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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. Could be, though I would chalk it up to just being a gameplay thing for balance. Gold and silver aren't particularly easy to acquire en masse like copper, tin, bismuth, and zinc, thus black bronze is the least attractive option in terms of material cost. However, if you give black bronze slightly better stats than the other types, now the player has more of a reason to pick black bronze over the other types. Probably this too. I'd also wager it's called bronze and not brass due to being part of the bronze tier of equipment. Players who are looking for the next step after copper will be searching bronze, not brass, and the only brass items you can really make at the moment are lanterns and torch holders. If you called it bismuth brass, it might be a more accurate name, but it would probably confuse many players and lead them to overlook the alloy when progressing.
  2. I'll also note that I asked Tyron in the announcement thread whether Vintage Story players would need to pay for the new game if it begins as a VS module but later becomes a separate game, if players would get it for free, or if players would get it at a significant discount. The answer seems to be that players who already own VS will get a copy of the new game for free, or at a significant discount--either option feels fair to me. It ensures that previous VS players don't have to fork over a lot of money for something they really already owned and played with for a while. @Thorfinn mentioned this a while back, and I didn't think too much of it at the time. However, after poking around in the code for modding purposes and watching updates roll out, I'm inclined to think it's a much more accurate description of what Vintage Story is than I first thought. Yes, it's still a game, but it's also very much a game engine in itself, that anyone with the grit and know-how could overhaul into a brand new game via a mod. It's not an entirely foreign concept either. People have done similar with mods for Skyrim; Enderall is technically a separate game, but it's also a total conversion mod for Skyrim. The Skywind and Skyblivion fan projects are also total conversion mods.
  3. Welcome to the forums! You can also smelt quartz you don't need into glass and sell it to some of the traders, making a tidy little profit over time.
  4. Just for the record, you can use the chisel tool to rename the chiseled blocks as well.
  5. For Cool climate zones, cattails do exist, but aren't common. You'll find them in the few warmer chunks that are scattered about. As for the arctic itself...you'll need to locate cracked vessels that hold arctic supplies. The other alternative is using a mod like Wildcraft: Trees and Shrubs, which adds special cane sticks from certain trees that can be used to craft handbaskets and basic storage chests. Unfortunately, that mod also hasn't been updated, and does not seem to work on the most recent game version. Krougal's hit the nail on the head though--the colder climate starts are for those looking for a more challenging game.
  6. When I first started playing, I delayed the full ten days, and started shortening it a bit as I got more experience with the game. Nowadays, I don't set any delay at all and just take whatever comes. Sometimes that means having nothing but high rift activity the first few nights, and sometimes it means having a full week or so of calm before calamity strikes.
  7. Given what I've seen while lurking on Github, that bug seems to be fixed. So I wouldn't be surprised if there's a stable release sometime within the next week.
  8. As a general rule, Blackguard needs one less swing to kill a target in melee combat, but will need one extra shot to kill a target at range. Keeping in mind too that not only do Blackguards have the health and melee boost, but they also don't suffer as much movement penalty from armor. Not as much as you might think. Sheep don't run away when you approach them, and will attack if provoked, so it's very easy to start a melee fight with them. Same case for boar, although boar will be aggressive without provocation if there are piglets around. Deer are more difficult to goad into a fight since most will flee at your approach, with male moose being the exception. However, male deer can still be goaded into a fight if you are close enough to warrant them charging, should they be attacked. Rabbits will take two shots, until you have a recurve bow(can be purchased from trader) and iron arrows, or a longbow and arrows better than iron. Bronze spear works as well, but copper does not. Chickens are the better small-game option for hunting at range, since they only require one shot from a basic flint spear.
  9. It depends on one's playstyle, I suppose. The bonus to mechanicals sounds good, in theory, however Blackguard will still hit harder in melee while being more durable at the same time. Likewise, Hunter(which also has the Fleetfooted bonus) will hit harder at range, and will have a much easier time landing shots due to increased range and accuracy. The main draw of Clockmaker in combat, in my opinion, is the locust pet. However, the locust pet is rather...underwhelming. They aren't that durable, even with the health boost they get, and they're easy to lose or otherwise will despawn after a time. You can also only have one locust at a time. I can also understand why the locust taming isn't terribly strong, as it would make it easy for Clockmaker to be too strong of pick compared to other classes. The bonus to translocator repair is okay, but it falls off rather quickly late game, when one has plenty of temporal gears. So as it stands now, Clockmaker is pretty weak at the moment, since there are other classes who can basically do the same thing but better. However, I will also note that while Clockmaker is heavily tied to working with machinery as its main theme...there's really not much in terms of machinery for them to tinker with. Once late game tech receives an update, I'd wager the class will see some improvement and be a more attractive pick than it is currently.
