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Everything posted by LadyWYT
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"Heavens, how long it's been since I last beheld an agreeable visage!"
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Even if the mods don't break, they may potentially be rendered obsolete if similar content is added to the vanilla game.
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You could also take the social angle a step further and apply bonuses/penalties to the other classes and survivor settlements, assuming that Vintage Story heads in an RPG-ish direction with its storytelling. Tailor? The human survivors won't think twice about letting you in to the settlement and look around. They may even have some good jobs for you to do as well. Commoner? There's nothing impressive about you, but you don't strike anyone as dangerous either. You're free to enter the settlement, but you'll probably have to do a few jobs for the citizens to consider you a good friend. Clockmaker? Similar to tailor--you don't look like trouble, and as it so happens some of the contraptions around the settlement are in desperate need of repair. Malefactor? You don't look like you'd be the type to start a fight, so you're allowed entry to the settlement. However, the citizens will definitely be keeping an eye on you and you'll likely need to prove yourself a useful asset before they'll consider you a friend. Hunter? Perhaps you're just a simple hunter, but a lot of outlaw types favor the bow. Help feed the settlement though, or take care of some dangerous beasts nearby, and you'll earn their trust. Blackguard? Social manners aren't your strong point, and you definitely look like the sort that takes advantage of sheer strength to get what they want. You'll likely need to complete a couple of tasks first in order to gain entry to the settlement, and otherwise work fairly hard to prove yourself a friend to the citizens.
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The teal gear? That's your temporal stability. If it falls too low(I think around 25-30% remaining), nasty monsters will start to appear as you're essentially losing your grip on reality and crossing over to a different dimension. If the gear ever drains completely, you'll start losing health until you either recover some stability or die(which should recover a little stability, I think). If you're in a stable area, the gear will spin clockwise and start regaining any stability that's been lost. If you're in an unstable area, the gear will spin counter-clockwise and begin to turn from teal to gray as you lose stability. If the gear isn't moving at all, then you're either in a neutral area, or at full stability already. These rules also only apply to the world's surface; underground is always unstable, and will become more unstable the deeper underground you go. The one exception to the underground rule, I'm pretty sure, is the Resonance Archive. Aside from returning to a stable area to recover your temporal stability, there are a couple of other ways to restore it. If you have a temporal gear, you can hold it in your off-hand slot and activate it with a knife(or it could be the other way around, I don't recall) to sacrifice a bit of your health in return for some restored stability. Killing Nightmare Drifters will also restore some stability, although this is probably the option of last resort in most cases due to how tough they are(they also don't spawn except during temporal storms, the deepest parts of the world, or when you're at 0 stability). Edit: As far as reducing the rate at which you lose stability, I'm not sure if there's an option for that in the world settings. If there isn't, you might take a look at the XSkills mod. It has some perks you can acquire for reducing the rate you lose stability and increasing your recovery rate.
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Given it was a plains area next to a huge desert...I'm more inclined to think the poor creature was very lost.
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Fair, although I would expect that a group hardcore focused on the pure survival aspect is probably going to be composed of exclusively Hunters/Blackguards, as the other classes can't perform on the same level when pushed to the absolute limit. Kinda like how stealth archer is the best build in Skyrim, if you're basing everything on sheer numbers. It is a bit of a flex class, and the challenge of surviving with a character that has the deck inherently stacked against them was quite fun when I played it. However, that quality also makes it a more niche class, as I'm guessing that's not a favored playstyle of most players. I'm also not sure that it's possible for the class to believably do anything other than fill the niche of "challenge class". The other classes have some inherent part of their background that makes their survival plausible--hunters need to brave wilderness to hunt animals, malefactors are stealthy scavengers, and blackguards are tough fighters. Commoners are probably used to some kind of farm work or other hard manual labor, and even clockmakers could reasonably have an advantage given that a lot of the supernatural enemies are machines. Tailors, on the other hand, are probably more used to city life and their main primary skill is making fancy clothes for patrons that can afford to buy them. I'm not sure that there is any sort of real wilderness survival skill that you could give them without it feeling a bit forced. If I was going to give Tailor a bit of a buff though, I'd probably choose one of these options, if not both: 1. Tailors receive more flax fibers from flax plants, and have a better chance to salvage flax fibers from drifters(although the drop rate will still be pretty low). This bonus would also apply to other things that can be made into fabrics, as those things are added to the game(like cotton, wool, etc). I've seen many players griping about never having enough flax, so I think a bonus like this would make tailors a more attractive choice for general gameplay. 2. Tailors are able to barter more effectively thanks to their manners, and thus receive discounts when purchasing items from traders(anything from a couple of gears on most items, to a handful of gears for expensive items like armors). A bonus like this could help shake up the gameplay options a bit, as tailors could potentially acquire certain things(like dairy products) earlier and with less effort than other classes, provided they have access to the appropriate traders. Should a player's class and dialogue choices impact how NPCs respond to them, tailors could also hold an advantage there as well and have an easier time befriending NPCs and convincing them to go along with player wishes.
