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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. The main issue here is that the reason certain events of Chapter 2 are so shocking, is that is the first time the player really sees just how bad things can truly get. If the player could experience similar but smaller areas like that earlier in the game, then Chapter 2 becomes much less interesting because, well, the player's seen it before. Even Chapter 1 would be more underwhelming, I think, because the strangeness that happens there pales in comparison to that kind of mess. As it stands now, the player can uncover enough in the early game via ruins, lore books, and tapestries to figure out that some pretty bad stuff happened, and certain things are definitely wrong with the world now as a result. But the player won't really be able to start understanding just how dire the situation really is until reaching certain points in the main story. I've had similar thoughts running through my mind. It's not really bad to have such a divisive mechanic, but it does make it a hard one to balance in such a fashion that every type of player will enjoy it. The better option overall, I think, is probably just to ensure that temporal mechanics are as mod-friendly as possible, since my understanding currently is that is one area of the game that is incredibly difficult to mod. If modding such things were easier, then players could adjust it however they'd like, and we'd have a wider range of options to play with in addition to the devs' vision.
  2. For what it's worth, according to the handbook in pre5, only cultivated bushes will require maintenance. Even then, it seems to be more of a yearly thing, since the nutrients will only deplete after a harvest, but producing a harvest doesn't guarantee that nutrients will be used up. It also looks like cultivated bushes will require less and less attention over time, eventually requiring no fertilizer at all, though it appears to take several in-game years to get them to that point. Basically, it looks like they'll require a little more maintenance up front to get going, eventually getting to the point they need no further attention. Wild bushes don't appear to need attention at all, which makes sense, but won't be able to produce the same yields as cultivated bushes, so to get the best yields players will want to spend some time setting up their own berry patch. Relying on wild bushes though still seems like it will be perfectly viable as well, just not as lucrative as it was previously.
  3. Try reducing the respawn radius from world spawn. By default, I believe it's 50 blocks. /worldconfig spawnRadius 0 might fix it. You might also trying standing exactly where you want the spawn point to be and use the command /serverconfig setspawnhere That may work as well.
  4. If only. Cooking the shrooms seems to remove the hallucinogenic effects. Which I mean...makes sense. To my knowledge that's one way to tell if certain mushrooms have been properly cooked or not.
  5. Slight correction to the above: Berry bushes can indeed spawn with more than two traits, since I just found one that had all four trait categories. It's very rare though, and even more unlikely that all of the traits will be positive ones.
  6. Just some more notes on the berry bushes so far: The traits seem quite nice, and while wild bushes seem to be plain for the most part, it's not uncommon to find bushes with one trait, though they will sometimes spawn with two traits although more rarely. The traits can be either good or bad, and a bush with two traits might have one good trait and one bad trait. Taking a cutting from a bush appears to propagate the respective traits of that bush. The cuttings seem to require medium or better quality soil in order to plant, will take around 6-12 months to reach maturity. Only one cutting per bush, per year. Only propagated bushes need to be fertilized, and only propagated bushes can produce the best possible yields. Bushes will use nutrients when they produce crops, but won't necessarily use up the nutrients for every crop. Nutrients that are used will need to be replenished with fertilizer, as it won't replenish nutrients naturally like farmland. Keeping the bushes fertilized will increase their quality over time, while neglecting to take care of them can result in the bushes' quality diminishing. For the long term, bushes will gradually need less fertilizer to stay productive, eventually needing no fertilizer at all to stay healthy(roughly 20 years, according to the current handbook information). Seems like a pretty good initial balance. Long term players can see more benefits on their worlds, while players with shorter-lived worlds can still easily get really good berry crops going without a huge time sink. I think it also makes travel prospects a little more interesting as well, without being too punishing, in that players might want to be careful about spending too much time away from home if they have freshly planted cuttings and whatnot.
  7. As of pre5 they can spawn with berries. The worldgen is still buggy though since the berry bushes will now spawn in lakes sometimes. I don't think the moisture level matters for berry bushes. It's just a reading borrowed from the standard crop growth code, I think, that hasn't been fixed for bushes yet. I will note that there does seem to be a distinction between wild bushes and cultivated ones. Likewise, bushes seem to be able to produce berries even at very poor(barren) health, but the yield will be significantly lower than a healthy bush. At a glance, it's enough to keep a player alive via foraging, but getting a proper harvest of berries will take either quite a bit of devoted foraging, or some dedicated farming effort.
  8. More options to control the interval between storms would be nice. That way the player can choose whether or not they want more predictable storms, or less predictable ones. I agree this seems like it would be too punishing for most players in general, not just new ones. However, I do think that the stability drain could be increased for heavier storms, so that the player should consider going out and killing a few monsters or sacrificing a temporal gear in order to avoid falling too low on stability. Light storms should remain relatively less threatening in comparison, since the player is already going to struggle in the early game(when these storms occur) due to lack of good equipment.
