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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. 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.
  2. 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.
  3. 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).
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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).
  14. While I do agree with most of this, they are actually kinda useful if you're waiting until iron or better for crafting arrows, and don't otherwise want to buy ammunition. Bone arrows do have a higher break chance than flint arrows, but they also do a bit more damage. If you need something cheap, that you don't care about finding after shooting, bone arrows are fairly useful in that regard. That being said... This is a good enough reason not to use them, in my book.
  15. LadyWYT

    Fishing

    Very possibly. The main reason I make that guess is that it's not uncommon to release things around that time to boost sales/let players enjoy the new content over the holidays while they presumably have more time. I'd wager it's also a little easier to relax a bit as a dev if there's not a nearly finished update pending, but a newly released update does come with its own set of problems.
  16. It also means that if you go planting a berry patch, you actually need to trim it every once in a while in order to get the full harvest. Otherwise, you'll end up with bush segments that are impossible to reach.
  17. That's when you use the steel axe to chop down the trees due to its speed, and the bronze axe to chop the resulting logs into firewood.
  18. LadyWYT

    Fishing

    It appears to be. If the player throws the boot back in the water after fishing it up, it could in theory be the same boot they catch every time.
  19. Why Most Blackguards Are Nearsighted There I was, hanging out with my hunter friend at the end of a long day, and discussing the finer points of combat. Specifically, ranged combat, in this case. I'm not entirely sure why, but for some reason I'm the better shot of the two of us, and often hit my targets at range while the hunter...erm...struggles a bit even on a good day. Perhaps it has something to do with the hunter's affinity for raiding the wine cellar, but it could also be the hunter's strange snacking habits, as I saw him munching on some pickled turnips the other day that were quite clearly well past their expiration date. In any case, there we were, discussing archery techniques, specifically, whether bows were better than spears. That lead to discussing how much faster the bow draws, with very little shot drift, and of course quite a bit of goofing around with drawing mock shots to test, but never actually firing them. Of course, this was about the time I glanced over at my hunter friend, only to witness the man standing there with a silly grin, giggling like a schoolgirl while aiming his bow in my general direction. And of course...this is also about the time his fingers slipped... Now I know I said earlier that his aim leaves a lot to be desired, however, this is one time he unfortunately didn't miss. Because the shot definitely hit the target he was aiming at. Unfortunately, that target also happened to be my face. I had always chalked up the saying "Watch out for the hunters, they'll shoot your eye out!" to be just standard Blackguard humor, but in hindsight, it seems perhaps the saying was rooted in truth.
  20. To paraphrase a comment I read recently: Hytale covers high fantasy. Minecraft covers low fantasy. Vintage Story covers dark fantasy. So basically, all three are somewhat in the same genre, but have very distinct flavors. What the player is in the mood for at the time determines which one they'll want to be playing.
  21. LadyWYT

    Fishing

    Welcome to the forums! This video in question, for those wondering: It's still in development, but we should be getting very close to having a release candidate sometime in the near future. Which means an unstable release, but something playable. As for a stable release, my guess is that the team is angling(hur hur) for a stable release by Christmas, but depending on how many bugs they have to swat it could be shortly after New Year's that there's a proper stable release.
  22. Overall I do agree here, however, I would note that if it's intended to be a feature, it would be a good idea to make a note of it in the handbook somewhere. That way, the player not only knows that's an intended outcome, but they also know how to address the issue(helve hammer, or break down into bits and resmelt).
  23. Possibly--it'd mostly be a concern for lower end hardware, hence why I suggested included a toggle in the Graphics for such a thing. That being said, I also wouldn't want to chew up a lot of processing power making leaves look a little prettier, when those same system resources could be put to use elsewhere.
  24. I dig it. Though I would say that it's something the player should have access to only after actually integrating themselves into Nadiyan society...which means doing a lot of trade, or helping out the village in some fashion, as well as not otherwise being a jerk. That being said...I'd also say it's better to have a small guest room in a certain other location, rather than have a plot in the village. It doesn't really make sense to have unused space within the village like that, and the villagers make it clear that it's too dangerous to expand outside the village walls. Likewise, it's also a bit dangerous for the player to settle amongst the villagers, given certain connections that the player has. In any case, the player should be able to spend the night at the local inn...at least once whoever is renting the available room leaves!
  25. I'm also thinking potential performance issues. Forests are already a bit rough on performance, and I imagine it'd be much worse if all the leaf blocks had to be seasonally accounted for, even if it's just a texture. It could probably work, but it should also likely have some sort of a toggle in the Graphics menu, so that it doesn't crater performance on lower-end hardware to the extent that the game is unplayable. Yeah, I dunno about this one. I think it's better to just stick to the forest floor textures in the places where there's a lot of trees, and not worry about it otherwise. If there's actually leaf piles whenever the trees shed leaves, that is realistic, but that's also something that would need to be accounted for every single autumn. In which case, what happens when it's winter, or even spring/summer? Do all the dead leaves just disappear?
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