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Everything posted by LadyWYT
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To my knowledge the tier system doesn't apply outside of PvP and calculating how much damage a player should take from a creature's attack, since NPC opponents rely on health and not armor or blocking. Against NPCs, it's the raw damage output of the weapon that matters, so whatever deals the highest damage per hit and can be swung/fired quickly is going to be the best when it comes to fighting. I think the damage for the falx is fine, and actually expect the damage output to be better than previous game versions thanks to the new quenching/tempering and sharpening system. I think the falx might currently be the only weapon that can be sharpened as well, which means that it's currently the only weapon that can perform critical hits. Based on that, I'm thinking that falxs could potentially land the strongest hits of any weapon, but at the cost of needing to actually engage in melee combat as well as sacrificing some weapon durability to keep the weapon sharp. It will likely also rely somewhat on RNG, in that a critical hit will actually need to be triggered. Thus my current expectation is that ranged and melee weapons will end up fairly evenly matched. Melee will probably have more damage potential based on the sharpening mechanic paired with the quenching and tempering, but will require the players to put themselves at risk in melee combat, as well as actually put in the effort to forge the weapon properly. Ranged damage might not have the same damage potential, but the damage done by ranged weapons will be smoother, less reliant on RNG and keep the player safer since the player will be able to more easily kill most targets before they can counter-attack.
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Welcome to the forums! Adult elks can't be tamed, at least not yet. You can, however, trap a baby elk in the crate trap, and feed it to have a semi-tame adult elk. You can then saddlebreak the semi-tame adult over the course of several days to get a fully tamed adult elk mount.
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Fair enough. However, in hindsight I do think hunters were a little strong before due to how the spear was balanced. After tinkering around some more in 1.22-pre2 I'm more inclined to say that the spear damage could be bumped back up a bit without issue, since the major balancing factor now is the time it takes to charge one for firing. It's about twice as long as before, which means that the spear can't be rapid-fired. That slower charge time should also make it harder to fire while moving. I do think though, that the highest tier spears(iron and steel) shouldn't be doing as much base damage as the old bronze, at least not without one instance of quenching/tempering. As I understand it the first quench is risk-free, so the player putting in a little extra effort to make a good weapon a great weapon doesn't really hurt. Overall, right now I'm thinking that the spear will be a solid general-purpose weapon that's most ideal for hunting, softening up a target at range before engaging in melee, or otherwise poking at a target from a safe spot. For firing multiple shots in rapid succession, or firing while moving, the bow will be much more ideal. For hunters specifically, they'll still remain strong at range, but may want to switch between bow and spear depending on whether they're hunting animals, or fighting monsters. They'll still be a favorite pick due to strong traits and being easy to play, but they may not be overshadowing all the other classes quite as much as before.
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Probably similar to how water turns to ice, and vice versa. Or how weeds grow on farmland, albeit perhaps at a slower rate than that since the weeds can spawn pretty fast sometimes. Perhaps just overwrite the forest floor with the patchy grass blocks to start? It might not be the smoothest transition, but it does make sense for patchy clumps of grass to spring up first before the area becomes proper grassland.
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The monsters are grotesque, yes, but they don't really look like real people/animals, and there's a different between rusty metal and ambiguous gray goop, and blood, flesh, and tendons. Hence why I suggested premade cuts of meat as drops earlier. It's more likely that some will be squeamish around the carcass, than perhaps they would be around a model of just raw meat(like would be found in a grocery store).
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I like it, but my main concern would be how demanding on the system resources such a thing would require. There was a mod I tried a long time ago that implemented similar forest-growth mechanics, and it was really bad when it came to performance. In this case, I might make some sort of exception for the forest floor if everything is chopped down and no trees planted behind. If there's no more trees left, and no seeds planted for more trees to grow, the forest floor really ought to slowly turn to grassland over time. Trees that are planted on grassland could have the opposite effect, in that if left alone for long enough(like, an in-game year or two) they start turning the ground underneath them into forest floor. That way, the player could, with enough time and devotion, start their own forest. I would that regular bushes and scrubby trees should be primarily what grows back first after a recent forest fire. Perhaps there could be a small chance of berry bushes springing up there as well, but I think in the case of berry bushes and propagation, that's mainly what the player should be doing at their base. The loss of berry bushes can also serve as a deterrent to players intentionally starting forest fires to quickly kill animals/clear land.
