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Everything posted by LadyWYT
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Welcome to the forums! It depends on how much content is slated to be added, what kind of content it is, and how much trouble there is in implementing it. I would say that generally it's only a few weeks from a pre-release to a stable release, but the mileage varies depending on many issues the devs have to sort out. The current pre-release for 1.21 is still unstable, as far as I'm aware. It is playable, but updating old worlds or creating new permanent worlds isn't recommended, as it's very likely you will encounter major bugs and that some major changes may occur that may not translate well to a newer version. I would say no, what you see teased in the 1.21 pre-release news is the content that is slated for that update. Aside from bug fixes and particularly troublesome content being potentially pushed back to a later update, there shouldn't be any changes to what's planned for the release.
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Make sure you're baiting the traps with grain. Otherwise, I don't think the chickens will be tempted to mess with the trap. If you're baiting the traps and they're still not biting, then it sounds like there may be a bug.
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I would somewhat disagree. I don't know that Homo Sapiens players don't want to see things like villages; at least a few of them do or this thread wouldn't exist. However, Homo Sapiens was created so those who don't like the supernatural stuff at all can still have fun with the game's natural world and survival loops. Outside of mods, I don't expect to see villages or any NPC content for Homo Sapiens, as there is quite a lot of lore behind those things in Vintage Story, and adding them to HS to the same standards as the default game modes would essentially be developing an entirely new game. Not that it couldn't be done, but that's a LOT of extra work for something with not nearly as high of demand, that can just as easily be accomplished via a modlist.
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Leafcutter ants would be a neat addition for tropical areas...as would fire ants as a hazard, heh heh. Little lines of ants here and there elsewhere in appropriate climates would be nice ambience, however, I think they should be cosmetic only if added. Players are already penalized if they store food in the open, since the food won't last nearly as long, and it's also practically impossible to keep ants completely out of a space if they insist on entering. Keep in mind that the setting is the late Middle Ages, so pesticides and bug sprays aren't really an option, to my knowledge. The other reason letting ants destroy stored food is that completing the main story requires the player to leave home for extended periods of time. That means long periods of time where animal husbandry or farming will fall to the wayside, though currently it's not enough to feel like you can never travel. If you're allowing the stored food to be potentially wiped out though, then what you're doing is putting more pressure on the player to stay home and avoid long trips lest they have too much of their progress wiped out when they return. Not really ideal in a game where long trips are sometimes required. Agreed. I'm not sure about adding venomous ones though; yes it would be realistic, but unless the creature is easy to spot or has a chance for an antidote to be applied in time, then it's going to feel like an unfair death. Deaths in Vintage Story can be frustrating, but rarely do they feel unfair as the player almost always had at least one chance to prevent their demise. Octopi would be a great addition for sea life though, and adding other mollusks could result in clam/mussel beds as decoration and a food source. Agreed. If you're not already playing with this mod, I recommend checking out Salty's Bark Beetles. You can't collect them, but it adds great ambience and an immersive way to spot the resin trees. He's already taken. But I do think it's adorable that he added things like butterflies for his wife. If I'm recalling correctly, I think she is also the one that designed Vintage Story's logo, as well as did other artwork for the game.
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First off, welcome to the forums! A village was added in 1.20 as part of the second chapter of the story. Whether or not more settlements are added, and how many, remains to be seen. I would expect at least another settlement or two, however, according to the lore most of humanity was wiped out, and the settlements that remain are very few and far between. There are vendors that offer various goods and services in the village, though the village itself is self-sufficient and has no dependence upon the player. Aside from that, there are trader carts scattered across the world that also buy and sell various things. As for stealing from NPCs/NPCs stealing from you...NPC stuff is protected from player tampering, and I get the general impression that the devs are angling for a cooperative existence with NPCs. So I don't expect NPCs to be able to steal from you, although you could probably get that kind of experience in multiplayer depending on the server. Here is the crux of the issue though. Homo Sapiens--the human only game mode--removes all of the lore and reduces the game to a pure realistic survival simulator. It's there as a nice addition for those seeking that kind of experience, but not what the game itself is developed around. You'll miss out on a major chunk of the game if you only play this mode.
