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Everything posted by LadyWYT
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Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
Just my two cents here, but I'm guessing the concern is probably that a drastic overhaul of combat will place more emphasis on that specific aspect of gameplay, and thus turn Vintage Story into more of an action game as a result. There is some combat required for completing the main story, and occasionally the player will need to defend themselves while hunting or mining, but for the most part a player can choose when they fight, even on the default settings. The impression I tend to get from a lot of combat overhaul suggestions, is that overhaul results in the player either getting pushed into combat because that's now the intended "fun"(similar to how the answer to almost every enemy in Skyrim is "kill or be killed"), or they feel forced to partake due to combat rewards being too lucrative. Players who love combat and want to spend most of their time fighting/preparing to fight will love an emphasis on combat, however, the Standard game mode is supposed to be a balance of multiple gameplay styles, not weighted specifically for combat. -
This is normal; most of the time the corpses will disappear after the storm, but occasionally a corpse or two(or a live enemy) will linger. In terms of loot, the monsters that spawn during storms have the same loot tables as they do under normal circumstances. The main benefit of storms in this regard is that they spawn a lot of enemies, and can spawn special enemies like the double-headed drifter and deepslit shiver that drop much better loot than the average opponent. There are similar special enemies that spawn in the deep underground as well, however, it tends to be easier to fight on the surface than underground in many cases. As for looting the corpses, using a falx to kill monsters will extract some(if not all) of the loot that the monster has, allowing you to just pick it up off the ground. Otherwise, you'll need to learn to be fast with a knife. This is not normal at all. You might check the Interface tab of Settings and make sure that you have "Auto show/hide chat" and "Auto open Chat only on current group" turned on, or at least make sure one of them is turned on. If both are turned off though, that might be why the messages aren't popping up. If both of those options are turned on, the next suspect would be mods, if you are using them, that is. If you're not using mods and on the most recent game version, then it's probably a bug and you'll want to head to the bug tracker to report it. I don't see any reports that indicate that bug exists, but it's happened before so it's not out of the question.
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I'm against this idea mainly because I don't think it's a good alternative to turn temporal storms into what's essentially a "quick time loot event" by adding a unique resource that can only be acquired during the storm. It is a solution, sure, but the "unique resource" would have to be something entirely optional and not in any way critical to completing the story or other parts of gameplay, since if a player turns the storm mechanic off they won't have a way to access that resource. A better solution, I think, is perhaps change the way that temporal storms spawn enemies. Perhaps instead of the enemies just blinking into reality, a special mini-rift spawns first, remaining for a few moments before spawning an enemy and disappearing. The player, as a seraph, could have the option of sealing these rifts to prevent the enemy from spawning, at the cost of some of their temporal stability. That kind of mechanic gives the player more control over what happens in the storm, as well as something else to do besides just "fight, hide, or turn it off". The stability cost also ensures that the player will have to strategize a bit depending on the storm; a light storm they can probably close every rift and not deal with monsters at all, while in a heavier storm they may need to fight a monster or two(or sacrifice a temporal gear) in order to keep their stability up while sealing rifts. Well, yes, that is what temporal storms are supposed to be--unnatural disasters that are an obstacle the player will need to work around. The reason they likely don't affect animals or NPCs, is either the coding for such behavior isn't implemented yet, or more likely just gameplay reasons. Livestock is difficult to acquire but very easy to lose, and NPCs will eventually respawn if they die, but it does take a while. This is also for gameplay reasons; weaker storms at the start of the game are more manageable, since the player doesn't have particularly good options for anything. In the late game, the player is much better equipped for a variety of scenarios, so it makes sense to throw stronger storms at them. Ironically, according to what a certain NPC notes about the storms, the temporal storms of the present are actually much weaker than those that occurred post-cataclysm. It's possible that something could be causing the storms to strengthen once again, but if that's the case it has yet to be explained. Agreed, though I do think the rift activity should also keep a somewhat randomized pattern as well. Have to disagree here. Given what temporal storms are(unnatural disasters), they really shouldn't hold any kind of benefit, aside from whatever bit of loot the player manages to extract from monster kills. They're a distinctly bad thing, and presumably one of the things we're trying to fix in order to save the world. From the gameplay standpoint though, I would argue that if temporal storms can shorten the time it takes to finish a task, they should logically be able to do the opposite as well. Which I think is guaranteed to frustrate players, even if the time extension penalty isn't a thing, since the "benefit" is relying on pure RNG. Of course, if the storm is just providing that benefit in every storm, then the player has much less incentive(from both lore and gameplay standpoints) to try to find a way to fix whatever's causing such storms, if a fix even exists. At the very least, if storms offered benefits like that, most of the NPC dialogue regarding them would need to change to reflect that.