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They won't? I could've sworn I got assaulted by a panda bear last time I played in a warm climate. Although I might've shot at it first...
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I disagree--tailor is currently fine. In singleplayer it's mostly a challenge class, unless you play with class-exclusive recipes enabled. In which case, they have a distinct advantage in cold climates since they can craft the warmest clothing, and they have an overall advantage with maintaining their clothing with less effort and having perhaps the best trade options with the traders(a lot of the in-demand clothing items are tailor-exclusive recipes). For multiplayer scenarios(which will likely have class-exclusive recipes enabled), the tailor will likely be the class highest in demand since they excel at repairing clothing and are the only ones able to craft some of the fanciest clothing options in the game. It's also an attractive choice for more passive players in this case, as it will allow those players to have something valuable to barter(clothing) for other needed goods, with the lowest potential risks to themselves. Now this one I'm inclined to agree needs a bit of a rework, although I've not given clockmaker a proper playthrough yet to be sure. I've heard that the locust pet AI isn't particularly good, which is a shame as that seems like the most intriguing part of the class. Clockmakers do have an advantage with the translocators, in that they only need two temporal gears to repair instead of three. Late-game that advantage can fall off a bit, but it's still decently strong. I also think the main reason that clockmakers seem a bit weak now, is due to the lack of enemy variety. They have a damage boost against mechanicals, but the only mechanicals we see regularly are locusts(which die in one or two hits anyway), sawblade locusts(tougher, but rare), and bells(annoyingly tough, but don't actually attack you). Since most of those aren't particularly tough and easily handled by other classes as well, the clockmaker is a bit underwhelming in that regard at this time. However, I think we'll likely see more mechanical enemies added later, that are much tougher than those we have now. In which case, I expect the clockmaker to become a much stronger pick.
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It shouldn't hurt anything. I've turned it on and off in my current world without suffering any ill effects. If you're still worried, you can always make a backup of the world before changing that setting, so you won't lose any progress should something go wrong(which, making a backup every once in a while is good idea anyway, as accidents can happen).
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1. Resonance Archive, assuming you're playing with the lore content enabled. The Archive doesn't always spawn to the south, but from my experience it tends to spawn somewhere in the southwest region from spawn. 2. If you don't like dealing with the bitter cold of winter, you might make like a bird and head south towards the end of fall, and make the return trip in spring. This is assuming you didn't start the game in a warm climate already. 3. Resources. Not every mineral spawns in the place you settled. Likewise, if you want exotic wood, tropical fruit, or trophies from certain animals, you'll need to head to warmer climates in order to find them. 4. If you chose to start in a Cool or Arctic climate, you'll need to go south at some point to find bees. 5. Go south purely because you want to. It's fun to explore! You never know when you might stumble across some epic landscape, or find some nice loot in a ruin. It's also easier to explore warmer climates than colder ones.
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It really ought to be a thing. Is it practical? Not particularly. In fact it's downright dangerous! But it's rather disappointing that I can't set drifters on fire with a torch; I got slapped in the face so many times while making the attempt. As far as other entities, I'm not really sure why you would try to set them on fire either, outside of being a pyromaniac. The drops from the carcass would almost certainly be worse than if you had hunted via conventional means. On the other hand, I'd think managing to set a wolf/bear on fire would at least scare it away and give you a chance to escape.
