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Everything posted by LadyWYT
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I'm pretty sure that you can change most game settings after starting a world. For lore content specifically though...I'm not sure. I'm guessing if you can though, then you'll need to explore new chunks in order to find things like ruins and traders, and you'll need to manually spawn and place all of the story locations yourself. I would just start a new world with a setting that supports lore content, to be honest. That will ensure that everything generates as it should(barring any bugs).
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1.21 runs on .NET 8, not .NET 7, so I'm guessing it's not the cause of the leaks.
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Welcome to the forums! This is one of those ideas that I don't know whether I love it or hate it. IRL, ice storms can make the landscape look interesting, but are a pain in the butt to deal with. I'm not really sure how that would translate to actual gameplay either. It seems the kind of moderate disaster that would be a rare nuisance-type challenge, similar to the heavy hailstorms already implemented, in that it's a bit troublesome to deal with while the effects are present, but it's not a base-destroying monstrosity like a tornado or anything. I think the general implementation I could see, is just adding a sheet of ice over the appropriate outdoor blocks(that is, anything not under cover), and letting players and most other entities slip and slide around on those blocks as if they were actual ice blocks. Such an event would be a rare occurrence, and the ice storm effects would disappear after a couple of days(because otherwise that ice isn't disappearing until late spring!) to help ensure that it remains an interesting weather event rather than become a total pain in the butt.
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Incidentally, Vintage Story should prompt you to install the correct .NET version for the game version you're trying to install, if you don't already have it. I was prompted to download and install .NET 8 when installing the 1.21 release candidate.
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In my experience, hides always seem to drop from hares whenever I don't need them, and don't drop when I'm actively hunting for them. If you need small hides specifically, foxes and raccoons tend to be a better source. For pelts, I prefer hunting pigs, since they give a good bit of meat in addition to the fat needed to oil hides for pelts. I would chalk it up to bad luck on the drops though. It happens.
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I will note there are still a couple of memory leaks lurking in the rc, but from what I've seen of them, they're relatively minor compared to the one before. That being said, I've been watching the github, and a few others have been reporting various crashes, so it's worth reporting in case this is a related issue.
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Gotcha. I would 100% submit a bug report then, as it could be an issue related to the unstable release. What were you doing in the game before it froze? I know that I encountered a pretty bad memory leak on a previous unstable candidate and nearly had a BSOD(managed to close everything and shut down normally, at least), but that bug has since been fixed.
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Trying to steer the thread back on topic--I think this is a great point, and maybe one missed in the "About" section of the Vintage Story home page, or a point missed by many in the playerbase. It is early access, yes, but I'm not quite sure it's the conventional sense, as much as it is what you stated--it's an early version of a finished product, with planned expansions as work progresses(and you don't have to pay for the new content). It's not unheard of for games like this to operate like that--Minecraft did pretty much the same thing: offer an early version of the finished product, and then add more content over the life of the game. Point being, they're both still technically early access, but it's two different "game plans" regarding such, so to speak. I'm not sure that Minecraft could have been successful if Notch had tried to build it all at once, instead of making a solid foundation and building off that over time. Same case with Vintage Story--the game needs time and resources to develop, and one way to get resources for such a large, ambitious project is to release a solid early foundation to build off of, and add to it. That also comes with the advantage of having player feedback earlier as well(both good and bad), so bugs can be rooted out more efficiently and gameplay can be balanced a little faster(how many times have chapter 2 challenges been adjusted from their original incarnations? It's been a few!) While I don't agree with all of OP's initial remarks and sentiment, I can also understand why @cosmobeau and others might have a pretty heated kneejerk reaction to the news. The gaming industry isn't in good shape right now, for many reasons, and old titans are falling. Anego Studios isn't immune to making mistakes, certainly, but from what I've seen, Anego Studios has been making some great decisions and hasn't been making the mistakes that others have been, so I think Adventure Mode will turn out well as a result. I'll also note that Adventure Mode, while touted as a separate game(eventually, it may or may not begin life as an alternate mode for VS, similar to Homo Sapiens), is not the only game that Anego seems to be working on. I recall seeing a teaser for another game project in one of the News bits a while back(though I can't seem to find said teaser now ), that looked similar to Ty the Tasmanian Tiger and other oldschool adventure-platformers, so I would assume it's maybe something along those lines. Hard to say for sure, but in any case, Vintage Story is not the only thing that Anego Studios has cooking at the moment...it's just the game that everyone is most familiar with, for various reasons.
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Welcome to the forums! This is my primary suspicion. Small creatures like fish and hares frequently don't drop meat, so it's possible to get unlucky with the rolls and not get any meat despite having a handful of kills, even moreso if you are playing a class like Tailor(which penalizes animal drops). In 1.21(currently unstable), the drops from fish have been improved, so that they consistently drop at least one fillet on average, sometimes two(unless it's a reef fish--those aren't for eating). However, the satiety value of fish was also cut in half for balance, in regards to that change. In any case, it sounds like the fish are working as intended. If you've killed several hare and chickens, you should have gotten some meat though...but that's assuming you're the one that killed them. If you're harvested another predator's leftovers or a crushed carcass, the drops will be reduced, and it's unlikely that you'll get meat if you do get a drop. I'll also note that for hares to have drops, they also need to be adults--the babies(small brown ones) won't drop anything.
