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Everything posted by LadyWYT
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Pretty much this. The only thing I would add is that I've noticed that surface copper deposits tend to spawn in a rough 50 block radius from one another(I say very roughly, given I've not measured the actual distance). So if you've found one deposit and marked it, it's often worth looking around the nearby area to see if there's another. The prospecting pick and cave method is also good, although it involves a lot of digging typically, and is very risky early in the game. If you're up to the challenge though, it's a highly effective method. What I generally do is run around marking the surface deposits and picking up the little pieces on the ground, and then panning the last little bit I need to get a pickaxe and hammer. Once I have those it's just a matter of going back to dig up the surface deposits, crafting a prospecting pick, and finding my way to ingredients for bronze.
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You could try tinkering with the settings and see if it helps, but otherwise yeah that's normal. As others here have said, the player is intended to get a torch before nightfall, or at least a campfire. I think on nights that have a full moon(or close to it), you'll have a bit more visibility that you normally would, but it's still ideal to have a torch or other portable light source if you're going to be traveling at night. Alternatively, you could also start in one of the climate zones further to the north, and have some light practically the entire day...as long as it's summer, that is. I don't recommend starting in those zones if you're brand new to the game, however, as they come with more challenges to survival than the standard Temperate and warmer zones.
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Exactly, though I've something else in mind for a class bonus to blunt damage, that involves creating a new class entirely. That's a thread to be posted on a different day though, once the idea has had more time to marinate. One idea I forgot to include was some sort of belt-fastened lantern, or miner's headlamp, to assist underground or in other situations where the player isn't able to use anything in their offhand. However, that's also one of the drawbacks of using big weapons or ranged weapons--they don't do well in confined spaces(which is why a player might want to switch to a smaller weapon for those situations, or bring a friend). There's also already an answer to that problem in the game with the night vision headgear. While the headgear might be difficult to acquire, it suddenly becomes more valuable to do so given the opportunities it opens up. Clockmakers are still in a weird spot with this layout because while they're not great in general combat, they're perhaps the best for clearing dungeons due to the inherent damage bonus against mechanicals. So they're going to have an easier time cutting through mechanicals even when using the "wrong" weapon type; give them a hammer and they'll smash the machines even faster! I would expect the Blackguard to lag behind a bit in this area due to those resistances, unless they happen to be using the ideal weapon type. Overall though, the Blackguard should still remain the undisputed king of close-quarters combat scenarios. I do like the idea of an extra crit chance with daggers for Malefactors--it fits their playstyle and I think with a combat rework they might need to have a bit more going for them in the fighting department, given they're meant to be adept survivors. The preference for daggers would also pair nicely with poison crafting, as Malefactors will have an advantage here as well due to their harvesting bonus. The one class I'm really not sure about is Hunter. They already have issues dealing their ranged damage at night/underground, and taking away the option of the offhand light source is going to make that issue a bit more prominent. On the other hand, being able to kill something before it can reach you is a big advantage in itself. Likewise, Hunters would be getting a couple more options in how to deal their damage, in the form of the crossbow and poisoned arrows. So it should balance well enough overall, but it probably becomes a bit more challenging for new players to play as, given how much Hunter will probably struggle underground.