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Welcome to the forums! Unfortunately, I don't believe there is a way to convert bolts of cloth back into plain linen. That may change sometime in the future. What you can do, however, is use this command to turn off class-exclusive recipes, so that you can craft sewing kits and other things that require class-specific traits without the need to be that specific class. /worldConfig classExclusiveRecipes false You will need to reload the world once you've run the command in order for it to take effect. The one exception to the class-exclusive rule is the tuning spear; if you set the rule to false you can craft tuning spears on any class, but the locust hacking function still requires you to be a clockmaker. Otherwise it's just a fancy spear.
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Hmmm, do the torches/lanterns still work on old worlds or brand new worlds? And do you use any mods at all? If you use any mods, I would try disabling those and see if you can get the lights working again, just in case a mod has broken something somehow. Outside of that, the only other thing I can think of is check your graphics drivers for updates, and consider moving any worlds you care about to a different folder and reinstalling Vintage Story.
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This might be fine-tuned later. Even if it remains as-is, I can ignore the oddity of it and appreciate the atmosphere. I'm pretty sure that the time is standardized throughout the world and the only things that affect it are the time of year and your current latitude. Having time zones would be pretty cool, although I'm not sure it would have much impact in singleplayer. Multiplayer, on the other hand...
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Agreed! I'd also wager that those who aren't okay with the risk of losing their stuff are most likely playing with the "keep inventory on death" rule set to true, so death really shouldn't be much of an adversity in that case. This, plus what @Toroic mentioned about Valheim and Minecraft--it's a good idea to keep some extra armor, tools, and weapons around in the event that you die. Even if you don't die, items will eventually wear out and break, so it doesn't hurt to have the extra anyway. By the late game, you've got a lot of resources to work with as well. And while linen sacks are easily replaced, so are leather backpacks. Or at least, I've never had any issues of running out of leather.
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I know that even if you have the "keep inventory on death" rule set to true, you'll still be penalized for dying with the reset of your nutrition meters and your stamina meter being set to half-full on respawn. It's not the stiffest penalty though, as it's fairly easy to recover your nutrition(although not immediately). It also opens up a rather ironic use for the really bad mushrooms like funeral bells--just go exploring however far you'd like, and eat one of those when you're ready to return home. I think the annoying, hasteful, and chaotic part is supposed to be the primary incentive to avoid death in the first place. I'm also not sure that there's really a good alternative either, as a penalty that's easy to ignore will encourage players to play more carelessly. On the flipside, a penalty that's too harsh can make it more difficult to fully enjoy the game. There's a couple of other games I can think of that do handle death a bit differently, that could potentially work in Vintage Story. However, it would require implementing some sort of skill progression system for the player character first, before such systems could even be considered as an alternative. Example #1: Valheim tracks the player's skills in things like running, swimming, chopping trees, mining, and using various weapons like spears, bows, axes, and swords. The more skill you have in a particular area, the better you are at doing that task. So a high skill in one-handed swords means you'll do a lot of damage with swords, high running skills let you sprint for longer periods of time, etc. If you die though, you'll lose a few levels in your skills and need to work to level them back up. Dying every once in a while isn't that bad, but dying multiple times within a short time could set you back significantly. Example #2: The Elder Scrolls titles don't exactly penalize death, as much as they penalize jail time. The longer sentence your character has to serve, the more progress they lose on their skills. However, I do believe this is limited strictly to losing progress towards the next level of the skills; it doesn't actually cause your character to lose levels in skills as Valheim does. Example #3: World of Warcraft is a different beast due to being an MMO, however, it has some methods that could be considered. First and foremost, if your character dies, any gear they had equipped suffers a significant loss in durability. Multiple deaths in a short time can make for some expensive repair bills(although in WoW's case, gold was easy to acquire and repairs cost money instead of materials). Second, if you don't run back to your corpse and choose to resurrect in the graveyard instead, you'll be penalized with the "resurrection sickness" debuff, which significantly lowers your health and damage until it wears off(one hour). Now all that being said...I'm not sure adopting one of those options would actually make player death any less frustrating. A skill system would be great to have for character progression anyway, however, a simple penalty to skill level is usually easy to overcome by grinding out a specific task for a few minutes. Knocking a chunk out of the player's armor/clothing and any tools/weapons on their person might work, but may likely end up ignored in the late game given that the player has plenty of resources to work with by this time. The "resurrection sickness" penalty probably fits in the lore the best, however, the only real drawback to a penalty like that is just needing to sit in your base doing some mundane chores for a little while before venturing back out. In short...I think at best, you're swapping one set of frustrations for a different set that will likely be much easier to ignore. The potential to lose one's items still provides some of the best incentive to carefully consider one's surroundings, equipment, and possibly risks before committing to things like long trips or other hazardous activities.
