Jump to content

LadyWYT

Vintarian
  • Posts

    3815
  • Joined

  • Last visited

  • Days Won

    177

Everything posted by LadyWYT

  1. Yeah, there's still a few issues with bowtorn. That being said, it is fun to charge into a big pack of them and watch them scatter. If nothing else, swap to creative and give yourself the admin blade. Wipe them out, dump the blade, and switch back when you've cleaned everything up.
  2. Have you tried doing a complete reinstall of the game? It never hurts to try, just in case something's gone wrong in the main files somewhere. The other thing I'd check is your modlist, if you are running mods. If it was running fine before and you've fiddled with mods recently, it's possible a mod might be causing the issues.
  3. I like the autumn colors too, and the special seasonal track that plays for autumn is probably my favorite of the bunch. I think the one thing that's missing is the male deer having fully grown antlers by then, instead of the velvet nubbins.
  4. Sometimes it do be like that. The surface drifters won't stop dropping them for me on my friend's server. You should be fine. Not to spoil too much, but the boss always drops at least one temporal gear upon defeat, so you'll have at least one to reset your spawn again once you make it back home. There may or may not be a wtf moment or two in the Archive, but overall jank hasn't affected it too much. I think the worst concern there is the knockback bug that can trap you in a wall. On the rare chance that happens, you'll need to use spectator mode to free yourself.
  5. Iron gear is a solid choice--I usually go for brigandine myself. If you're very confident you can probably do it in bronze or gambeson, but I would recommend iron. I also agree with @Zane Mordien, plate armor isn't the best choice for the fight due to the healing penalty, unless you're good at your footwork or don't mind popping a piece of armor off in order to heal. As for lighting, the boss area is lit, albeit dimly, so your choice on whether to equip a lantern or a shield. For ranged versus melee...melee is certainly stronger in this fight than ranged, but again, it also boils down to personal preference. If I'm not mistaken, @Thorfinn killed it using nothing but flint spears, though I would recommend taking the best weapons you have available. Better overkill than underwhelm. Don't forget that you can reset your spawn point using a temporal gear, so if you run across an extra you might want to reset your spawn outside the Archive entrance. Or simply use the power of the console to turn keep inventory on death to "true", or otherwise teleport yourself back to the Archive. It's not a particularly difficult fight, but if you've never done it before and are going into it blind, expect to sweat a bit...or a lot. Depends on your game settings and skill level. Bringing lots of healing items will help; horsetail poultices will do just fine, and if you carry the stacks of ingredients instead of the poultices themselves you make more efficient use of inventory space(just make sure to craft a stack or two if you're heading into a spot that looks like trouble). The honey-sulfur poultices are the best you can bring, since they heal a lot but don't need to be soaked and used immediately like the alcohol bandages.
  6. It's been a while, but as near as I can figure, it's probably because I shared a snippet of my screen way back when(I have an Etrade link saved in my browser, with other various links bookmarked). I cleared my photo cache on the forum recently, which in turn deleted the screen snip I shared and broke the link. So that's why the link looks weird now and doesn't go anywhere when you click it. As to why it chooses to label the link like that...I don't know.
  7. Shields in Vintage Story are a bit more complicated than in the other block game. You have a passive block chance, which is a chance to block automatically as long as you have the shield equipped. The active block chance is much higher, of course, but requires you to both have the shield equipped and be actively blocking with it by holding the Shift key. I will also note that you need to be facing the general direction of the incoming hit in order to block it, regardless of active or passive blocking. The better the shield, the higher the chance of a successful block are.
  8. I typically either dig a little bit, drop down, and then place the ladders, or hold space in addition to shift + right-click to make it a little easier to place the rope ladders while I'm still hanging on to them. It's not 100% foolproof, but that's one of the main disadvantages of using rope ladders instead of standard ladders.
  9. It'll last a while, but it's not as durable as a falx. A falx is more durable and does more damage in melee, but doesn't have as much reach as a spear has. The main advantage of spears is the reach, and that you can throw them. For pure defense, I would go with the falx, however, if you'd prefer more reach or want a weapon that's decent for defense and hunting, a bronze spear or two is probably the better choice.
  10. So one would think, but according to the wiki they're apparently attracted to bright light. Now I don't think they can "see" like more normal creatures can, but they probably do have some sort of sensory equipment given that one of their original functions was to help rescue trapped workers.
