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Everything posted by LadyWYT
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I imagine we'll get them once Tyron figures out how to implement flying birds. Otherwise, they aren't much more than a reskinned chicken.
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I figured it was a bit of an inside joke, that may or may not actually turn out to be true.
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First off, welcome to the forums! Armor is a bit difficult to explain, but basically what happened is the armor you had equipped wasn't tough enough to handle that kind of enemy. Bronze gear is tier 2, and while plate specifically is resistant to higher tier damage, you were up against a tier 4 enemy. To be fair, bronze armor is better than nothing in this situation, but nightmare enemies hit HARD and bronze armor is mostly just buying you enough time to escape(though plate is the worst armor to try to escape in). Basically, what you want to do, is wear the appropriate tier of armor for whatever tier of enemy you're trying to face. For nightmare level enemies, this will be steel. However, if you're decently skilled, and have plenty of healing supplies to work with, iron will work just fine as well(or even gambeson), but you will need to be more cautious due to the armor not mitigating as much damage. Fair warning, but nightmare level enemies are no joke, even with steel. Steel is very protective, but attacks from nightmare enemies are still going to hurt, and you're not going to want to be bogged down in an extended battle with them, if you can avoid it. As for armor type, steel plate is the most protective, but it's generally better suited for base defense or caving, and not so much for adventuring. Steel chain tends to be the best for adventuring, since it offers great protection along with good movement and decent accuracy. Scale is similar to chain in that regards, but sacrifices some speed and ranged accuracy in return for a bit more protection. Brigandine has the worst protection of this tier, with more penalty to speed/accuracy than chain I believe, but the advantage of brigandine is that it's cheap to craft compared to its counterparts, which makes it a decent choice for adventuring. Which armor piece takes the hit is kinda luck-of-the-draw, to my knowledge, but as stated previously, the reason it was shredded so fast in this case was due to being the wrong tier of armor for nightmare enemies. A mod could be affecting things as well, so it doesn't hurt to double-check your modlist just in case something slipped through.
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This would be my vote, given the trader rework that is coming and whatnot. However, this also depends partly on how attached you are to the structures in your current world. I won't say it's easy to let go of a world you have so much history in, however, I would only worry about copying over structures if they are things you just can't live without. Otherwise, a new world offers a fresh slate to start anew, with plenty of space and resources to make even more memories, and screenshots can help preserve the memory of the old.
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They do, although it does depend in part on which you install, as some of them cover more tropical regions. Kind of, although it depends on which ones you have, and whether or not you end up in the right region to take advantage of certain additions if you have Biomes installed. The added forage plants don't feel OP, but the New Zealand pack does add in a flax plant that is easy to find and harvest, which makes it easier to get your hands on twine. However, if you have Biomes installed, then you'd actually have to be in an Oceanic region in order to have access to that plant.
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You could try to reinstall, but my advice would be to just play singleplayer for a while and learn some gameplay basics, and then try the servers again later. Most likely what's happening is that there are issues present with hosting services. Give it some time, and if you still have issues connecting to servers then it's probably time for a support ticket.
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I do want to note that you need resin to make glue, which is really important if you're playing by default rules and intend to salvage decorations from ruins since you'll have to glue them back together first. And it takes a LOT of glue to do that. Otherwise, I do agree that resin doesn't have that much use. Perhaps if pitch were added, and we had to use pitch to waterproof certain things, maybe it would see more use?
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RE: 1.22 - Berry bush rework (i.e. add greater mechanical depth to them)
LadyWYT replied to Phantom72's topic in Suggestions
Possibly, but that also means that the bush can be lost permanently. If the player just takes a cutting, that leaves the parent bush intact for use, so it's still able to be foraged, or used for more cuttings later once it recovers. The way Wildcraft handles it, the cuttings need to be planted fairly quickly, or otherwise they will dry out. I'd probably add on to the concept by allowing cuttings to potentially fail, but with a higher success rate of taking root than fruit tree cuttings. -
I am inclined to agree, but when it comes to changing underground temperature distribution I'm a little on the fence about it. On one hand, it makes sense, but on the other hand, it seems like it could easily open the door to "farm anything, anywhere, as long as you turn on underground farming". Not that there aren't already farming exploits along those lines, given one can dig to the mantle for warmer temps or build on a mountaintop for colder temps, but both of those options require a lot more effort than just building a farm plot a few meters below the surface. Possibly, but I think I would be more inclined to give the warmer climates some more unique food options as compensation, as well as allow agriculture traders to sell blue cheese in greater quantities(and perhaps a little more frequently). I'd actually disagree here, especially if the underground temperatures are supposed to be more realistic. The better way to handle a concept like this is perhaps let players acclimate to the local climate over time, so that players who spend a lot of time in cold areas will end up being able to tolerate much lower temperatures before they actually start to get cold. Likewise, players that spend a lot of time in the tropics will get cold more easily, and likely need a jacket or something when venturing into cooler temps. Of course, I'm not sure how feasible that is to actually code though.