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Can't forget the Wildcraft suite as well: https://mods.vintagestory.at/show/mod/4145 https://mods.vintagestory.at/show/mod/9909 https://mods.vintagestory.at/show/mod/8515 If I recall correctly, they are compatible with Expanded Foods. For alcohol there is this mod too: https://mods.vintagestory.at/show/mod/11645
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Welcome to the forums! Tagging on to what @Thorfinn said--the first two slots of the cooking pot do have to be the exact same thing or the food won't cook, with the exception of soup. Soup needs the first slot to be filled with water, and either a piece of meat, an egg, or a vegetable in the second slot. I'm pretty sure that you can add more vegetables and meat as garnish, although I could be mistaken.
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That could probably be said of a lot of things, really. Of course, the opposite is true in some cases as well, and one of the reasons that videogame logic exists.
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Just in case you haven't seen it: https://www.vintagestory.at/stories/storyexcerpt-ghosts.html/ It doesn't exactly explain much about what seraphs are or how they came to be in the world, but it's still a great read! It's an encounter with both a seraph and drifters, as told from the perspective of the human survivors(that don't currently exist in the game yet, aside from the traders).
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Not a mod, but a built-in recording system! https://wiki.vintagestory.at/index.php/Adjustable_FPS_Video_Recording I've never used it, so I can't really help any further than that. However, that link should be able to at least get you started. The only other convenient option I can think of is that if you play on Windows, I believe Windows has an option to record your screen. However, I would recommend Vintage Story's recording system rather than Windows recording; Windows is fairly basic and you're likely to get a better result with Vintage Story's system.
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If I had to guess, the biggest chunk of the game to complete, in regards to development, is probably the story and lore. Once that's been finished and the player is able to play through the entire story, then it's just a matter of further refining graphics and tweaking gameplay as needed(adding ambient mobs, balancing recipes, etc). That's my assumption, anyway. I could be wrong!
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What about having both options available? That way you can sail without constantly holding W, which would be great for long distances and looking around without changing direction. The other mode(hold W to move forward) would be more useful for fine-tuning the boat's movement. Sounds a lot like how Valheim handles sailing. I think a similar system would be interesting for Vintage Story and fit well with the other challenges the game offers, however, it's also not something I would overcomplicate. I'd say let wind direction make a difference in how fast the player sails, with additional speed control being added by how much sail you have open. To go at full speed, you'd need to go full sail with wind direction, which should be fairly intuitive. To slow down, you need less sail, and of course sailing into the wind will slow you down as well. In regards to capsizing...this should probably be an option in the world settings to begin with, on whether boats can be capsized. That way players who don't want to deal with that hazard potential can avoid it entirely. Otherwise, I would say make the boat capsize after taking enough of a beating. Going too fast in rough water? The loud creaking of wood under strain should warn the player to slow down lest they risk the boat breaking apart. Impatient to get to land and intent on ramming the boat onto the beach at full speed? That's fine, but now you've ripped a huge hole in the bottom that you'll need to fix before it'll be a seaworthy vessel again. I think both of those mechanics would probably be interesting enough to engage players without frustrating them. They'd also be easy enough to add an option for, so that the players who really don't like it can turn it off, similar to the option for cave-ins.
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Thanks! I figure even if my ideas aren't that good, they're at least marking things off the "bad idea" list! Or serving as raw material to be refined into a good idea through discussion.