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Potential visual difference between stable and unstable areas
LadyWYT replied to LadyWYT's topic in Discussion
That's pretty much what I'm expecting for procedural dungeons. If monsters enjoy hanging out in unstable areas for whatever reason, then it makes sense that procedural dungeons, which should contain several monsters to fight, should also be unstable. The instability also adds another layer of challenge onto the dungeon since, as you've already said, the player can't linger indefinitely in those areas. It would probably also cut down on cheese strats a bit, since those tend to rely on the player spending a decent chunk of time to utilize said cheese. -
Maybe. I reported the issue and it's still on the tracker, so I daresay it's not exactly intended behavior. If not fixed though, I expect the handbook entry will at least be clarified, though it makes more sense to just allow players to dump the fat directly out of the cookpot.
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I don't know that I would call it a huge change since it's pretty easy to account for. The bigger issue with that particular change currently is that the handbook description of the process suggests that the player can just pick up the cookpot and dump out the contents, which isn't the case. Picking up the cookpot will empty it immediately without producing anything useful. Likewise, bowls can't be used to empty the contents either--it has to be bucket.
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Maybe I need coffee this morning. Could've sworn you were gonna mention a restaurant down near the railroad track.
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I'm guessing it might be due to smithing and watermills have issues in 1.22-pre1. Some of the issues were fixed in 1.22-pre2 so those systems are a lot more playable now, but there's still some hiccups, I think. 1.22-pre2 also didn't have an obvious news notification, so some players aren't aware that it's available in the download. That's just a guess though. When it comes to "small" changes, like the bowls of food being too hot to hold, I don't think those were intended changes, but they're definitely going to be easily noticeable because cookware can be obtained within the first day or two, and most players likely eat a portion of the food as soon as it's done cooking(or otherwise try to move the cookpot). Regarding spears, the increased charge time is a pretty big change, since it stops players from rapid-firing spears at targets(and I'm pretty sure that was a feature most players took advantage of in previous versions). Good to know since I'm about to be at bronze in my world. If the bellows really are needed to work bronze at the forge, that seems a pretty good change to smooth out the early progression a bit more. I don't mind quick progress being an option, provided the player has the knowledge and skill required for that kind of progression speed, but I also agree at least partly with some of the posts I've seen about the early game tech levels not really feeling impactful.
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The thing that annoys me about it is that while I like the chance of disaster...the forest is just never going to grow back in that spot. Thus the longer the world persists, the more bald spots there are in the areas around my base. It starts to look pretty ugly after a while, thus I opt to keep the setting turned off in favor of having a prettier world.
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New Spear changes and implications for the future
LadyWYT replied to Simeon Käser's topic in Discussion
It's Wikipedia so take it with a grain of salt: https://en.wikipedia.org/wiki/Falx But the falx is already a Bronze Age/Iron Age weapon, for the most part, or at least a pre-medieval one. There's also not really a good way to change the design like that, given that the specific curve is what makes it a falx. The better option for this kind of thing would be adding a regular sword, similar to the Blackguard shortsword, that players could use. Obviously, such a weapon would be worse than the falx and Blackguard shortsword at fighting monsters(the falx is specifically designed for it and the shortsword similarly designed to excel at tunnel fighting), but it would be there just as a style option. -
They're usually obtained as a rare drop from monsters; the stronger the monster the more chance it'll drop a temporal gear, but monster hunting is also dangerous. You can sometimes find them as loot drops in ruins, or from panning bony soil(I think gravel too, but bony soil tends to be better). The safest, easiest way to acquire one though is to seek out a treasure hunter. Treasure hunters will often have one for sale, and you'll be wanting to find one anyway in order to start the main story.
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I actually saw a couple of perch in pond that was only one block deep, though I will note it was an actual pond and not like a backyard fishpond/puddle. That being said, those are also the only two fish I recall seeing. Not that I've been specifically looking for fish, but I've seen several large ponds and lakes with no fish while tinkering around with 1.22, as well as an ocean that also seemed to have no fish. I suspect that fish spawn conditions were changed in order to go with the fishing, in that the fish are supposed to appear in prime fishing spots. That being said, I also agree with @Gaelyn; the fish are a little too rare, so it's possible they're bugged, or otherwise not tuned correctly.