  10. Krougal perhaps said it best...there's no guarantee the game won't go the more fantastical route later on, but it depends on what story Tyron decides he wants to tell. So far, what's been presented is heavily rooted in realism and steampunky science-fiction, not magic. I'll also note that "magic" and magic-related concepts aren't listed on the roadmap; alchemy used to be listed and is a more magical concept, but was recently renamed herbalism. Two of eight story chapters might still be fairly early in development, however, I think enough has been presented to establish core concepts of the setting--post-apocalyptic survival against eldritch horrors, in a medieval setting. I don't really expect those concepts to change very much. If something like necromancy were added, and the player could build undead armies and whatnot, that's a pretty big change to the setting and opens up the question of...why can't the player cast fireballs or otherwise play the fantasy wizard role? It becomes much less realism with steampunk and science-fiction horror elements, and more just another standard generic fantasy setting. Mind you, there's nothing wrong with stereotypical fantasy, but that's not what Vintage Story is. For a proper "minion manager" class though...that kind of concept is perfect for a Clockmaker overhaul, since it's probably the most underwhelming class at the moment. The precedent is already there with the tuning spear and locust taming, but the concept could be pushed even further by allowing Clockmakers to build and maintain their own mechanical minions for combat or other limited roles(they shouldn't have minions for everything, as that would make them too strong of choice compared to other classes). Clockwork minions also fits the lore quite well, as there is plenty of evidence of clockwork minions like bells, locusts, and the like being in service in the Old World before going rogue, and such creations being inspired by a separate clockwork dimension itself.
  11. I'd think it's less a question of whether or not Vintage Story is a simulation game, and more a question of how much realism can a game simulate and still be fun for the majority of players.
  12. Welcome to the forums! The foods are all the same in terms of how much they feed the animal; the only part that matters there is having the appropriate food type for the animal in question. Likewise, the food doesn't provide any special effects or anything. The only difference there is, is that some food spoils much faster than others. Fruit mash will spoil quite quickly, so your animals need to be able to finish all portions within a couple of days, or you'll be needing to empty rot from the troughs. Vegetables last longer, and grain lasts even longer than vegetables. Hay doesn't expire at all, however, it's only suitable for sheep.
  13. To my knowledge, Tyron himself used to be a Hytale developer, and parted ways with the Hytale team due to creative differences. So I'd wager that's at least one reason he's attempting to absorb some of Hytale's talent into Anego Studios and create a gamemode similar to what Hytale was supposed to be. I'd probably do similar if I were in his shoes, honestly. Hytale was/is a great concept, that a LOT of people were looking forward to, that ultimately failed due to mismanagement, if I'm not mistaken. As I've understood Tyron's posts on the matter, the team that's working on the new Adventure Mode concept is separate from the team that works on Vintage Story itself. It's similar to Homo Sapiens game mode in that matter too, in that it's technically a different game but using Vintage Story as the engine to power it. If it's popular enough, then it would get split off into it's own proper game, instead of just being an alternate mode for Vintage Story. That being said, yes, there is a chance it could fail, and it would be disappointing for Hytale fans. However, that could be said for any project, really. Given Tyron's current success with Vintage Story, I'd expect there to be success with Adventure Mode as well. I'd also say there's quite a demand for a more fantasy-based gamemode in the VS community itself, given the number of fantasy-themed mods on the database, fantasy-RPG servers, and suggestions about adding more fantasy content to the base game itself. Like Homo Sapiens, it might not be everyone's cup of tea, but it'll be nice to have as an option for those who prefer that kind of setting, or just want a change of pace from the standard game.
  14. I think it might be, but it's very rare. As @Moltrey and @Zane Mordien both already mentioned, there is a certain ruin type that it can spawn in, that looks like a little raised garden bed with a broken path, or something to that effect. That being said, the rare times I saw it spawn in that ruin, it was only a couple of blocks, and the similar ruins I've seen of late have not had any to find. So it may still spawn, but be a very rare occurrence, or it may be something that was patched out of the game in a recent version.
  15. LadyWYT

    New Idea

    Restorable clutter? In any case, welcome to the forums! You can always edit the title of the thread by editing your original post. I like the idea, but @Facethief is right--it's a concept that's mentioned fairly often, both in Suggestions and other parts of the forum. I don't know that I'd make every clutter item able to be restored to a pristine state, however, it's a concept that makes a good case for adding something like soap to the game. That way a player can salvage the clutter as-is with the glue system we currently have(you can enable/disable the glue requirement at the world's creation), and if they want something even nicer, they can use soap on the salvaged clutter to wash it up into something prettier or more usable.
  16. I haven't touched 1.21 content yet, but based on what Maelstrom said, I would assume that yes, you could acquire an elk before starting the main story. However, I would wager that's unlikely, unless you were fortunate enough to have elk spawn within a reasonable distance of your base. For climate, I would expect to see them in colder regions that aren't densely forested. The rare times I've encountered them in the game, they've always been at higher altitudes or the taiga climates that are north of the temperate zone but south of the arctic, and usually in grassland areas or sparse forest rather than dense forest. However, I would say that the easiest way to acquire an elk is still going to be via the treasure hunter trader. It will cost some gears, but gears are easily acquired and treasure hunters are a bit easier to find than wild elk, unless something's changed. The taming and saddle-breaking process, I'd wager, is probably more to offer Homo Sapiens players a way to acquire a mount, since traders don't spawn in that game mode. Of course, for players who really don't want to spend the gears, or prefer more of a challenge, it's also nice to have the taming option too.