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Sounds like you've got the release candidate installed, which is unstable. I would go report the issue on the github bug tracker, and then download the latest stable client(1.20.12) and try that instead. You will need net .7 for 1.20.12 stable.
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It would also be nice for those ruins you run across that don't really have anything of particular value in them. Then instead of just looking at it and going "oh...yay...more junk", you can just break it down for some scraps of raw material instead. The one drawback I can think of for that, is that if you can just break the clutter with your hands then you could potentially get some incredibly valuable items early in the game, with relatively little risk or effort.
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Welcome to the forums! I will actually run counter to what others have already suggested on this, and say...it depends. Do you enjoy building and actually want to have them in separate buildings, or do you prefer having everything conveniently in one general location? What my friend and I usually is power everything with one windmill so that everything stays in one general work area, and have our living quarters somewhere else nearby. Doing this requires some engineering though, as you will need transmissions and toggles for every contraption that you add to the windmill--it won't be able to power everything at once. I would also argue that it really doesn't need to either; what we generally do is switch on the helve hammer when we need to work blooms/plates, and otherwise switch on the quern or pulverizer as needed when the helve hammer isn't in use. One thing I haven't seen anyone mention yet...trophy room. If you like collecting things, you absolutely need a trophy room, and a library to go with it to store all those lore books you'll run across(if not playing Homo Sapiens). Many things you can store in display cases, while books you can stash on bookshelves. Scrolls and tuning cylinders can both be stored on scroll racks. As for paintings and tapestries, these are great for decorating walls, and you can put your chiseling skills to the test by building custom frames for them. I'd also recommend a storm bunker, for those times you just don't want to deal with the temporal storms. Even if you have sleeping through them enabled, it's still nice to have a safer spot to sleep, just in case a booger spawns.
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Welcome to the forums! Unfortunately I'm not sure that there's a good subtitle option out there currently, although I would be surprised if the feature wasn't added to the game itself some day. There is this mod, but it's quite out of date, and may or may not work anymore. https://mods.vintagestory.at/show/mod/496
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Here you go: https://github.com/anegostudios/VintageStory-Issues/issues
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To me it seems pretty stable, but that doesn't mean there couldn't be an issue lurking somewhere. Best to go visit the bug tracker, take a look at the recent reports, and decide for yourself whether or not you want to mess with the release candidate.
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whistles innocently
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Maybe. It seems like most of the major ones have been fixed, but I'd also wager the devs are being extra careful this time around, since 1.20 had some issues when it launched. Better a little extra time and get a smooth launch, than to push it out before it's ready and have a rocky start.
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I think it means hopefully enough bugs can be swatted this time for things to be considered stable enough for a proper stable release, instead of another release candidate.
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Yogscast Moonquest series? I mean probably not, but it's the only thing that came to mind.
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Pretty much, plus when they make it to market they need to be something more than mediocre in order to attract and maintain a decent playerbase. There are plenty of games out on the market(just in general, not strictly voxel-based), that are also rather mediocre. That doesn't make them bad games, but it usually means they don't really have enough meat to them to retain players for an extended time. In regards to Everwind...it's hard to tell how good the game will actually be based on the trailer alone. It looks interesting, and based purely on what's shown there's some real potential there if they can get a working concept launched for people to play with. But there have also been many games that started off strong with a trailer, only to fizzle out in development--playable product or not. And I'm not referring to just Hytale in that regard. It's a tough business, but for every game that fails there's also one that succeeds.
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Yeah that was pretty much my thoughts when I watched it. A mix of Hytale and Trailmakers(I think it was?). But it's still got to launch a playable product though, otherwise it's just a pretty trailer and nothing more.
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In all fairness, I'm pretty sure the only reason I survived, aside from very fast reflexes, was that extra bit of health inherent to Blackguards. Any other class, and I would have been toast.
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Definitely a shiver. Yeah, as Ryilo said, I would check the settings on your world to make sure that lore content didn't get enabled by accident. If lore content is disabled and you still have monsters spawning, I would check any mods that you might be using and potentially disable them all and try playing a copy of that world(you can copy/paste the file in your Saves folder) to see if the issue persists. If the issue persists, or you were playing vanilla to begin with, then it sounds like it's bug report time!
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Okay, but...where's the game? A trailer doesn't make a game. If it actually releases, then it might be competition, but it's not like players have to only play one game either.
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You don't need ruins if you peak inside enough cliffs and overhangs. Depending on which traders you have nearby, you may also be able to sell some basic cooked meat for a gear or two as well.