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Welcome to the forums! The normal method is to use a temporal gear--do note these have limited respawns, so you may need to refresh the spawnpoint once in a while, depending on how often you die. You should also be able to use the command /serverconfig setspawnhere to permanently set the world spawn at your location. Or you could opt for a mod that changes spawn via bed, similar to the other block game. https://mods.vintagestory.at/simplebedspawn
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Cave Diving You ever just go for a nice little run through the fields, hopping your way through the wildflowers, scaring the chickens and local wildlife, and picking the occasional crops as you find them? It's a relaxing way to get the lay of the land, as well as collect several resources, provided, of course, that one watches what they are doing. Which is exactly what I was not doing. Needless to say, I jumped straight into a hole. A very, very deep hole. Most of you will probably guess that this is the point at which I broke my legs on a ledge with no possible means of escape, or otherwise turned into a Blackguard pancake as soon as I hit the bottom. What might shock you, however, and shocked me as well is that neither of those turned out to be the case. There was a waterfall pouring into said hole; a waterfall in which I landed and bobbed back up to the safety of a ledge. It was from there that I was able to shimmy my way back up to the surface thanks to the six rope ladders that I had on me--never leave home without them!
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I think it would be fine. Walnuts have husks which can be used to make dyes and stains. They also make rather good projectile weapons when still in their husks. Can't really say the same for pecans.
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New Spear changes and implications for the future
LadyWYT replied to Simeon Käser's topic in Discussion
I don't think it really makes sense to change the falx based on the material it's made from. All the falxs have metal blades, and the only real difference aside from color, is that steel falxs can be embellished with gold or silver to make them fancy. Spears, on the other hand, can have the point made from metal or stone, and there's quite a difference between how those materials look. Thus it makes more sense to have stone spears look rather crude, with metal spears becoming much more refined in the design. Armor is already similar to spears, in that copper and bronze armor utilizes more archaic designs, especially when it comes to lamellar and the plate versions. That being said, I'd like to see iron and steel tier lamellars, both for consistency, as well as an armor type that provides more protection against weapons like bows and crossbows, as that's kinda why such armor caught on in certain areas. That, and it's just a different style. In order to do that though, the combat system would need some tweaking, which may or may not happen in a fashion to support that kind of mechanic. As far as just having more detailed armor, and ways to make armor and weapons fancier(like the ornate weapons and gold/silver falx), that I would like to see. Even if it's purely cosmetic changes, it would be fun to have some ways to customize armor and weapons and thus show off your gear to your friends. -
Thoughts on new fruits in handbook and linseed oil
LadyWYT replied to Facethief's topic in Discussion
I'm guessing it's due to the fact that the bushes for said berries aren't yet in the game. They'll likely be added when the berry bushes are reworked. -
Not only that, but the player can easily cover the distance on foot in roughly the same amount of time as the elk(a couple of days). It'll just be more expensive due to the food cost from sprinting, as well as less convenient since there will be no elk to carry supplies or auto-climb difficult terrain, and no curb bit to take advantage of for easy travel.
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Mods not working on migrated saves.
LadyWYT replied to Kaylee Murray's topic in Using Mods Troubleshooting
Welcome to the forums! Did you move the mods to the appropriate folder on the new computer as well, or otherwise download them fresh to the appropriate spot? If only the saves are in the correct place, but not the mods, then the saved game won't be able to access what it needs, resulting in the question mark blocks and whatnot(basically just loading the world without the mods). I would double-check that the mods are in the correct folder. Unfortunately, if the world has already been loaded without the mods, it may be too late to salvage without a backup to restore the world from. You could try re-enabling the mods and see if that resolves the issue with the missing blocks, but otherwise you may need to start over fresh. -
This is why I pretty much only use meteoric iron for decoration, and not stuff that will actually break or otherwise need repair. It is durable stuff, and the meteors aren't too hard to find, provided that one knows what to look for. However, the meteors are still pretty rare, and don't offer much ore per meteor either. A large iron vein is more preferable, since while such veins can be tricky to find sometimes, finding one will keep me(and my friend, when playing multiplayer) supplied for quite a while before needing to find more ore, even moreso when all that ore is refined into steel.
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The second option is already a request that comes up pretty often, and also one that I would expect to be added to the game sooner or later. The first option though...I would have thought the map files would already be deleted if the associated world was deleted as well. If that's not the case that would be a very good change to make.
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Another thing I forgot to mention--the devs also gave players the ability to tune the distance of story locations themselves in the World Generation tab at world creation. The distances can be made much longer or much shorter than default. Likewise, the default distances themselves have been adjusted for a couple of the Chapter 2 locations.