  17. @Fistandantilus pretty much this, in a nutshell. Vintage Story does have some fantastical elements to it with the eldritch horrors and temporal mechanics, however, those aren't the focus of the game. They're in the background. The main focus of the game is the late Middle Ages and associated technology; while it does take some creative liberties here and there, the game itself leans heavily into realism and not fantasy. Hence why I say necromancy stuff would be fine as a mod, or great for the proposed Adventure Mode, but would otherwise be incompatible with the lore and setting that's been presented.
  18. I would try checking in colder regions, either high altitude plateaus or somewhere between the temperate zone and the arctic. The few times I've seen wild elk in the game, they've always been in one of those colder taiga regions.
  19. LadyWYT

    Refund

    It takes a couple of days on average to process tickets, and depending on how many tickets they have to take care of, and the complexity of said tickets, response times could be shorter or longer. I'd wager Anego staff is fairly busy right now getting ready for the 1.21 launch and making sure it's smoother than the growing pains that came with 1.20(big influx of new players, which created a lot of issues).
  20. Yeah I have to agree with Thorfinn here. I didn't enjoy this mechanic at all in Valheim, and I doubt I'd enjoy it here. To be clear, it's not the health drain that bugs me about it...it's the constraints it places on building. There are already building constraints in Vintage Story, but those are also easy to work around--just make the enclosed space a certain size, or build from glass for a greenhouse, and you're done. You can place chimneys, ventilation, and other decorations however you wish to spruce up the space, without worrying about whether your decorations actually have to function. They just have to look good, and that's it! Plenty of room for variety, while also leaving the "basic firepit in a dirt box" available as an option for those who really need/want it. With a ventilation mechanic though, I don't see it being as easy as punching a hole in the roof/wall and calling it a day. I'm guessing players would need to build chimneys and ventilation shafts to pretty specific specifications, which limits the creative freedom when it comes to designing structures. I suppose you could just make the mechanic a difficulty toggle, however, I'm not a fan of a just making everything a toggle. Modded territory is the best place for this idea, in my opinion, so that those who really want that kind of challenge can have it, while leaving the base game unaffected. As for smoking meats...Primitive Survival handles that concept very well. Have a smoker block to smoke the meat in; easy to make and use, and won't crater performance to lower-end hardware, as @Facethief mentioned.
  21. I keep an eye out for the really dark dirt...that's about it. I've also noticed that it tends to occur more frequently in areas with frequent rainfall.
  22. Typically, you'd have your armor stowed in the baggage train, when possible, and only equip it when expecting a fight. It's not only more comfortable and less stress for you that way, but it's also more comfortable and less stress for your mount as well. And of course, realistically...if you could afford good armor like plate, you'd be able to afford a horse and a servant or two to help with your luggage as well. Of course, from the videogame standpoint, armor is approached a little bit differently, since the player needs to be able to handle the workload themselves.
  23. Fishing is coming sooner or later. Now that more aquatic content has been added, I would expect sooner, since you really ought to have fish in the sea to catch, before you have a way to catch them. As mod, sure. For the base game? No, absolutely not, since it doesn't fit the lore. For the proposed Adventure Mode? Sure. Now if you mean just an aesthetic choice, and not magic and the like that you find in fantasy titles, then sure, it's plausible. There are already a few skulls and bones that you can collect and use as decoration, and there is also the Rotwalker clothing set that looks...rather creepy. I could also see making drifter-esque attire from rusty metal and whatnot; perhaps as a disguise, or perhaps salvaging the creatures themselves for macabre trophies. However, I would also want NPCs to react to attire like that...and probably not in the most favorable way either. Edit: Forget to mention it, but there is also a sheepskull mask that fits the necromancy aesthetic, although it is a rare find.
  24. Welcome to the forums! Are you using any mods? I don't recall seeing this in the vanilla game at all. I'm guessing though that the statue is located in an unstable chunk, and that's what's draining your stability. There's no way currently to change the stability of a chunk in the game, so if you happened to build in one I'd recommend relocating to a more stable area. If you settled on the border between a stable area and an unstable ara, that might be as simple as just keeping most of your activities to the stable side of your base. You can also restore some stability by sacrificing a temporal gear and a bit of your health, or by killing monsters, but the former is expensive and the latter is dangerous. Outside of that, you could try using this mod, or searching for one that does similar: https://mods.vintagestory.at/chunkstaboverride
  25. I don't know exactly how it works in the code, but the readouts that Density Search provides are different from what actually spawned. I'm not entirely sure why that is. I do know that I've dug for plenty of stuff that a Density Search said was there, and wasn't...and also found plenty of stuff that was there that wasn't listed on Density Search. I'd also wager that this is probably why many players have trouble finding salt domes--it's a mineral that shows up frequently on Density Search, but hasn't necessarily spawned. Magnetite is another frequent offender.
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