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Everything posted by LadyWYT
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From what I understand of the situation, Hytale was a shippable product a few years back--I think even after Riot acquired it--at least as an early access game. There was, apparently, something actually playable there, and the conjecture I've heard seems to be that Riot was fairly hands-off regarding development and happy to let the devs do their thing and simply fund the work. What killed Hytale seems to be that someone, I dunno who, decided that instead of launching something playable so that players could start enjoying the product they'd been waiting for and giving feedback...instead decided to rewrite the entire game engine to work on different code type instead since it would be "better for the future". That's a really big ask and a huge drain on time and resources, and really an unneeded change if you've already got a functional product.
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This isn't the case anymore, since other traders will now sell you a map to the nearest treasure hunter, should you wish to skip the search.
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If you can get hold of one bronze pick, you can use Node Search on quartz veins to locate more silver and gold, and then use the bronze pick to mine it. That will get you more black bronze without panning. Or if you have access to a Commodities trader, you can purchase ore nuggets from them, and get to bronze that way.
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Simply because farming was a common profession in medieval times, hence why I associate the Commoner class with farmer. Doesn't mean every Commoner would have been a farmer though.
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Aside from Commoner becoming entirely useless outside of being a niche challenge class, the other main issue I see to deleting all the drawbacks and keeping only the class benefits, is that some classes are going to end up entirely too strong...mainly Hunter and Blackguard. If Hunter gets a bonus to ranged accuracy and damage, and a bonus to animal looting, and no longer has a penalty for melee or mining...why would you pick Malefactor, Tailor, or Clockmaker? Blackguard is even worse, since on top of already being the strongest melee with a bonus to armor, a bonus to health, and a bonus to mining, you no longer have to worry about being penalized at range or struggling to secure enough food. It'd be such an absolute powerhouse in combat that it overshadows even Hunter. The only real crafting-based class I can think of, is the Tailor, just due to the wide array of clothing they can craft. Tailor is also a strange class in that it's very weak compared to the other classes...but that's also somewhat the point and appeal. Tailors are artisans and meant for civilization, not struggling to survive in a post-apocalyptic wilderness--how you manage to survive and thrive when you're completely out of your element?
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I don't know that every class has unique NPC interactions, outside of a specific instance, but given what I've seen so far a player's choice of class is probably going to have quite a lot of impact on how certain things unfold regarding story and NPC interactions. To me, that's already covered by Commoner. However, I could see an Alchemist/Herbalist, or some other class that has farming as its emphasis once the herbalism gameplay loop is developed and added to the game.
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I think even with "perfect" world gen...what makes a world good or bad is still going to be subjective. Players who want ocean worlds aren't going to like land-based worlds, and player who prefer land-based worlds aren't going to enjoy encountering more water than land. It's a good idea to play around with the world gen settings and figure out the configuration that best fits your preferred playstyle, as the default settings may or may not be exactly what you're looking for. To me, the new default world gen seems pretty solid, from what I've seen of it so far. The terrain is overall smoother and easier to traverse, with more grassland and fewer puddles littering the landscape.
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I think it's the Commodities trader, mainly, but the Survival Goods trader might sell it as well. It depends on how many poultices one needs. For the average singleplayer game, I would say yes, provided that you aren't getting the snot beat out of you too often. I would say though, that you're probably going to have to choose between making sturdy leather and making poultices with each batch of sulfur you buy. It takes quite a bit of sulfur to create sturdy leather, and the traders don't always have it for sale. I would agree that's generally true, but in some games it might be the only good option you have at the time. For things like sulfur, the trader might not offer it for sale each time, but when he does it's usually easy to clean out his stock and stockpile it for when you actually need it, if you can't otherwise locate a deposit.
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Thread in a nutshell, in my opinion. The general default in multiplayer games is to pick the most optimal routes(or what is perceived as such), whether it be for player classes, talents, gameplay strategies, etc. Likewise, not every player has the same preferences when it comes to RPG-style classes, point-buy systems, or just no classes/character progression at all. The main advantage to having specific RPG-style classes/roles like Vintage Story has currently, is that those are a lot easier to integrate into the lore, and are probably easier to balance in terms of gameplay as well since you can tweak traits as needed rather than needing to potentially rework entire talent trees. The benefits of a class have their advantages and can change the flavor of the game in a pleasant fashion. Likewise, the drawbacks are enough to change up the gameplay in an interesting fashion, without the game becoming impossible to complete. As for the lore integration...this is how you get NPCs that react to Blackguards and Malefactors differently than friendlier classes. The main advantage to a point-buy system like XSkills is that players have a lot more freedom to mix and match benefits as they see fit, with the main drawback being that you can't specialize in everything and will have to forgo certain benefits. The other main drawback to this kind of system is that it's very difficult to integrate into the lore, since there is no specific class/role that belongs to the player. I'd be surprised if a mod could be made that satisfies everyone, when it comes to classes and character progression. Some don't like having to pick a class or skills, and just want to do whatever, unhindered. Some prefer picking a class, because that gives them a specialization and identity in the game that's very different from what other classes offer--you know immediately what to expect from a character just by knowing their class. Some prefer a point-buy skill system due to the freedom of customization it offers, so they can mix and match strengths and weaknesses however they see fit. As for which option is the best one...that's entirely up to the players to decide for themselves. Servers will adjust settings and add mods as needed to serve the needs of their players. This is also why there is the option to turn off class-exclusive recipes--I often do so in my singleplayer worlds.