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Welcome to the forums! That doesn't sound like intended behavior. I recommend checking the bug tracker and reporting it, if it hasn't been reported already.
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I mean there kind of was. It was so bad the whole timeline is messed up now!
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My general understanding is that it's his wife that has the butterfly fascination, though I'm sure Tyron likes them as well.
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There is already a village in the game. Whether or not more settlements are added in the future, I'm not sure, though I would expect to see at least one or two more. It's important to note that according to Vintage Story's lore, most of humanity was wiped out, and the surviving settlements are very rare. I'll also note that unlike the villages from the other block game, the village in Vintage Story is much more detailed, and I would expect any future settlements to include that same high level of detail. It's also the reason that Vintage Story's settlements are unique locations rather than randomly generated points of interest that you can find anywhere. As for other major points of interest, I would recommend playing through the main story. There's a handful already implemented that are quite interesting(and sometimes dangerous!) to poke around in. Do note though that only two out of eight planned chapters are implemented, so not all planned locations are yet available. As for randomly generated points of interest like dungeons...I know the idea has been floated around a few times, but it may or may not be implemented into the game. In the meantime, you might try out a mod like Better Ruins to have more interesting things to explore, though keep in mind that such mods tend to be a little more demanding on performance.
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Hardcore Modded Roleplay Server Brainstorming
LadyWYT replied to PallasAthena's topic in Multiplayer
My suggestion here is to figure out what style of RP you're looking for, draft a set of rules and expectations, and then curate the experience around that. Not all roleplayers play nicely together, and if the experience you advertise yourself to be isn't consistent with what actually transpires in gameplay, your players will lose interest. The two main RP types, I would say, are as follows: Casual Roleplay Casual roleplaying experiences tend not to cover serious topics, require serious characters, or require frequent active participation from the players. That's not to say it can't be high-quality or serious at times, however, the main goal is just to have fun goofing around with friends rather than exploring stories and characters in-depth. This style of roleplay is best suited for those who don't like to take things too seriously, and will most likely be a turn-off for players seeking a more consistent, serious experience. Serious Roleplay Serious roleplaying experiences tend to put a lot more effort into story and character quality, as well as place higher expectations upon participating players. Like casual RP, the main goal is to have fun, however, there is much greater emphasis placed upon exploring stories and characters in-depth. As a result, rules tend to be a bit stricter in order to ensure higher quality experiences, which will most likely be a turn-off for those just wanting to goof around. Communication It's a good idea to have separate channels for in-character(IC) and out-of-character(OOC) chatter. Keeping communication well-organized will result in much less confusion and frustration, as well as yield a more pleasant experience. How players communicate OOC isn't a big deal, but you will probably want to set rules for what kind of communication channels are allowed for IC chatter. That is, you need to decide if IC voice chat is allowed/expected and whether there is space for play-by-posts outside of the game(via Discord or similar platform). Regarding voice chat, I would recommend deciding up front whether you want the roleplaying to take place via voice chat, or in text, as it's somewhat difficult to mix the two(in my opinion). Personally, I would recommend sticking to text for RP and leave voice chat as an optional OOC communication channel. Not everyone likes to speak in voice, not everyone has a quality mic or quiet background, and text leaves evidence of events that's easy to review in case an incident occurs. As play-by-post opportunities outside of the game, that's up to you on whether you wish to allow it. Curating an official space for it is a bit more work, but allows the more chatty players a place to further develop their characters outside of in-game events. Enforce the Rules It kind of goes without saying, but once you set the rules, you need to make sure that you enforce them in order to make sure you're curating the kind of experience you're advertising. Otherwise, you're going to end up driving away the kind of players you want to attract, and attracting the kind of players you didn't intend to deal with. If you aren't getting the kind of players you wish to have, you may want to review what kind of rules you have in place and how you're enforcing them, as there's something that needs improving. On Non-Roleplaying Players It's fine to allow non-roleplayers to join a roleplaying server, though the choice is up to you. If allowed to join, it needs to be clear that the primary focus is roleplaying, and those who disrupt roleplaying events need to be dealt with. I would caution against letting too many non-RPers join, however, since if they outnumber RPers the server can start to feel less like a roleplaying server and more like a standard gameplay server with a few RP elements as set dressing.- 5 replies