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I second this. Though most of the big cats are solitary, some will spawn in prides, like lions. And I'm not talking about just African lions either... FotSA mods overall are great additions. While they can make hunting a little easier in some cases, some of the wildlife is NOT to be trifled with, like elephants and rhinos. If you can kill one, it's a lot of resources, and if you can manage to tame one it's a powerful animal to have work for you. But good luck doing that without getting stomped. There's also a mod series that adds dinosaurs, though I'm not 100% sure if it's possible to get them working properly on the recent game version. That being said, if you want an ultimate caveman experience, that might be something worth looking into.
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Game didn't quite live up to "Uncompromising Wilderness Survival"
LadyWYT replied to jerjerje's topic in Discussion
Or basically, when pretend maintenance simulator tries to compete with real life maintenance tasks, real life is going to win every single time. While it may be a paradox in some ways for a hardcore survival game, I do think that the "cozy" vibe fits outstandingly well. Why? The player actually has to work pretty hard and think carefully in order to achieve that state in the game. Achieving the cozy state could be just making sufficient progression to have a good base built up with the very best tech, but it could also mean figuring out how to tune the settings or install relevant mods to achieve the flavor of game one desires. At any rate, it's definitely a quality that the player has to earn for themselves, and not a quality just handed to them right out the gate. -
Any ideas for making creations based off this game?
LadyWYT replied to captainglorpus's topic in Questions
Welcome to the forums! Honestly, it's entirely up to you, and whatever you have the skills/determination to make. For tapestries, you might look up the ones in the game for inspiration, and for clay models...well there's many different options in that case. The monsters could be pretty fun to make if you have bits of wire/junk metal lying about to use for details. -
Nothing has changed, save for the addition of the large crate trap to catch baby elk. Definitely a mod issue in this case. Are you running Wildcraft mods? There is a mod that makes them "work" on the latest game version, but Wildcraft itself hasn't yet been updated for 1.21. My friend and I tried it on our server and ran into the same issue, so that's what I would check for first. If you aren't using Wildcraft, then it's some other mod causing the issue. The best thing to do in that case is to doublecheck your modlist, looking for anything that could affect the animals in this fashion and then checking those modpages to see if any issues have been reported. It's also a good idea to make sure that the mods you are using are up to date for the current game version, or at least known to be working properly in the event they're older mods. If that doesn't solve the issue, the next step is disable your mods, test the mechanic in vanilla to make sure it works, and then re-enable your mods one by one, testing as you go, in order to pinpoint exactly which one caused the problem.
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Game didn't quite live up to "Uncompromising Wilderness Survival"
LadyWYT replied to jerjerje's topic in Discussion
Yeah and if this is implemented, then the player is forced to choose between babysitting their farm, and doing other things like prospecting, mining, metalworking, exploring, the main story, etc. The main story itself requires the player to spend quite a bit of time away from home, and it's not fun to feel like you have to allow your homestead to fall into disrepair in order to do the story. Likewise, as @Thorfinn already noted, there are already mods that tried to add mechanics like this, and said mods weren't popular at all. The farming mods that are popular tend to be the ones that add more crops, which I think is a better way to increase the difficulty without increasing the tedium. More crops means that players will either need to choose carefully which they plant, or put in the effort to make bigger farms. More crops also potentially distracts the player from other activities, in that if they spend too much time exploring for different things to plant they'll end up progressing very slowly, or perhaps even be underprepared for winter. The health boost is more important than you think, especially at harder difficulties. Each nutrition bar is worth 2.5 HP, if I'm recalling correctly, and only relying on 1-2 foods means that the player will be sacrificing 5-7.5 HP(10 if you count dairy in the mix, which I do not). That's at least an extra hit or two the player can take, on average. Or in other words, 2.5 HP doesn't sound like a lot, until that 2.5 becomes the HP that would have allowed you to survive that fight, if only you had it. It's also worth noting that dairy isn't feasible to get until later in the game, which means that realistically, the player would be forced to suffer at least one debuff for quite a long time before they even have access to a way of fixing it. I actually do think some things could be harder on newer and older players alike, but increasing the challenge does need to be done carefully, and in a way that's actually fun. Which realism doesn't always equate to fun, especially when it comes to gameplay. Vintage Story is an uncompromising survival game, yes, but it does make a few concessions in order to keep the gameplay from getting tedious to the point that the player stops having fun and quits(though there are a few cases this has happened). -
I already commented on the other thread, but I'll comment again here...I think adding a fantasy adventure mode to Vintage Story itself would be a pretty bad idea, unless it's done via mods that is. The main reason I say that, aside from the fact that the mere thought of a such a thing generated a lot of community backlash, is that Vintage Story already has three separate game modes: standard survival/story mode, creative, and Homo Sapiens. Standard Survival and Homo Sapiens are similar, however, Standard Survival is the primary game mode that everything is balanced around, since this is the intended version of the game itself. Homo Sapiens is just Standard Survival without any story or lore; a pure realistic survival experience. Vintage Story has a specific story to tell, with specific challenges, and trying to add a fantasy game mode is essentially going to require a rewrite of the entire story, as well as a rebalance of the gameplay entirely for that mode. That's a whole lot of work, that's going to end up slowing down development times significantly, as well as make it tougher to add new things to the game since there's at least two game modes that conflict with each other. Therefore it's much better to just let "fantasy mode" be a different game, or otherwise use mods to turn Vintage Story into a fantasy-style game.