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I know it's already on the development roadmap, but I've got ideas that just have to come out and this one is mostly hammered out in my mind. I'm mostly thinking of a rock/paper/scissors approach, in which damage is split into slashing, piercing, or blunt types(outside of a couple of special cases I'll cover later). Be warned, it's a bit of a read ahead. Weapons Weapons fit into three general categories--one-handed, two-handed, and ranged. One-handed weapons only require one hand to use, allowing players to use something else in the offhand slot. Two-handed and ranged requires the use of both hands, meaning that the offhand slot will need to be empty in order to effectively use these weapon types. Swords The most basic of weapons. Arming Sword: The standard weapon we all know and love! Does a decent amount of slashing damage and is a solid choice in most scenarios. Is a one-handed weapon. Falx Blade: Similar to the Arming Sword, but does a bit less slashing damage in favor of having a damage bonus against supernatural mobs(either a flat damage boost against them, or a high chance to land a critical hit that does significantly more damage than the standard). The reasoning for this change is that the Falx Blades are described as being adept at killing drifters and the like, where standard weaponry has failed. Thus I wanted to give it its own special niche to encourage players to pick it over other weapons in certain scenarios. Blackguard Shortsword: I'd say this one is a bit of special case since it's a class-specific craftable. It has the same base damage type as the Arming Sword, but has the damage bonus against supernatural mobs as well given the occupation of Blackguards. Is a one-handed weapon. Greatsword: This one does significantly more slashing damage than the Arming Sword, with a longer reach but slower swing time. It's also a two-handed weapon, so the player will need to use both hands to wield it properly. The larger blade also requires two ingots to craft rather than one. Dagger/Knife: A small one-handed weapon with a very short range, fast swing time, and low base piercing damage rather than slashing. Unlike the others in its grouping, this weapon has a very high chance to ignore a target's armor completely and can also be poisoned for extra damage per hit. I expect this weapon to be a high-risk/high-reward choice for assassinating armored targets, or just an interesting niche for those looking to vary their fighting style. It's also a weapon I would expect to have more value in PvP scenarios rather than in singleplayer. Axes I'm going to keep it simple here; the axe is a two-handed weapon that does a moderate amount of slashing damage(more than the Arming Sword but less than the Greatsword), and has a somewhat slower swing time as well. I would say the range is longer than the Arming Sword but shorter than the Greatsword. This weapon's niche would be dealing with shields, ideally by chewing through the shield's durability faster than other weapons. This weapon can also cut down trees(it's the same axe we already have, just with a couple of combat upgrades). It's another weapon that I expect to have more use in PvP than singleplayer, though it could be a solid option for players who want that Viking look. Bludgeoning Weapons These weapons I expect to be some of the most effective choices for dealing with heavily armored targets or mechanicals. In regards to how it deals with armor, I envision a scenario similar to axe vs shield--blunt weapons do bonus damage to the armor's durability. Mace/Club: A simple one-handed weapon with a short range and slower swing time, but decent blunt damage. The club is the earliest version of this weapon, with the mace being the metal option that can be forged later. Warhammer: Has a good range and does significant blunt damage per swing(swings at the same speed as the axe, or slightly slower). It's a two-handed weapon as well as doing much more damage to armor than maces/clubs can do. Polearms These weapons have the longest range of melee weapons, and typically do piercing damage rather than slashing or blunt. Spears and pikes will also be available at bronze, iron, and steel tiers rather than limited to copper. Spear: Decent damage comparable to the Arming Sword(perhaps a bit less), with a range and swing time comparable to the Greatsword. For gameplay purposes, the spear counts as a one-handed weapon, allowing it to be used with items in the offhand or thrown as a projectile weapon. Quarterstaff: Entirely wooden construction. Has the same range and swing time as the spear, but does a smaller amount of blunt damage instead. While it requires both hands to wield as a weapon, it may be equipped in the offhand slot for a small movement speed bonus, making it useful for exploration. Pike: Does the same piercing damage as the spear and at the same speed, but with twice the melee range. As a result, it requires both hands to use, an extra stick to craft, and cannot be thrown. Ideally, this weapon should also have a minimum effective range, meaning that enemies that get close enough no longer take significant damage from the weapon. Ranged Bows: Same as we have now, except the arrows now do piercing damage and can be poisoned for even more damage, provided one has the right resources. Crossbow: A ranged weapon requiring iron or steel parts and projectiles. Has better accuracy than standard bows as well as doing much more damage per shot, at the expense of a much slower reload time(could manage about two shots in the same time that a standard bow could fire 6-8 shots). Can also be poisoned, and loaded in advance of use. Armor Leather/Gambeson: Resistant to slashing damage, but not to piercing or blunt damage types. Blunt damage, however, will not apply the extra durability loss penalty on hit. This type of armor is still the most ideal for players that wish to retain more mobility or ranged