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Still broken bears (before 1.20 and after) [deprecated]
LadyWYT replied to Ven's topic in Suggestions
Depends on the bear. Black bears, sun bears, and panda bears you can outrun. Brown bears you can outrun IF you react quickly enough and it gets stuck in the brush/terrain. I think polar bears are supposed to be a bit faster than brown bears, though I can't say for certain, but if it's white you'll probably say goodnight quickly. Fauna of the Stone Age has a module that adds tigers, lions, and other big cats. They don't hide in the trees, but they're very fast and will stalk you. You won't be outrunning one of them if it decides to attack. Not with the FotSA mod you won't, unless maybe you move to the arctic or otherwise disable certain spawns. Steppe and American lions(extinct in the present day) will spawn in colder climates. Tigers will spawn in colder climates as well, though I'm not sure if they spawn in the arctic or not. Siberian tigers are built for the cold, though the mod doesn't make a distinction between tiger species currently(to my knowledge), so the mod may or may not spawn them in extremely cold regions as well. -
Welcome to the forums(and the game as well)! I think this kind of idea is best suited to the sailboat, or a larger ship. I recall seeing an idea floated a while back for larger ships that had a proper interior cargo hold/living quarters as a sort of pocket dimension, but I don't know if that will ever be implemented into the game or not. A raft is better suited as the small, somewhat crude watercraft that we have already; convenient for exploration, but not something you want to be relying on long-term for serious water transportation.
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I think players posting about their inexperience, whether it be through asking questions or just sharing stories about what they learned and how, adds quite a lot of substance to the forums. What those posts do is leave behind a set of footprints that all the new players that come after can follow in order to help them understand the game better themselves. As a more veteran player, those kinds of posts also tend to be fairly fun to read as a reminder of my own days learning the ropes.
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Spoiler alert! It's already a thing in the game, as it's pretty much what the temporal storms are. Something of this caliber isn't the same as your typical rift, which are just fine as they are. In any case, it's a neat idea, but I don't think it work well with the rifts that we already have. Something like this is better suited for specific locations, in my opinion, much like have already been implemented in the game. In regards to large, dangerous monsters...I'm sure we'll see a bit more variety as more content is added to the game, but for now shivers serve to fill that particularly niche. Unfortunately, I don't think the shiver model really does them justice for how big they're actually suppose to be. As for a monster that's big and tough enough to be a miniboss...that's something better suited for a ruin deep underground, a temporal storm, or story-specific side location. If a miniboss can just randomly appear anywhere, that tends to be more frustrating than fun. In the other block game, I played with a mod that implemented such a concept, and while it was interesting hunting down the special monsters for special loot, it was also very frustrating because they would sometimes be a little too strong and/or spawn in the worst possible location for dealing with them.
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I would assume it's as simple as deleting the new code and replacing it with the old code.
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For what it's worth, it seems to tie back to this thread: I know I've talked quite a bit on the forums about the Mad Crow, but I don't know why it decided my little dragon avatar needed to be the proverbial postcard picture. Of course, Google algorithms aren't really known to utilize stellar logic.
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It made me giggle. Also now I kinda want to see a mod that make the bowtorn shoot toilet plungers instead of spears.
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Loaded in this morning to something a bit terrifying!!
LadyWYT replied to xXREDXx's topic in Videos, Art or Screenshots
It took me a moment to realize that's not a cute little fenced orchard in wintertime... -
For worlds that I'm interested enough in to actually play, they probably last about a hundred hours or so on average before I'm ready to start over. When I do start over, it's usually due to either messing around with mods, or the release of a new update. Save files should automatically track and display how many hours you've spent playing that save file. The total played for each file will be listed under the world name on the world selection screen. For multiplayer worlds though...you're out of luck. I don't think your hours played are tracked in multiplayer.
