need to take a couple days to recover before they go delving back into a dangerous situation again.
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Right, but in 1.22 it changes a bit. As for spear fishing in 1.21 it's more manageable than in 1.22 but I would also call it pretty janky given that it was usually necessary to chase the fish around in order to stab them with said spear. Which isn't particularly realistic. It'd be better if the player could wait patiently on the shore or in the shallows and strike with the spear once the fish gets close enough to obtain said fish.
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Welcome to the forums! Try using an iron door instead of the kiln door. To my knowledge kiln doors won't create valid charcoal pits.
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I think it could work, provided that the "drunk" system is tweaked a bit so the player can have a few drinks before they get roaring drunk, but blacking out is a fair tradeoff for being able to down a few stiff drinks to mitigate some damage. That being said, I think SlowTox's system is probably better; rather than blacking out, players that drink too much end up with alcohol poisoning and start taking damage until their body can properly process the alcohol. So the player remains conscious and able to react to threats, but they may or may not survive the poisoning.
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As @V1ncent already said, use a bowl. But for future reference, using a bucket to add water to the cookpot will add the water in 1 L amounts, avoiding issues like this when making soup.
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I don't really mind the longer forum thread. It keeps everything contained in one general thread rather than having the same conversation happening in multiple threads at once.
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Welcome to the game and forums! That is correct. It takes 1 L of water for each serving of soup, so that extra 0.1 L will throw off the entire recipe.
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tempering Quenching-Tempering: Finding the best combination
LadyWYT replied to Diregoldleaf's topic in Discussion
The true test of skill, I think, will be figuring out how to smith a 4-way iron hub from three ingots instead of four. -
I don't disagree that hunting could be made better, however, I don't think we'll see significant changes to hunting until the status effect system arrives, since such a system is what's required to do things like cripple a target or inflict bleeds and other serious injury. I'll also note that if it's possible to drop large animals with a single shot, then it will be necessary for wildlife to become harder to find in order to keep things balanced and give players more incentive to invest in livestock. Same goes for increasing yields from hunted animals. Otherwise, hunting would end up too strong and fewer players would bother investing in livestock(of which there are already several players that don't bother with livestock due to hunting being an easier way to acquire most of the same products). The other issue is that with creatures being harder to find but more satisfying to hunt, the world may end up feeling emptier since there's not as much wildlife to encounter regularly. This too, with the change to windup time being the most significant, I feel. It changes the spear from the obvious "everytime" pick to a jack of all trades, but master of none. That is,t he spear is a solid general-purpose weapon, but it will be outclassed by the bow for ranged damage and outclassed by the falx for melee. The main strengths of the spear in 1.22 are the longer poke range in melee, and the ability to soften up a target at range before it can close the distance to engage in melee.