accuracy. Chain: Good resistance to slashing damage and moderate resistance to blunt damage; small resistance to piercing damage. Scale/Brigandine: Excellent resistance to slashing damage, with a moderate resistance to piercing and blunt damage. Lamellar: Moderate resistance to slashing, piercing, and blunt damage. A good choice for early armor that tends to be overshadowed by other armors later in the game. Plate: Highly resistant to slashing and piercing damage, with good resistance to blunt damage--the highest level of protection at the expense of mobility and ranged accuracy. On the subject of armor, my general thoughts is that plate armor should be the best overall protection and require special tactics to deal with, which is where weapons like the warhammer should shine. One thing I would like to see though, that doesn't currently exist in game, is something like an archer's breastplate to offer a bit more protection for ranged characters. I'd expect something like this to offer and bit more protection than gambeson or leather while still retaining mobility and accuracy, but not protecting to the extent that the full chest armors will. Enemies I see four general categories here: Animals: Vulnerable to slashing, piercing, and blunt damage. Depending on what kinds of animals get added later, some could be resistant to certain damage types, but for the most part the player should be able to handle an encounter with them. Predators I would expect to do some kind of slashing and/or piercing damage. Prey animals I would expect to do blunt damage, potentially mixed with some slashing or piercing, depending on the animal. Large predators such as bears could have some damage resistance so that they are still a threatening encounter even to an equipped player. Supernaturals: Drifters and their ilk. Surface drifters should be a bit more durable than the average animal, perhaps having a small resistance to all three damage types. Higher tier drifters could become increasingly resistant to blunt damage while retaining the same base resistances to slashing/piercing as the surface drifters. My expectation here is something that provides a bit more of a threat than normal animals; ideally, this also encourages the player to craft a Falx Blade or two to help deal with them. Mechanicals: Locusts, bells, and their like. I would expect them to be quite resistant to both slashing and piercing damage, but weak to blunt damage. On that note, I'm not sure that I'd want the bells to be much tougher than they are currently--they already take several good whacks from a Blackguard's iron/steel sword to kill and having them take much longer than that would probably be annoying. Ideally, 2-4 whacks from a blunt weapon should be enough to put a bell out of commission, with about twice as many whacks required from other weapons to achieve the same result. Now, doing that would put the Clockmaker in an odd spot, enabling them to possibly kill most mechanicals in one hit. However, Clockmakers also have the penalty to health, melee damage, and distance with ranged weapons, so I think it's probably fine. Humanoids: Humans and seraphs. Currently, we have yet to meet other NPCs outside of traders, so it remains to be seen if there will be any seraph characters to meet(outside of other players, that is). Humans I expect to meet eventually given that the traders are human, and mention human settlements(that will be implemented sometime in the future). In regards to humanoid NPCs though, I would expect their damage resistances to be based on what they have equipped. Boss Battles I think there could be a lot more potential here with different damage types and resistances. Boss mobs I would expect to be quite resistant to most everything to help ensure that there's a proper battle that takes place, but not to the extent that they become a hassle for the player to deal with(damage sponges aren't really fun). The last thing you want when designing an encounter, in most cases, is for the player to kill the boss in a couple of hits. Where I see the shenanigans really ensuing is in how the bosses attack. Special attacks like a powerful slam ability suddenly have a lot more meaning if it can tear a huge chunk out of your armor's durability, and will encourage the player to avoid the attack if they can rather than take the hit. Taking too many hits like that suddenly means that there's no longer any armor offering protection, leaving a complacent player in quite the predicament. ------------ And that's gonna have to be a wrap for this post, because the keyboard is starting to look a lot like a comfortable pillow. Hopefully it's not too convoluted and generally makes sense. I haven't figured out numbers for any of it, and it feels like I'm forgetting something, but I think I covered most of the territory I wanted to. If nothing else, I hope it's entertaining to read!
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True. Too many disadvantages and then we're right back to square one. That's one of my thoughts on it, yeah. Although I'd rather have a good burst of initial damage and then a bit more damage over the next few seconds, provided it's an entity that actually burns. The main drawback I see is potentially setting your own stuff on fire, however, the better option might be just reducing the drop chances of burned corpses. That way it's still a solid option for players to use when dealing with groups of enemies(without constantly starting fires!), but not to the extent that it can be used to farm them easily. In regards to the firestarter side effect, I think that might be something that could possibly be added later, after there's a good way to put out fires. I like your thinking! I finally tried the beenades the other day. A little underwhelming for what I was hoping for, but still fun to use. The problem is they aren't craftable so when I find them I end up not ever using them because it's difficult to get more.