  9. One thing that doesn't seem to be listed in the patch notes--procedural dungeons. I can't really say much about them as I've not had a chance to toy much with pre5, but they do seem to have been added to the game.
  10. The full patch notes for 1.22.0-pre5:
  11. pre5 up in the Downloads section! Patch notes on berry bushes:
  12. To my knowledge, no, at least not currently. Could probably be modded, but I don't think anyone's made a mod for that kind of thing. Closest you can get to a hedge at the moment is stacking currant bushes and keeping them pruned.
  13. I wouldn't mind being able to craft Blackguard armor as a Blackguard. I've always thought it just a little strange that they can make their namesake weapons but can't make the armor. I don't know what sort of unique craftables each class would have though. Clockmaker seems like it could have some interesting steampunk cosmetic, or at least, some bonuses to working with Jonas tech once more gets added. More traps for Malefactor makes sense, but maybe they could craft different styles of masks to wear as well. Hunter could perhaps craft a special hunting knife that makes the butchering job even faster, meaning they could give those knives to their friends to help with hunting/livestock processing. Anyone is susceptible to greed, and any player can get tired of always being relegated to the same tasks all the time. I'd say it's still a self-inflicted problem in this scenario as well, and one best fixed by the players themselves. There's nothing wrong with min-maxing, but if a player is doing it to the point they aren't having fun anymore, that's a problem for the player to fix themselves, generally, rather than change the game for everyone else. I'm not entirely sure that I follow here, but it sounds like you're suggesting some sort of reputation system with individual traders? In that if the player buys/sells with a particular trader often enough, they can have more options when dealing with that trader? That seems like a pretty good idea to me. It's something that all classes could take advantage of, with Tailor perhaps earning those kinds of benefits a little faster thanks to refined manners/more business sense. From just a flavor standpoint though, I do think it would be cool if NPCs were more polite/friendly/eager to deal with Tailors than other classes. One aspect I enjoy about Blackguard is that NPCs aren't necessarily rude when they encounter one, but they aren't really thrilled to see one either since Blackguards have a bit of a dubious reputation(you don't really know if they're there to be helpful or stir up trouble, maybe both). Of course the NPCs are still in the very early stages of development and I'm sure interactions like that will be fleshed out more later, but it is an aspect I'd like to see leaned into more heavily.
  14. If transplanting the adult bush is a higher risk/higher reward situation then it might be okay. However, I'm still not keen on the idea since it's likely to cause issues in multiplayer with players opting to continue digging up all the berry bushes within decent walking distance rather than take the time to propagate cuttings. While that's never been a problem I've had to deal with(private server), it does seem to be a common problem with public servers, especially the larger ones. Agreed. If terra preta practically negated the need for fertilizer, that'd probably prompt more players to invest in it, as well as just make those first few pieces more valuable. Terra preta isn't difficult to make by any means, but it does take quite a bit of time and effort to actually produce any notable quantity. A week sounds pretty reasonable to me. I like that idea. It sounds quite fair, and offers some interesting options. Maybe we'll see something like it in the future? If not in the vanilla game, then perhaps as a mod.
  15. I think that's potentially a spot for the status effect system to shine, when it's implemented. Perhaps killing a certain number of tough monsters in a storm could give the player a monster fighting bonus for a few days after. Hiding during a storm could perhaps boost the player's stealth versus monsters instead, so that they go undetected by monsters more easily for a few days. Or perhaps to play the long game--if the player can earn new permanent traits, killing lots of monsters over the course of several storms could increase their tolerance to temporal instability, meaning that the player can remain in unstable areas for a longer time without issue. In order to make sure that player who choose to turn the temporal storms off aren't left out, they could earn the same traits by slaying monsters underground, clearing dungeons, or otherwise just spending time in unstable areas. It would probably be a slower way to earn traits, but still allow those players the option without locking them out. Just a note on monster loot being disappointing--monsters, I think, are meant to be environmental hazards, and not really a source of resources. They drop a few things to offer a nice little reward every now and then for dealing with them, but otherwise they're an obstacle for the player to overcome or work around, rather than a source of income. The loot tables can be easily changed as desired via mods as well. For actual combat spoils, that's a job better suited to the procedural dungeons, where players can have more challenging things to fight and puzzles to solve in return for a nice pile of loot at the end. I would say they're a harsher version of winter, in that regard. The seasons will change regardless if the player wants them to or not, and as such the player will need to account for that kind of change. Unlike seasons though, the player can't just skirt around a temporal storm by moving somewhere else. The problem with this solution is that it locks players who chose to turn the storms off out of an entire branch of the gameplay. While I do think the story is better with storms enabled, I also don't think it's bad if players turn off the mechanic. Players who do so shouldn't, however, be missing out on story-related goodies if they do so. If the "special crafting" only yields stuff that can be easily obtained by other means though, I'm not really sure it's solved anything aside from upset the players who want to do the crafting but don't like the process it involves.