  11. Ironically, the lack of monster loot is a feature I've come to enjoy when compared to other games, mostly because then I'm free to just carve my way through enemies as needed without worrying about missing anything. Plus I'm not getting saddled with a bunch of stuff I just don't need either. The other block game was a big offender in that department; it's not that the monsters didn't drop useful stuff...I just didn't need all that much and eventually it just becomes annoying inventory clutter that I have to deal with. In games like Skyrim and Oblivion, it's nice that enemies drop loot as a reward, but I've learned to ignore most of it as the majority of it falls into the "inventory clutter" category once more. The gear I have is usually already better, and it's not worth dragging the stuff back to town to sell, because I already have more money than I know what to do with. As I've already mentioned elsewhere as well, I get the sense that combat in general is something you want to avoid in Vintage Story, if you can, and the monsters are meant more as an obstacle to your goals than something intended to be hunted. Want to complete the story? You'll need to deal with the monsters. Need to go mining? Depending on how you go about it, you may end up dealing with some monsters. Exploring for ruins underground? Expect more vicious encounters the deeper you go. Don't want to sleep through the night? There's no penalty for forgoing sleep, but you may end up dealing with whatever goes bump in the night if you choose not to sleep. Pretty much this. I did actually consider downloading the one that added ore bits to the monster loot table, but ended up deciding against that when I realized it would trivialize the early game and lessen the need to scout for ore in the late game. By having to go out and interact with stuff in the world, there's a bigger risk factor and it keeps me from getting too complacent.
  12. Welcome to the forums! I'm not really a parkour fan, but I did enjoy the Tower more the second time around than I did the first time. I figure it's certainly a section that will be one players either love or hate, with little in-between. Those who enjoy parkour will love it, and those who don't will likely hate it. That being said, I do agree that it wouldn't hurt to have some alternate method of reaching the top. The parkour could perhaps be the most expedient method, but having some sort of method to bypass it via activating the elevator early(perhaps spend several temporal gears to do so?) would also be nice. Or perhaps hide a widget that fixes it in one of the major ruins of the Desolation, along with a riddle in the Tower's ground floor on where to find it...though that might be a bit much. If nothing else, visiting Tobias and asking for assistance could be a decent option as well. Maybe he could simply give you a one-use widget that teleports you to the top floor(but not the very top of the Tower) so that you can activate the elevator.
  13. Nah that covers most of it. It's been a while since I played with 30-day months, but you addressed the biggest issues. Chief of which is winter; if you stay in the same base year-round, you'll be wanting to preserve a lot more food. I'd say salt is a more important resource with this kind of setup, as is foraging, since you'll still need the same daily calorie intake but won't have the same kind of supply times to rely on as you normally would.
  14. As the title implies, I think it could be interesting to add some sort of noise rating to the various armor types, in order to add a bit more nuance to combat and what gear one might choose for certain tasks. Going unarmored would hold no penalty, of course, unless one is wearing something particularly noisy like a jingly belt or blingy headscarf, and allow the player to sneak around with ease. Wearing light armors like leather or gambeson would provide some protection, at the cost of sacrificing a bit of stealthiness. Lamellar and brigandine would be the middle ground between light and heavy armors. Plate would be the armor with the highest penalty to stealth, making one easily noticed by enemies and thus a bigger target, in return for much more protection. As for what it adds to combat--it allows players to specialize a bit more in multiplayer scenarios, as well as have some better options to potentially avoid combat in singleplayer. Going unarmored might be risky, but it could help you avoid dangerous wildlife when out hunting or exploring(especially in the early game!), as well as let you sneak past/hide from monsters. In a multiplayer setting, you could simply have the warriors don the heaviest armor so they're not only well-protected, but the most attractive target for the enemies to attack. That leaves the squishier players better opportunities to focus on dealing damage, solving puzzles, or looting things. I would also note that having a noise rating for armor helps further discourage players from constantly wearing it. While it's a good idea to wear something very protective when going exploring, you might want to opt for something lighter instead(or go unarmored) if you wish to do any kind of hunting or otherwise attract less unwanted attention.
  15. I agree with @Michael Gates and @Thorfinn--the beehive kiln is fine and the current quern recipe is an improvement over the old(because how do you get that kind of refined millstone by just slapping blocks and sticks into a grid). That being said, I can respect putting in the time and effort to make your own mod so the game does what you'd like, as you have also done. In my experience, the change to the quern smooths out the overall progression significantly and gives much more value to sinking time and resources into a copper anvil, instead of waiting until bronze to cast your first anvil. You don't need to do that to progress, of course, however if you try to rush things you'll end up running into a bottleneck when trying to progress to iron due to the changes to fire clay. Chances are, you're not going to have a natural deposit nearby to work with, so you'll need to craft it...which requires a quern. However, if you opted to sink in the time and resources to build an early quern, you can get a head start on making your fire bricks and have an easier time later. As for the beehive kiln, it's something that's nice to have if you're intending to do a lot of pottery or brickwork, or if you want specific colors of certain ceramics. But otherwise, pit kilns will do just fine.
  16. Welcome to the forums, and to Vintage Story! And good luck on the next world. We've all been there at some point. I'm pretty sure it does. I may or may not know that from experience...