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Given the wonky nature of temporal stuff, that could actually be a canon lore thing
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The only use I'm aware of for aqua vitae currently is high tier bandages, but the drawback is that the alcohol evaporates too quickly for those to be useful for anything other than a quick remedy at home. And even that utility is heavily overshadowed by the fact you can get the same job done faster with the cheaper bandages, for a lot fewer resources. However, given that aqua vitae is a very strong alcohol, it would be cool if we could fill a jug up with it, and then stick a fuse in said jug(such as a piece of twine or strip of linen) to create a firebomb to use on drifters and other enemies. I think this would be a fun, albeit dangerous, weapon for later in the game that would also provide a good incentive for players to actually brew aqua vitae. The materials aren't so expensive either that it becomes not worth crafting, or unattractive to use when actually needed(which can happen with expensive items). In regards to balance, its strength is also its biggest weakness. It explodes in an area and sets targets on fire, thus doing damage up front and an additional amount over time. The issue with a fiery explosion though is that it also tends to set things other than the intended targets on fire as well. So this wouldn't be a good weapon choice to use when fighting with melee-focused allies. Likewise, it's also not the best choice to use around a lot of flammable things(like trees, grass, or a thatch roof!) Rain is also going to put a literal damper on this weapon as well. I think the most optimal scenario for a firebomb is likely underground when dealing with more than one or two drifters. It could also be handy during temporal storms, with the risk of setting some other stuff on fire if you are above ground. As far as throwing it...maybe you'd need to hold a torch in your offhand in order to light the fuse, and then have a set amount of time to throw it? It could also just be a throwable object, no lighting required, but I feel the fuse lighting might be a bit more engaging and allow players to fiddle with the throw timing to pull off some potentially crazy stunts.
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And now I know what to name a tavern once I manage to get one built.
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That would work, though I still wonder if it wouldn't prove too tedious to deal with. Maybe heating the parts and hammering them together on the anvil in order to properly fuse them, similar to what you have to do to get an iron anvil? It still demand more effort than just popping a couple things in the crafting grid, but might be more satisfying for the player(because smacking things in the forge is fun!). Satisfying enough that players won't mind the extra step for a better tool, instead of just crafting the cheaper option simply because it's less hassle.
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I forgot about that. That pricing though is why there's not a lot I really bother selling to traders! That being said, it does make sense to have the dirt cheap sell prices for the player, and high prices on the stuff you buy. It keeps the currency balanced. Yes please! The general impression I get is that the demeanor of humans towards seraphs is mostly neutral--they don't really seem to know what to make of them. Given the "Ghosts" short story though, I'd say the disposition tips a little more towards antagonistic, in that they may view the seraphs as a bit addled or inept. The other idea I have on tools though...I'm not sure how it would work, but if there was a difference between the rope binding and a proper joint. The rope binding could be the result of just slapping the tool head on a stick in the crafting grid--quick, effective, but maybe the tool has a lower overall durability due to shoddy construction. A better tool binding could require its own separate forging, or some other resource cost to make them a bit more expensive to make than the cruder tool versions, but more durable as a result. It seems like it might be too convoluted though, and would probably result in most players just sticking to the tool version that is easier to craft. In regards to fancy tools though--maybe traders could buy them occasionally for a much better price than other goods typically go for? Currently, selling gems to the artisan traders is a good way to make 10+ gears per item sold, so it seems like a "masterwork" steel tool could easily sell for a little more. It also would give players another option to make a lot of money quickly, provided they have precious metal to spare.
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It would be nice. In the meantime, there is this mod: https://mods.vintagestory.at/show/mod/5060 What I generally end up doing is building a small cobblestone shed to put a handful of dedicated pit kilns in, and then just using those whenever I need pottery. The roof keeps them dry, and since the floor is stone/packed dirt there's nothing nearby to start unintentional fires. The dedicated structure also looks nicer than just a dirt hole.
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I did, yeah. It's been running smoothly since the chipset update The reason that the chipset driver got missed is that I thought the most recent version wasn't installing, so I went with a slightly older version first. Turns out it was actually installing; it was just slow due to being on an HDD and not an SSD.
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I almost replied to this in the wrong thread. Whoops! I didn't know fiddleheads were edible, but it'd certainly make for a nice forage option in the Cool climate zones. Maybe offering something like 40 vegetable saturation? Not so much that it lessens the survival difficulty for those areas, but not so little that it's not worth gathering either. And the vegetable nutrition bar is currently quite difficult to fill in that area as well, so it's not a pure emergency food like the cattail roots are.
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I'm guessing this will probably be added to the game at some future point(maybe even next update?), as I can't really think of a reason not to. In regards to the lens...I'm not really sure how that would be craftable aside from it should require the smelted clear glass and not the basic quartz glass. So it would be gated behind a pulverizer for sure, but still attainable by the mid-game. Alternatively, it could be an item that isn't craftable, and has to be purchased from a trader(treasure hunter/survival/commodities) or otherwise found in a loot chest. The reasoning for this is that the technology and skills required to craft lenses like that perhaps have been lost to history, similar to Jonas tech requiring parts that need to be found rather than crafted. On the other hand, we could have a basic spyglass that has a moderate zoom, and then a new piece of Jonas tech that offers a much better zoom. Another critical difference between the two could be that the spyglass will require an inventory slot if you intend to carry it around and use it, whereas a Jonas device could be worn on the head like the night vision mask(and thus save the inventory space as well as not be lost on death).