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For the record, the correct Mods folder should be empty if no mods have been installed previously. The incorrect Mods folder will have a readme file in it that says "Do not put mods here".
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To be clear, you said this about the instability mechanic earlier as well: This is also a matter of personal opinion, because there are players that will adamantly tell you that it's an absolute fact that surface instability is boring, unengaging gameplay because it stops players from building whatever they want wherever they want, and there's absolutely no counter other than "don't build there" or "just turn it off". Temporal storms are much the same. Not everyone finds them fun, hence why there are options to customize them. The player cannot stop them directly, outside of turning them off, but the player has options when it comes to dealing with them(work indoors, hide in a bunker, go fight monsters). There's nothing wrong with finding a mechanic boring, and suggesting ways that it could change, but keep in mind that those changes are going to apply to everyone else. Altering or removing a mechanic from the entire game(for everyone) due to individual preference isn't the best logic to use, since not everyone has the same tastes. If that logic were fairly applied, there would be a lot more than temporal storms getting removed from the game; the end result would something very watered down, that likely satisfies no one.
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To be frank, this is a matter of personal opinion. To you, they are obviously not engaging gameplay, and that's fine. I myself find them interesting, since they keep me grounded in the world and I have fun planning around the storms. One of my most memorable moments in the game was racing with my friend against the clock to reach the safe haven of a certain story location before a temporal storm arrived. We didn't make it in time, of course, and ended up running through the dark during the storm trying to stay alive, as death would mean respawning thousands of blocks away back at base. It's fair to not like the mechanic, and obviously it's not a mechanic that will be everyone's cup of tea, hence why there are options to turn the storms off or sleep through them. However, turning storms off by default for the Standard difficulty would be a massive disservice to the story and its setting.
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That would be nice. And I do find it a bit strange that the longest intervals result in weaker storms. I would have thought the opposite--fewer storms but nastier when they occur.
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[Spoilers] Question about the end of Chapter Two
LadyWYT replied to williams_482's topic in Questions
This is part of the Better Ruins mod, and not vanilla lore. I'm not exactly sure what all it entails, but it is a structure separate from vanilla story locations.- 1 reply
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Welcome to the forums! Disable your mods and ensure the vanilla game is working properly first. Once you've verified that vanilla is working, then you can start re-enabling your mods one by one, testing as you go. It's tedious work, but it's the best way to tell exactly which mod is causing the issue so you can remove it. When using mods, do keep in mind that while older mods do sometimes work on newer game versions, it's not a guarantee. It's best to verify that a mod for an older game version is working correctly on a new version before adding it to your modlist. Likewise, beware of mod versions marked "dev", as those are versions still in development and more likely to contain bugs or cause issues.
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I would also note that new suggestions also need to take the Standard game balance into account, since that's the game mode intended to be the default(multiple gameplay styles accounted for and settings tuned to satisfy the widest variety of players). Many suggestions that I see float through the forums aren't necessarily bad, as much as they are clearly balanced around individual preference.
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Do we really need a combat overhaul? What are your opinions on it?