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Regarding 4, I think grains are like that in order to keep the code a bit on the simpler side regarding implementing farm crops. As to 5, I think the main reason the farming system is still "simple", is that the game is still tuned to provide a consistent experience to a wide variety of players. Not every player enjoys farming, and the player also has several other things they will need/want to do in the game besides tend a farm(like doing the main story, which requires quite a bit of travel). That being said, I think reducing wild crop spawns and adding a way to allow crops to go to seed in order to have more seeds to plant would be a fair way to increase the challenge of farming, without making it too tedious.
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That would be Project Glint, which I think is going to be a standalone game that runs on the same engine as Vintage Story. Depending on what you are looking for, there are several fantasy mods already available for Vintage Story. I'd recommend taking a look through the database and trying a few out if you're looking to change things up from the standard gameplay.
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I will point out that one benefit of living in a warm zone is that the growing season is year-round, so players don't really need to store much in a cellar. Meat can be salted, veggies can be pickled, and fruit can be jammed if the player really needs foodstuffs that keep for a while, but otherwise it's just as easy to leave crops in the fields or leave livestock alive until one actually needs the food. Cellars in cold zones also aren't really optional, unless one wants to spend all winter hunting and foraging to avoid starvation. It can be done, but that's no easy task. One design feature of Vintage Story is that you can't necessarily produce everything in the spot you choose to settle. Certain things are unique to certain climates. Cooler climates get blue cheese(although I daresay you could potentially still produce this on mountaintops in the tropics, where the weather is cooler), and warm areas get things like olives, mangoes, and other tropical fruit.
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Shameless self-plug, but you might also consider using this mod in conjunction with HWI: https://mods.vintagestory.at/expandedstomach I wouldn't necessarily call Expanded Stomach a mod that increases difficulty, however, there is a "hard" difficulty setting in the config, as well as a "hardcore" option you can enable to cut stomach capacity in half on death(not that that matters if you only have one life). It does offer some useful utility, in that you can eat a big breakfast before working all day, or be a bit more insulated from cold provided that you have fat to do so. However, the drawbacks of bad habits can easily creep up on you if you aren't careful... In regards to limiting yourself to one life, you might consider using a mod like this instead: https://mods.vintagestory.at/temporallife Basically what it does, is still limits you to one life only, but if you have a temporal gear then you can use it to have one extra life. Still hardcore, but doesn't necessarily end the playthrough on the first death.
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Right, but are you playing singleplayer or multiplayer? If you're playing multiplayer, and using your machine to host the game, you may run into performance issues when running a lot of mods with other players. Otherwise, I would check to make sure your mods are up to date, or otherwise known to work correctly on the recent game version. In regards to mods that may hit performance, Better Ruins is known to be more demanding, and I think Real Smoke has caused some issues although I am not sure. My friend and I had issues with Food Shelves once, I think, so that one may need to be checked. Overall, mods that add a lot of items are more likely to cause issues, than mods that just add a thing or two.
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In fairness, my planning doesn't take into account the hunter running off with the last couple servings of food when I ask about it and leaving behind the empty cookpot either.
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I think they pretty much have to release some kind of early access version of it in order to maintain good will with their fans. Otherwise, it turns into yet another scenario of stuck in development, with no sign of release.
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In fairness, the stories, while funny things that actually happened, do get embellished a bit. And some of the drama you really don't want to witness given how thunderous the arguments can get.
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Possibly. The main hurdle I see to the idea, is that realistically, the player ought to have something to contribute to Nadiyan society in order to live there, aside from just being the token seraph, that is. An entire house is quite a bit of space, and space that could be used to house other Nadiyans. If the player isn't at that residence much, if at all, then logically they ought to be bringing in much needed resources from their expeditions as compensation. I would say the player could be part of the village defense, but that does require actually being present in the local area. Or it could be a Breezehome scenario, in that it's a reward the player unlocks sometime later after saving Nadiya from some immediate threat that they couldn't handle on their own. Or if you want some diabolical decisions to make... Make a fancy house the reward the player can get in some other settlement, perhaps one with questionable leadership. But to get that reward, the player needs to help a questionable NPC undermine Nadiya/other plot-relevant characters. Then the player gets to make a choice of whether they're one to prioritize riches, or trying to hold to a higher moral standard(and presumably getting a better reward for their efforts later on).