  16. Welcome to the forums and the game! It depends on class and climate. The default starting zone is temperate; winter usually settles in around late October/early November, with spring arriving late March/April. Crops generally won't be able to be planted until late April/May, and will take time to mature, so bear in mind that farmed crops will take some time. Berries usually start to become ripe around late April/early May. Mushrooms will spring up earlier, but aren't the best main food source. Hunting or livestock are still going to be your best food sources if your food stores begin to run low. Fish can be good too, if there are several in nearby ponds that can be easily caught, but otherwise I don't really consider fish a viable food source, for the most part(though that's changing in 1.22). As for class, the only class currently that will require more food is Blackguard, due to the class's increased hunger rate. Overall, having 4-5 fully stocked shelves of sealed crocks of meaty stew should be enough to last you at least most of the winter. Do keep in mind though that it's better to have too much food stored than not enough, so it's not really possible to overprepare for winter. Fur coat, fur boots, and fur gloves are a good start. Rawhide shirt and pants(trousers) are good as well, if you're having trouble repairing your other clothes. Standing near a fire or lit forge is a good way to warm up quickly, but if you're in a properly insulated room/cellar/greenhouse, you should be able to warm up without a fire, albeit at a slower rate. You don't really need to stockpile firewood/peat, but it also doesn't hurt to have some handy for basic cooking/warming up. Currently, no. The only thing to account for here is temporal storms, but there's not really much prep to do for those other than making sure you have good equipment(at least bronze, though iron/steel is much better) and adequate medical supplies if you're going to try fighting through one, or a safe spot to hide/work indoors if you're going to play it safe. If you have enabled sleeping during temporal storms though, you should be able to just sleep through them and thus, not worry about it. Flint/stone spears is the minimum required for hunting. They're cheap and easy to make, and do decent damage at range. Melee they're pretty flimsy but they have a longer reach than other melee weapons. A longbow and arrows will save on the inventory space, once you have the means to make such. Flint arrows will work just fine, but metal arrows will be better if you're willing to invest in them.
  17. Welcome to the forums and the game! Yes, you will need to download the game after purchase. You can find the downloads by clicking the Client Area tab at the top of the page. Translated via Google. Bienvenue sur le forum et dans le jeu ! Oui, vous devrez télécharger le jeu après l'achat. Vous trouverez les fichiers de téléchargement en cliquant sur l'onglet « Espace client » en haut de la page. Traduit via Google.
  18. If not buy them from Jonas himself.
  19. For those wanting to make the storms a little more interesting in the meantime, I highly recommend giving the Temporal Symphony mod a try. It changes nothing about how the storms function directly, given that it's mainly some sound tweaks. What it does do, is remove the text warnings and replace them with sound and visual cues, as well as an optional audio cue to indicate to the player the strength of the approaching storm. It's all fun and games until you're out on a hunting trip and the ground itself starts shaking as the sky turns an ominous rusty red for a brief moment. Admittedly, I'm probably also a weird case regarding certain things. The storms are still something of an inconvenience to me, at times, but I don't really look at that as a bad thing either. They're unnatural disasters, thus it makes sense for them to be outside the player's control and inconvenient to an extent. They offer a lot of background pressure in the early game, since the player doesn't have the equipment needed to deal with them yet. Being able to travel around wherever and do whatever without being interrupted is sometimes nice, but...it also gets rather boring after a time as there's just nothing to really account for. Food is easily had, so there's no danger of starvation. Rifts can be avoided, and aren't really a threat when I have basic gear. Same goes for wildlife--the worst that's out there is bears, and those are handled easily enough with tier 2 gear. When it comes to storm changes, I'm not entirely opposed to change, and trust the devs will implement changes as needed as well as make sure the changes are fun and make sense with the established lore. For player-made suggestions though, I tend to be skeptical at best, and have an avid dislike of the suggestion at worst. Most of them don't sound fun at all. Many of them don't make sense with the established lore and would require some major rewrites, which really isn't ideal for multiple reasons(not the least of which is that Tyron has a specific story he wants to tell). Many suggestions also come across as turning the storms into something that's an active benefit for the player, which doesn't really make sense either for something that is supposed to be this horrifying unnatural disaster. One thing I am somewhat hoping for though, is a way to "fix" the storms and stop them from occurring as a reward for completing the main story. It would be a rather nice reward to have for such, since it allows the player's actions to have some incredible impact upon the world itself. Otherwise, minor changes like the ones I listed earlier are sufficient, I think. Preserve the temporal storms as the inconvenient unnatural disasters they are, while smoothing out the overall experience.