LadyWYT replied to Josiah Gibbonson's topic in Discussion
Possibly, however, I think the big game changer will be the addition of a status effect/earnable trait system. If the player can earn bonuses to things like melee damage, ranged damage, physical resilience, etc. that allows them to fine tune how they operate in combat. If those changes aren't permanent, that also allows them to potentially do things like practice combat styles to keep the bonuses, or practice styles to switch bonuses as needed. As for status effects...combat becomes a lot more serious than just a numbers game when there's suddenly the potential to get an arm or a leg broken, or a concussion, or some other serious injury that will inhibit your abilities for a while. I play with a mod that adds that concept to Skyrim, and it makes me think much more carefully about how I approach things. I often end up carrying around some medical supplies because when something does happen(it's not so much "if" as "when") a healing potion just isn't going to get me back on my feet. While the player can easily equip a set of gambeson and defeat most things without hassle now, that's not likely to be the most attractive option with status effects since gambeson won't stop bones from getting broken or puncture wounds, etc. It might still prevent the player's death, however, the player probably won't be keen on constantly waiting on injuries to fully heal. -
My solution as a new player was to just turn the temporal storm frequency to the longest interval, which also happened to be the setting for the least intense storms as well. That way they were still part of the world, but less spooky and I had plenty of time to prepare or do whatever else I wanted before one arrived. Of course, like many of the settings I originally turned down while learning the game, I gradually returned to the defaults for a better challenge.
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Right, and I hold similar opinions. However, at the time I posted that suggestion, the OP seemed to be more interested in the realism and survival mechanics than they were the lore. While I do think the game is lacking without the lore, players who are indifferent to the lore or otherwise don't really enjoy it will probably enjoy a game mode like Homo Sapiens(I mean that is why that game mode exists).
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Welcome to the forums! This is already possible via making one's own textures for the game. It's also worth bearing in mind that the devs have their own artistic vision for the game, and texturing takes quite a lot of work. The more textures there are, the more disk space the game will require. It's much better to keep texture packs as optional mods, rather than bake them into the game directly and bloat the file size.
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Well...if you shove a pointy object at a flat surface hard enough, the pointy object will stick.
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Honestly the more frightening noises are the ones you typically don't get to hear, since they have a rather large aggro range. They will bonk their heads against the ground as an idle, as well as stand up on their hind legs(which makes no noise at all).
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Did you update the game recently and did you remember to update the game's data path if you installed it on a different drive? If you installed the game elsewhere, the files will remain where they are supposed to be but the data path for your saves and mods and stuff will get reset to the C drive, which means the game will assume you need to login again.
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Question about the spawn locations during temporal storms...
LadyWYT replied to Broccoli Clock's topic in Questions
Not in my experience. Bowtorn require the space to be more than 2 blocks tall, but it can still be less than 3 blocks. I've seen them spawn in rooms that were 2.5 blocks tall due to the ceiling being slabs. Granted, they prefer to spawn in spaces that have at least a 3 block high ceiling, so it's not as common to see them spawn with ceilings slightly lower than that. -
UHHHHHH I THINK ITS TELLING ME TO LEAVE......
LadyWYT replied to PRISIM STAR's topic in General Offtopic
Welcome to the forums(and the game)! It means that rift activity is high and that's likely to be an unstable chunk(although this is no guarantee). Hitting C will bring up the character information panel, which should tell you what the current rift activity is. Overall, it's nothing to worry about, but do keep in mind they spawn monsters, especially in the dark. If there's high rift activity and it's getting dark, you'll probably want to either sleep through the night, or find something to do indoors(or in a large lighted area with a perimeter fence). -
Question about the spawn locations during temporal storms...
LadyWYT replied to Broccoli Clock's topic in Questions
Well technically...you could say we do, since: For an actual flying enemy though, I think I would either make it an enemy unique to a story location, or make it an enemy with limited flight abilities. That is, maybe it utilizes flight to ambush a target, or otherwise chase it down, and then fights on the ground. Likewise, it could also use flight to quickly escape situations it feels it might lose. That way it can have some unique fight characteristics, as well as a definite advantage, but not be implemented in such a way that it's going to be too annoying to deal with, or force the player to rely only on ranged weapons to deal with it. To my knowledge lighting doesn't affect temporal storm spawns very much, if at all. As for a minimum spawn distance from the player, I think there is supposed to be one, but I'm not entirely sure what it is, or if it functions correctly for every spawn. I've had a monster or two seemingly spawn right on top of me during a storm, however, those were also fairly rare occasions indoors, and when it happened outdoors I think it's more likely that the monster spawned further away and came up behind me without my notice. Overall, the best strategy to weather a storm safely, is stay indoors in a brightly lit area, preferably a smaller room with lots of decoration. That should minimize the chance of anything spawning close to you, while still giving you enough space to do things and defend yourself if a monster does happen to spawn. Edit: I will note that if one has to be stuck indoors with a monster, a drifter is the most likely candidate, but a bowtorn is actually the most ideal spawn. The reason for that is drifters have no qualms about playing patty-cake, but bowtorn do not like targets getting too close and will resort to running around in circles if they spawn indoors. Their melee attack is rather easy to dodge and they have a low health pool, so even the high tier bowtorn aren't terribly hard to take down in this circumstance. -
And what I'm trying to say is that's not been my experience; as far as I'm aware, the temperature is working as intended. That's not to say there couldn't be a bug in the code, but I do find it a bit unlikely based on what I've seen. Just to make sure all the bases are covered on spoilage though--the spoilage rate for player inventory, in my experience, is a set rate, and will not be affected by outside weather.