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This is true. One thing I kinda wish though, is that given drifters seem to revere Jonas stuff--have there be some interaction with temporal gears. I don't know what drifters would do with them, and I don't know why you'd do this, but if you could hand/throw one a gear...maybe it would just make the drifter go away to hide its new shiny? Or it could start a fight over who gets it, in the case of multiple drifters. It'd pretty much be a waste of a rare item, but late in the game after the player has collected several...instant entertainment!
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Hmmmmm, I do like it, but at the same time, I'd rather reuse one model for the picks and just swap the textures, provided that it means more time/resources spent on something else(like more weapons). Granted, the space saved in the files by recycling one model might be negligible in the grand scheme of things, but resources are resources. I think if I were to go that route though, I'd want all the picks to use a model with a proper handle rather than rope binding. I'll go a different route here. What if, instead of sturdier construction, we got new actual fancy picks, similar to what we can do with the steel falx blades? Plate them with gold or silver for that extra snazzy look(and/or socket with gems should the capability be added later). What does it do? Absolutely nothing except make the weapon look fancy. One exception I could think of though would be combining a temporal gear with a pickaxe to get a pick that perhaps mines much more quickly, though perhaps with a chance to burn 2 points of durability on use rather than 1. Interestingly, while the tools/weapons that the traders sell have presumably been crafted in a village smithy(and not by another seraph), they all seem to be bronze tier. No iron or steel. Likewise, the traders don't buy iron or steel, at least that I've seen, which is odd because you'd think high grade tools would be in high demand. I presume it's a balance thing, as buying/selling those items would either result in players getting too much of a boost early game, or making it too easy to earn rusty gears by mid-late game. It could also be something that hasn't been implemented yet. In any case, the implication of traders only selling bronze tier is interesting. I would expect human settlements to be at the same general tech level that the seraphs have access to, with the exception of Jonas contraptions. Perhaps they simply keep all the iron/steel tools for themselves, and sell the cheaper stuff. However, I could also see them being a bit less advanced than the player due to an aversion to delving deep underground. With there being four different story locations planned for the coming update, I would expect at least one to potentially be a human settlement, so perhaps this question will be answered then.
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Okay, I think I've completely solved the issue now. The majority of the issue was caused by a missing chipset update for the BIOS, which caused the mouse movement to drop the fps(I presume because it was putting unneeded loads on the CPU). Updating the chipset solved this part of the issue, but there was still some subtle jitter leftover. After much poking around with the settings, the rest of the solution was dropping the Max FPS from 75 down to around 30. The frames run jitter-free now!
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Man, he looks so depressed. Drifter mosh pits are the best--I love getting them to fight each other and then sitting back and watching the show. I can't think of another game that really has friendly fire that applies to enemies. I'm hoping the devs don't remove it, as it's really fun outwitting enemies instead of just using brute force or using weird exploits.
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The USB stuff looked fine. The issue seems to have been the BIOS chipset lacking an update. Before: After: I'm not going to say that it's 100% fixed as I haven't tested it thoroughly, but the framerate now holds stable at around 50-60 fps without dropping to single digits when I move the mouse. Edit: After fooling around in the game a bit the framerate continues to read stable around 50-70 fps, but walking/running/looking around is still not really smooth. There's a small jitter/shudder still when I move the crosshair, though it's nowhere near as bad as before. I've tinkered with the settings but so far nothing seems to have smoothed it out.
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It is not. The new is a Gigabyte AB350N with wifi built in. The old board is an ASUS M5A97 R2.0. It was pretty much an all-or-nothing upgrade this time around.
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I'd love maple syrup, especially if it can be added to porridge and things I seem to recall reading somewhere that the devs intend to add more food options to the game, but it's not a priority right at the moment. It's something that I would expect to be potentially slipped in to a future update though, either as a small extra or a major feature.