  20. I think the cuttings make more sense than digging up the whole bush. Not all bushes are hardy enough to transplant well, and planting a cutting is much easier than trying to dig up a mature bush without damaging the root system. I think it depends on how often the player needs to fertilize the bushes. Once a year, to me, seems rather reasonable. Or perhaps even once every couple of years or so, if the player just wants to keep decent production, and isn't trying to maximize the output. Fertilizing wild bushes though doesn't really make sense. It's a wild bush--it can take care of itself. The wild bushes should always be present as an easy option for the player to take advantage of, no maintenance required. It's only the cultivated bushes that should require a bit of work, since the player is putting in the work to grow more bushes in the safety of their base, potentially bushes with specific traits(since traits were mentioned as a possibility). I do agree, but to my knowledge the fruit trees were rather difficult to even get working properly when they were first implemented. So I'm guessing that what we have right now is a "good enough" placeholder, and they'll probably get some changes themselves later. Possibly when certain crops in general are reworked to be proper seasonal, berry bushes included. It makes more sense to change fruit trees then, because that way only certain trees and bushes will have ripe fruit at the start of the game, and not absolutely everything, thus giving the player a bit of a survival challenge. I actually disagree somewhat here, both for fruit trees and berry bushes. I did enjoy that mechanic in Wildcraft, however, I think the drying out part might be a little much. If the player has several days to plant the cuttings before they dry out and die, then it's probably not too bad. This would be nice. Perhaps it doesn't bring the survival chances up to 100%, but giving fruit tree cuttings extra care while they try to establish themselves could at least double the chances of survival. Berry bush cuttings don't seem to have issues with survival(although maybe it's just not been implemented yet), so maybe caring for those cuttings can simply help them grow faster or even give them a chance to develop good traits thanks to getting quality care. In both cases, the player can still do the minimum and get a decent reward for the effort, or they can go the extra mile and get even better results. Now that I think of it, I think this has been the reasoning behind some of the weed mechanic suggestions for farming, though I'm still skeptical that the logic really works there given how fast weeds grow and how much time it really takes to deal with them. Especially since the player needs to make bigger grain fields now due to the grain crop tweaks.
  21. Yeah it's a pretty buggy mechanic at the moment. I got four different bug reports up on the Github for the berry bushes. The new bushes do eventually flower and grow fruit, but they don't appear to spawn that way at worldgen, at least right now. As for the legacy bushes, it looks like those can still be picked up and transplanted just like normal.
  22. In my 1.22 testing world, I got a really late start. Usually I have farms set up by the end of May/first of June, but in this case I think it was late June/July before I actually bothered with making a farm. The first harvest has been more than enough to keep me fed through the winter. As for the second harvest I tried to plant? It froze right before it matured, though some of it somehow did not freeze over the winter so I guess I'll be harvesting a bit in the spring when it thaws. Very strange and I wonder if it's a bug. This is also true. I don't think copper would be too early either, as that gives players more incentive to cast a copper anvil aside from just getting a saw and chisel. On the other hand, it's not really difficult to find zinc, so limiting the torch holders to brass is likely fine as well.
  23. Given that the player actually needs to feed the animals in order for them to breed, perhaps the animals could be fed again in order to make them temporarily more passive. From a real life standpoint it's not unusual at all to feed livestock while they're being milked, as it's a nice treat for the friendly ones as well as a way to make the more temperamental ones behave themselves.
  24. This is true, but in the context of multiplayer I would point out that it's a self-inflicted problem. Class bonuses are nice, yes, but just because the Hunter has a bonus to harvesting animals and ranged damage doesn't mean that the Blackguard or Tailor can't go out and hunt the evening meal or deal with butchering the livestock. For singleplayer, trading bonuses would be quite useful, I think, as well as offering an interesting option that the other classes just don't. Plus in the context of multiplayer, it's really not a good idea to entrust one's valuables to another player. Very easy to let a few gears or goods go missing, or otherwise start charging for acting as the middleman. Which, now that I think about it, could also apply just as easily to the other classes as well, if they get pressured into using their time to min-max for others rather than just doing what they'd actually like to do. As for tailor-exclusive recipes, yes, that is a trading bonus after a fashion, however, many of those items can be looted from ruins and repaired, if not just crafted by any class if class-exclusive recipes are turned off.
  25. In fairness though, given how reliant Jonas tech seems to be on cupronickel--if we had a lot more Jonas tech options then the coke oven would probably be seeing a lot more use.
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