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First off, welcome to the forums(and the game)! There are mods that allow you to retrieve farmland, but as for why it's not in the game, it's likely to both prevent players from cheesing farm mechanics(dig up dirt and place the same dirt back to restore full nutrients) as well as perhaps to avoid a lot of inventory clutter and potential code bloat(though I'm not sure how efficiently such could be coded, so it might be possible). Given there is plenty of dirt in the world though, I wouldn't worry about this one too much. Eventually, you'll be wanting to replace the dirt with terra preta anyway. Whether or not temporal storms are fun depends on who you ask. For those who don't enjoy the mechanic, that is also why there is an option to turn them off, or sleep through them. You should be able to turn them after world creation with the command /worldconfig temporalStorms off; just make sure to reload the world after running the command in order for the change to take effect. Eh, not really. There are special monsters that only spawn during temporal storms, that have a chance to drop Jonas parts, however you can also find Jonas parts in ruins or hunt other special monsters in the deep places of the world. Temporal gears can drop from any monster, as well as be occasionally found as ruins loot or purchased from treasure hunter traders. Rusty gears can easily be found in ruins or retrieved from any monster, in addition to being acquired via trading. In my opinion, it's easier to acquire Jonas parts and temporal gears from temporal storms, but you're not going to hamstring yourself if you choose to turn the mechanic off. I wouldn't be surprised if this becomes a mechanical option in a later update, if it's not already a feature. In my experience, how fast a windmill can power a machine depends on what kind of machines it's trying to power at the same time, and how strong the wind currently is at the windmill's location. The ones spawned in the world stay as they are. The tree seeds planted by the player will turn into mature trees after a certain number of days, however, trees planted by the player will never be the old growth trees that can spawn naturally(like the huge oak trees). Fruit trees are different though, in that they will continue to grow over time until they reach their maximum size, regardless of whether they spawned at world generation or were a cutting planted by the player. Do keep in mind that if/when you go this route, you will definitely want a mod that allows you to reset your spawn point via bed or some other means, since you won't have access to temporal gears. I think there is a console command to change spawn, but console commands aren't the most immersive option.
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Well, yes...because that is how outside temperature works. It's colder at altitude than it is at sea level, however, the change will be a bit more pronounced in-game than it will be in real life, simply because the game world is scaled down. The player's body temperature, to my knowledge, is calculated based on the current outside temperature in that location, compared to the player's cold hardiness in addition to warmth bonuses from equipped clothing items. By default, the player's cold hardiness is 0 C, which means the ambient temperature needs to be around freezing before the player's body temperature will start to drop. Wearing warmer clothing, staying dry, and staying out of high winds will help prevent body temperature from dropping as well. As for spoilage timers in things like storage vessels, to my knowledge this is also calculated based on the current outside temperature at that location. So if it's a cold mountaintop, the spoilage timer should be ticking much slower than it would in warmer climates at sea level.
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I believe they can still transport elks, but I think you have to actually be riding the elk in order to do so. That being said, I wouldn't recommend trying to stuff an elk through a translocator, given the cramped space and likelihood of something going wrong. If it's a translocator you intend to use frequently then it might be worth the effort of carving out passages for an elk to safely traverse, but otherwise it's just less hassle to go by foot.
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Maybe I missed something, but judging by what's written in the mod description, it has some preset values for various items already, along with a config file that allows players to change those values to whatever they wish or otherwise add additional values for items not covered by the mod.