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Correct. Sulfur will show up in prospecting data as well, but it also only spawns in sediment rock. The good news is you can just buy sulfur from traders, so you don't necessarily have to locate a deposit in order to acquire it.
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You need to combine saltpeter and powdered sulfur in a cookpot first to get sulfuric acid--do note that this will dirty the cookpot! You then add crushed chromite to the sulfuric acid to get chromium sulfate, which you can then cook large/huge scraped hides in to get sturdy leather.
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Looks like an issue with Combat Overhaul. I'm guessing either you're missing a mod needed for the servers you're trying to join, or you possibly play with mods in singleplayer that are causing issues when you try to join multiplayer. If the latter is the case, try disabling your mods before joining the server and see if that helps. Otherwise, I'm not sure. You could be missing something needed for Combat Overhaul, or something else entirely. Either way, the issue seems to be with that particular mod, somehow.
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Welcome to the forums! I don't know what it means, other than there was clearly a problem and you can probably figure out what it was and a solution for it by looking at the client-main.log. You can find the log in the Logs folder, which will be in the VintagestoryData folder. Where VintagestoryData is depends on where you told the game to store things like save files and the like; by default, the game puts VintagestoryData under the user profile on the C drive, in the roaming section of Appdata. Once in your Logs folder, the logs from your most recent gameplay session will be listed, along with a folder labeled Archive. The Archive folder stores logs from the last few sessions, so if you need logs from a specific recent session, that is the place to find them. I will also note that by "session" I mean each time a game world is loaded, not when the game itself is booted.
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I don't know him IRL, but from what I've seen of the Cookie Man here on the forums and elsewhere, this is the general impression I've gotten of him.
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I suppose if typing password is the issue, could just make an option to remember the player's password so they no longer need to type it every time they switch versions and whatnot. They'd just need to type it the once, in theory, the first time they ever boot the game. That being said...that's also a security risk, but I would argue in that case it's a risk the user is willing to take when they check the remember password box.
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Just some of my general observations from messing around with it in the release candidate, in no particular order: Health is no longer lost immediately. There is a very brief delay between taking a hit and actually losing health. I'm guessing that this could mean that one might survive damage that would otherwise prove fatal, if they were finishing a bandage application or otherwise had incoming healing. I've not tested that theory to be sure though. Bandages do not heal immediately and take time to apply before they will heal. A very big change, but a needed one. Prior to 1.21, healing and bandage application were both instant, so all you had to do in a fight was slap a stack of bandages on yourself to heal back to full in a few seconds. The healing over time means that you now need to pay attention to your health bar and apply healing before serious damage hits, if you can, since waiting until you're nearly dead is much more risky. The time it takes to apply a bandage, paired with the healing over time, also means that you'll need to be much more deliberate about when you choose to heal yourself, as you won't be able to do most other actions while applying a bandage. The application time and amount healed also make higher quality bandages much more valuable than they were previously. Prior to 1.21, stacks of horsetail poultices were the favored healing item, since they're cheap to craft. With the changes, they offer only +2 HP over 10 seconds, with a 3 second application time(3 seconds is standard for all bandages currently). They're still useful in the early game, when you have no alternatives, and for bandaging light wounds/recovering after a fight, but they aren't going to be very useful outside of those circumstances. In an actual fight, where you are taking some serious hits, you will want more healing per bandage since you can't necessarily rely on getting more than one or two bandages applied before getting interrupted. Movement can interrupt bandage application, but not always. Horizontal movement does not interrupt bandage application, so it's possible to apply bandages while on the run. What will interrupt bandage application is vertical movement...but only as a general rule, not always(at the time of this writing). There is a very brief delay before the interrupt happens, so if you were nearly done applying the bandage, you should be able to finish the application and get the healing. Overall, my general conclusion is that bandage choice is a lot more important now, and players will be needing to think ahead a little bit more in combat. So far, it feels like a good change, though it does take some getting used to.
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It's probably due to what happened in the thread where plans for Adventure Mode were announced. There were mixed reactions, and some of the dissenting opinions weren't exactly phrased in the most polite of ways. The thread ended up locked as a result.
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Completing the area has no effect, aside from removing a certain airborne hazard. If the haze effect is governed by Vintage Story's equivalent of command blocks, you might be able to locate where those blocks are in spectator mode(/gm 3) and then switch to creative to mess with them(/gm 2). Creative mode will bypass block protections and let you modify story locations, however, keep in mind that tampering with said locations could have unintended consequences. The blocks that govern certain location events are usually located underneath the important structure pieces, but messing with or deleting those blocks could easily break things. If the haze effect is baked into the code and not governed by a command block, then you'll need to mod the effect out of the game. I'm guessing this is the more likely case.