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So I did some major hardware upgrades recently and while the game was running fine before, now it's not really possible to play due to the framerate dropping from the mid 70s to single digits every couple of seconds. It ran fine before on the older hardware(even with mods!), and I've ran through just about every troubleshoot I could think of/find, to no avail. I've even wiped the entire game and started over with a clean download. The previous hardware: CPU: AMD Phenom II GPU: Radeon 570 RAM: 8 Gb The new hardware: CPU: Ryzen 5 1600, six cores, 3.20 GHz GPU: Radeon 580 RAM: 16 Gb My PC has plenty of cooling, and I doubt it's a part issue as I haven't run into issues with other programs. They were previously in my friend's PC before he upgraded, and he was able to play Vintage Story with this hardware without issue(even multiplayer, hosting the world from the same machine). The drivers have all been updated. I've tinkered with the graphical settings and the problem remains the same even at the lowest possible graphics on an unmodded default world. I have also tried closing Discord/other programs while Vintage Story is running and that made no difference either. Likewise, I tried turning off the RAM optimization and it had no effect. Hence why I'm stumped and I'm hoping someone else has a possible fix. The new hardware should be able to handle the game--I was playing at High settings with a few mods before on my old hardware, and it handled the game fine at around 30 fps or so. The only other thing I can think of is that the FPS seems fine until I move the mouse to try to look around, which is when the framerate definitely tanks. When the game is paused in the settings menu I can see the framerate staying around 70 and dropping to single digits every few seconds, which it really shouldn't if the game is paused. Edit: I also run Windows 10 Edit 2: I tried reverting back to 1.18.15(which is the last time my friend played) and the issue was still there. Also tried reinstalling Vintage Story onto my SSD instead of the HDD and rerouting the file path to make sure it saved on the SSD as well, and yet the issue still persists so I think I can rule out the HDD being the issue. Edit 3: After some more tinkering I've figured out that whatever the issue is, it seems tied to the mouse cursor's movement. When I was sitting in the settings menu, the FPS was stable around 70 fps but immediately dropped to single digits when I moved the cursor. The mouse in question is a Corsair Harpoon. I downloaded its software and made sure its drivers were updated--did not solve the issue. After some more googling though, I tried lowering the polling from 1000 htz to 125 hz after others reported similar issues and that fixing it. I'm not sure that doing this fixed the issue, exactly, as something still feels off while playing, but it does seem to have at least stabilized the frame rate to a playable level in Vintage Story. Why it's suddenly an issue though, I don't know--I used the same mouse on the old hardware and had no problems at all.
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At the very least, switching the default prospecting symbol from the circle to the actual prospecting pick symbol would be handy. I was wondering just the other day why that wasn't the default.
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I do like my fantasy stuff, but one of the refreshing details of Vintage Story is that the game is primarily grounded in realism with the fantasy stuff as a garnish. The fantasy is explained just enough to get the player immersed in the world's lore, but isn't saturating everything to the point that it starts producing too many contradictions and thus shattering the player's immersion. As for the realism factor, it's done tastefully enough so that the game provides a good challenge for players, while still being fun. One example--torches extinguish if you dunk them in water and rain will put out fires that aren't under some kind of cover. At the same time, you can hold lanterns, candles, and oil lamps under water and they still work perfectly fine. Despite the latter not being particularly realistic, it gives the player a way to explore underwater for ores and things, and is thus more fun(despite there not being much to see under there currently). I think the important key in balancing fun and realism is whether or not the end result is plausible. Having a pair of wings you can wear and fly around like a bird may be fun, but isn't very realistic. Likewise, having no flight at all might be realistic but not the most fun if you want more travel options. The glider covers both areas in that its flight characteristics are limited, but it offers a fun travel option for players that want it. Could it realistically work in real life the way it does in game? Maybe, provided you built it with light enough materials, but it would likely be more underwhelming if it were 100% realistic. Is the way it's implemented plausible though? Absolutely, and I view the elk/horse debate in much the same fashion. It may not be 100% realistic, but it sounds both plausible and fun. This would be a really cool way to relocate wild animals, without having to domesticate them first or getting them to chase you. It would also be a cool hunting option for the tropical regions. If they make frogs actual entities that can be caught like butterflies, you could catch dart frogs to poison your darts and arrows with too.
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Going back and rewatching the 1.19 feature trailer; 1.19 reworked the ruins and made them a little bigger and more interesting. Since you confirmed that the marble ruin is a vanilla feature, I suspect it's either been removed from the game entirely due to no longer fitting the lore's direction, or it's been reworked so much that it's unrecognizable now. It's still also possible that it's a very rare spawn, although this seems unlikely for a ruin that is rather simple. It could also still be in the game files but just be prevented from spawning in worlds as it awaits a rework later. Hard to say for certain. I did see them frequently in 1.18 though. They reminded me of those little star shrines from a mod for a different game. I dug under the pillars on the first one I found and was disappointed to find no treasure.