  17. It probably depends rather heavily on preferred playstyle. My general rule of thumb as a Blackguard is that if the critter isn't fast enough to escape me, it's food.
  18. Well I mean...I started a Tailor playthrough(that I probably won't finish) over the weekend, and it spawned me on top of a tin deposit. So there's that.
  19. There's nothing like getting out a soapbox in the public square and having a good rant, even if no one cares to listen. Otherwise, I dunno. Probably this. The game isn't want they want to be, and they expressed their thoughts as much...poorly. Not the first time it's happened, probably won't be the last. In any case, I agree with what others here have already said--the game doesn't seem to be to OP's liking, and that's okay. It has a steep learning curve with a lot of complexity, which is a turn off for several. For those who end up sticking with it, or picking it back up later, there are several game settings that can be tweaked to achieve gameplay more to one's liking(keep inventory on death, different kinds of terrain, temporal storms on/off, no monsters/lore content, etc). And if the vanilla settings themselves aren't enough, there's a plethora of mods that can further alter things, and it's also fairly simple to jump in and create a mod of your own as well.
  20. I'd actually add a new mechanic to armor in general, instead of adding a new armor set. Let armor and certain other pieces of clothing(such as jingly belts) apply noise penalties when worn. The more overall noise you make, the larger the range that entities will detect you. Going unarmored or wearing gambeson/leather would apply no penalties, encouraging malefactors or those who otherwise want to be more stealthy to pick these armors as opposed to something more protective. Likewise, wearing plate, chain, or other heavy metal armor would make you quite noisy, alerting more things to your presence. Which could be very useful if enemies are made to prefer attacking the noisiest target, as then you could have your dedicated fighters don the heavy armor and keep the enemies occupied while the damage dealers opt for lighter gear and plink away from the back lines.
  21. I don't think they're meant to be ninjas or assassins, as much as they're meant to be the classic thief archetype. Rummaging around everywhere for goodies, living off scraps, avoiding combat when possible and improvising weapons from the environment when the need arises. The sling might not be terribly impressive at a glance, but rocks are plentiful, so a malefactor should never really run out of ammunition. What I would do instead is just boost their stealth a bit more, perhaps, with no added bonuses to combat and the same combat penalties they currently have. Being able to sneak around undetected by hostile wildlife and monsters can be very useful, depending on the situation, especially since it's ideal to avoid combat when possible in many cases.
  22. It's hilariously ironic that one of the scariest, most dangerous things in the game...can't actually attack you at all and can only make a lot of noise.
  23. Oh...oh so that wasn't just my imagination when the bits of clay I was digging were sinking into the dirt. Good that it's been fixed!
  24. Welcome to the forums! I mean, we do get a couple of warning messages when a storm is inbound. But I get what you're saying. A more immersive way to check would be nice, especially if you haven't played on a world for a while and have forgotten when the last storm was. I like the clock idea, and it would be a really good fit for the game, I think. Perhaps in a future update that improves the late-game tech, we'll get one. I actually prefer the gears popping up out of nowhere. The temporal storms pack more punch when they fade in and out quickly. I'll also note that not every storm has visible gears either--it needs to be a moderate or stronger storm in order for the gears to be visible. Oooo, I never even thought of this. Some cracks or streaks of rust would be an interesting way to handle it. Much like the gears, I think this one is best left confined to the duration of the storm itself. Same as above--best kept as a storm effect. This one would be okay. The sounds already start to play if your stability drops too low, so if they start to play when you're at/near full stability, that should be a strong clue that there's something amiss.
  25. Welcome to the forums! It sounds like your world spawn might be a bit sub-optimal, although it entirely depends on what of game you're after. How far a particular rock type extends varies; usually there's a good mix and it changes every couple thousand blocks or so, but sometimes you get those spawns that are just nothing but granite(or other similar igneous rock) for miles and miles. In that case, it's best to start over in a new world if you don't want that kind of challenge, or if you're up to the task...finding and fixing broken translocators is a good way to locate different rock types and resources. In regards to needing chalk for leatherworking though, you don't actually need chalk. Chalk is only one of the methods to acquire lime. You can also use marble(though it's rare and if you find it you'll probably want it for building) and limestone for acquiring lime, as well as seashells. Each shell will grind down into two pieces of lime, though seashells are a bit rare so you probably won't want to resort to that unless you have no other good options. Borax is perhaps the more efficient material for leatherworking, instead of lime, and you'll need borax anyway when it comes to steel production. You do, however, need sedimentary rock in order to locate a source of borax, so this isn't really an option if all you have access to is igneous rock. Last but not least, if you have access to a survival goods or commodities trader, you can always check with them periodically to see if they have lime for sale. It will cost you some rusty gears, but it can be a good quick fix for your leather production needs if you'd rather play the trading game instead of walking.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.