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Flares, Flare Arrows, Colored Fire, and You:
LadyWYT replied to WanderingStoryteller's topic in Suggestions
I'd rather see fireworks, personally. Fireworks would give another use to blasting powder, and could be different colors depending on what minerals you stuff into them. They'd also be nice for fun aesthetic displays, as well as useful as signal flares or noisemakers. And of course, colorants for fireworks could give us more minerals to collect, as well as more uses for the minerals already present in the game. I'm not sure about changing the color of torches and fire though. While you could do that with mineral mixtures, that seems more suited for a fantasy setting(Vintage Story is not that kind of game) or as creative-only blocks for free-form building. Given how heavily the game leans into realism, colored fire doesn't seem like it should be obtainable outside of creative mode, aside from coloring fireworks. -
Welcome to the forums! I'm not sure it's a factor of time spent in the character creator, as much as it is being indecisive on the voice and switching that particular option too many times. It's certainly something I'd expect to be fixed in the future, but for now the workaround I've found is familiarizing myself with the vocal options on a throwaway world, and then setting the character voice type at the very end of the customization process on a new world.
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I wouldn't be surprised to run into some cultists at some point. They'd probably be rare, but if the majority of survivors can start worshiping Jonas, it's certainly not out of the question that some could take a darker path and worship the monsters and evil machines instead.
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I think this is something many players forget as well. It's okay to change the game settings or install mods if you're struggling in an area--that's partly why those options exist. I did the same when I first started playing, and gradually increased the difficulty as I got better at the game. I less look for suevite/meteor rock, and more look for circular indentations in the ground and dig down to see if there's suevite underneath. Meteor chunks don't always generate on the surface, but almost all meteors will have a crater pattern, so it's worth marking/investigating those indentations. Most of the time you'll hit suevite/meteor just beneath the dirt, although I have seen a meteor or two that was buried underneath a layer of rock as well. I have seen it spawn on warm/hot starts, however, it is a lot more rare in those climates. I think in those cases, it spawns in the cooler chunks. Luckily, you don't actually need peat for anything; it's just a very handy early game fuel source for pit kilns and the like.
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Clay is similar to surface copper, in that it's certainly there, but difficult to spot and usually found a couple days into the game. Based on my experience, I'm thinking it goes unnoticed simply because I'm trying to rush things a little too much, and in my rush running around I'm missing critical details that are easier to spot when walking. That's not to say that pushing for quick progress is bad; it can certainly be done. But sometimes it's more beneficial to take a step back, slow down, and be a little more intentional/thorough with your actions. As others have already noted, clay doesn't spawn in the arctic(although I think that was changed to allow very small deposits to form occasionally), deserts, or at extremely high altitudes. Clay also doesn't seem to spawn in forests, or if it does, it will be difficult to notice since it will probably be buried under forest floor. Clay also tends to be easier to find in areas that get a lot of rain, and doesn't require a body of water to spawn although that does depend on clay type. Red clay spawns at higher altitudes rather than sea level, and usually isn't by water. Blue clay spawns close to sea level and will usually always be next to a body of water. Fire clay can only spawn naturally in bauxite biomes(which in this case, can be deserts) or underneath black coal/anthracite deposits. Clay is easier to notice if you play with world map colors enabled, since you can look for the circular discolorations on grassy areas to find clay and peat. Additionally, you can also find clay occasionally in cracked vessels, or acquire it via panning. Certain traders will also buy and sell various clay types, so it's worth checking with them as well.
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Yet another take on hot climates and overheating (No thirst!)
LadyWYT replied to Ben Velveeta's topic in Suggestions
Welcome to the forums! Interesting alternative to a thirst mechanic, and laid out very well. However, I would be concerned about this kind of mechanic being harder to manage than the current cold mechanic. For the cold, all you really need to do is wear warm clothing and stand by a fire occasionally when you get too cold, and it's rather easy to figure out when you're getting too cold as well. Getting wet will chill you down faster, sure, but I will note that in the current state of the game...you can actually warm up by going for a swim in freezing water. Counterintuitive, yes, and I don't know why it works, but it does(albeit the rate you warm up is slow). As for getting too hot...I could be missing something, but it seems like that would be harder to notice in the game, especially since it's relatively easy to be outside in hot weather than cold. I think a better, simpler option is to just give the player a debuff if they stay out in the heat too long. An additional trait system--both for temporary and permanent effects--has been floated by the devs, but whether or not it gets implemented remains to be seen. Assuming it does though, all you'd need to do is give the player a light debuff(small loss of movement speed) whenever the heat is starting to get to them, to prompt them to find a way to cool off. The light debuff could be removed after spending a few moments in a cool room, drinking a refreshing beverage, or going for a swim. However, should the player ignore the light debuff and continue exposing themselves to the heat, then the debuff could be upgraded to a more serious penalty(more movement speed lost, with a bit of health), that will take longer to recover from. You could still apply bonuses to heat resistance by wearing light clothing and appropriate headgear, as well as apply penalties for wearing heavy furs in the summer. -
Sometimes they do--it's easier to see exposed ore on the cliff faces. I've had fairly good luck getting decently high ore readings when prospecting around mountains as well. Sometimes you have to search around the base a little to find the sweet spot, but mountains do seem to be good places to prospect.