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We already have a solution to stability loss--temporal gears. You can sacrifice a bit of your health to destroy a temporal gear, in return for restoring a large chunk of your stability. Granted, temporal gears don't stack, but how long does one really plan to hang around in an unstable area? One or two should be enough for a prolonged underground expedition, and while they're somewhat rare early in the game it's not hard to amass a small fortune of them by mid-late game.
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Lamellar in a nutshell. The other metal armors will cost you two ingots per unit of metal armor pieces, whereas only one ingot is required to make one unit of lamellar. You also don't need leather to make lamellar armor--you just need a few pelts. Chain offers great protection while allowing you to retain more accuracy and healing ability. If you plan on focusing on ranged combat, chain is probably going to be the best armor choice in most cases. Scale is similar to chain--it offers a bit more protection than chain, but less accuracy and healing as well. Brigandine has the worst stats of the late game metal armors, however, the main advantage to brigandine is that it's a lot cheaper to make. If resources are a bit thin, brigandine is a good choice. Personally, brigandine is what I make as soon as I acquire iron since it's cheap but protective, and I upgrade to something better later once I have steel. Gambeson is the best armor for surface exploration and general daily use. It's lightweight, so it won't slow you down or penalize your healing and accuracy much at all. It's also decently tough and protective, being tier 2 armor, so you'll be safe from most threats you encounter, and it'll buy you enough time to escape should you encounter something really nasty. I'd really only recommend leather armor or other similar non-metal armor if you really need the protection but don't yet have access to anything better. It's better than nothing, but it's not going to hold up in a fight; it'll just buy you enough time to hopefully escape.
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I would assume it's mainly a design choice, in order to have something a bit more unique than just a plain sword. From a practical standpoint, the design seems to offer decent slashing ability, as well as the ability to focus the energy of your swing into the blade's tip if you so choose, allowing it to penetrate deeply. The saw-toothed portion can potentially make a bad piercing injury even worse if you twist the blade when drawing it out of the victim, tearing open the wound further. The blade's design is also similar to common farming implements like scythes and sickles, perhaps making them easier to produce en masse. A lot of Falxian forces seem to be pulled from the common people, and farm tools would be readily available, as well as unneeded in underground bunkers.
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Welcome to the forums! Not to be snarky, but are you talking about Vintage Story or the other block game in regards to bunnyhopping? To my knowledge, bunnyhopping isn't a thing in Vintage Story(I think it actually slows you down), but jumping while sprinting in Minecraft will make you run faster. I'd wager the reason you're outrunning enemies by "bunnyhopping" isn't that you're running faster, but rather that you're moving through rougher terrain and timing jumps properly. Currently, entity pathfinding isn't the best when it comes to rough terrain, so enemies tend to get stuck in holes, between trees, on bushes, etc. when chasing you. And of course, when you get far enough away, they'll give up the chase. The pathfinding is also something I expect to improve with future updates, but what we have right now is serviceable.
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I was going to mention this. If I'm not mistaken, the Bessemer process just made mass production of steel cheap enough so that it could be widely used; the process wasn't invented until the mid-1800s. Vintage Story, however, covers the late Middle Ages, and I expect the late-game tech(aside from the Jonas stuff) to reflect the options that would have been available during that time period. I think this idea is better suited for a mod, given the more fanciful effects proposed here. Hallucination effects from consumption of certain mushrooms is plausible, however, I would expect it to make your life more difficult, much like getting drunk. You can't shoot straight, you can't walk straight, so good luck hitting your targets, if they even exist(you are hallucinating, after all)! As for mushrooms effects causing monsters to ignore you...absolutely not, it should be the opposite. Monsters absolutely hate seraphs, so to a monster a heavily impaired seraph is basically a free lunch. Same goes for predators--an impaired target can't fight back nearly as well as an unimpaired one, and is an easy meal.