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Everything posted by LadyWYT
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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.
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I've never seen vines grow--either ones you break and place, or ones you leave alone. I also don't believe new ones will spawn on newly matured trees. What I do know for sure is that if you don't break them by hand and pick them up before cutting down the tree/shearing the leaves, then they will disappear without dropping anything. It is something I would expect to see changed in a later update though.
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Some little desktop action figures would be awesome! As well as a plush or two. However, those are also things I'd rather see when the game is much closer to being considered complete. That way developing and ensuring quality merchandise is less likely to pull resources away from the game itself, or give the appearance of a cash grab(as so many companies seem to love to do of late).
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I don't know about more valuable, as their value seems to stem from the craftsmanship itself, and not the condition that the gear itself is in. However, I could see a possibility of rusty gears needing to be cleaned off before they can be used as currency, if for no other reason than to make it a bit more difficult for players to get their hands on early bronze tools. That way you could still earn the tradable gears from selling various goods to the traders over time, or you could get lucky with looting ruins and find a small hoard of gears quickly, but need to clean them off before you can actually use them. I think the clean gears would be useful for more than just currency though. If I recall correctly, there's a recipe or two that utilizes rusty gears instead of temporal gears. The black/gray dyes could still use rusty gears, as dissolving those is what creates the pigment. However, for machinery and delicate gizmos, it's probably a better idea to clean the gears up before you go tinkering with them. I'd actually be inclined to stick to the rusty scraps. The rust probably won't affect monsters that much, but living targets are another story. Wounds left by a rusty weapon are much more likely to become infected--perhaps a small damage over time effect? Then you can have a choice in whether you clean the scraps for a weapon that will last a bit longer, or leave them rusty to cause nastier wounds. I'd also wager that's a mechanic that would probably be more useful in PvP scenarios, however, I could see it being an option for dealing with large predators like bears and wolves.
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Or on the flipside--give them a bonus to ranged damage and accuracy while they're mounted. That would also come with the built-in drawback of needing to wear light armor in order to take full advantage of the bonus. Live out your inner steppe warrior! In regards to bonus mount speed...I'd make the potential penalty that they move a little bit slower unmounted. After all, why walk anywhere when you can ride?
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I love this idea too, although I'm not sure how one would calculate the weight added. Maybe it's just calculated based on how many of the boat's inventory slots are filled? I think we'll probably get this ability, or something very similar, either in the update or in the near future. If I recall correctly, players used to be able to tie ropes to various things but the code was a bit...buggy, leaving it mostly on the backburner for now.
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Darn it, you beat me to it! Hmmmm, I'll have to think on it for a while, but otherwise here are some that come to mind: Oceanic sunfish Paddlefish Sawfish Sturgeon Gar Oarfish Opah Sailfish/swordfish/marlin Amazonian pink dolphin Catfish! Grouper Barreleye Mahi mahi Tuna Herring/sardines/mackerel Whales Now I know some of those aren't fish(dolphins and whales), however they are aquatic creatures and from a medieval context they do count as fish, I think. Beluga, narwhal, and other whales would really help add life to the arctic regions. Edit: Also not a fish, but--spider crabs.
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Additional Astronomical Events besides Eclipses?!
LadyWYT replied to WanderingStoryteller's topic in Suggestions
Shooting stars is definitely something I would expect to see sometime in the future. I also like the idea of being able to find a small chunk of meteoric iron on the ground every once in a while. The other idea I'd throw on the table is constellations, although I'm not sure how this would be calculated with the world generation. It would definitely make for more immersive nighttime navigation though. The main concern I would have is the game's calculation of hemispheres and latitudes potentially throwing things off. However, having latitude, hemisphere, and even seasons affect which constellations can be seen would be awesome. Lunar eclipses would be another candidate to add to the list. There's probably more things that could be potentially added, but they aren't coming to mind at the moment. Also, welcome to the forums! -
It's possible there could be another class or two added to the game, provided that the new addition(s) fit the lore and don't overshadow the classes we have already. After all, what's the point of picking a class if there's a different class that does the same thing, but better? We already have this in the Malefactor and Hunter, although each one handles the concept in a different way. The Malefactor focuses a lot more on foraging and scavenging materials for survival, as well as avoiding combat with an innate boost to stealth. The drawback is that Malefactors have less health overall and are weaker in melee combat, and the positive benefits that the class does have tend to be strong early-game and weaken significantly in the late-game. In contrast, the Hunter is the best at its namesake--hunting animals and reaping the rewards of said hunt. They also do the most ranged damage of any class, and are able to move faster as well, making them better at traversing the world. The drawback to hunters though is that they aren't as effective in melee combat, and they have a slower mining speed while also receiving less ore for their mining efforts. In regards to a class having a bonus against environment temperature...that does sound cool(no pun intended), but in the game's current state only cold temperatures will negatively affect your character. Hot temperatures have no drawbacks--you can wear full fur gear next to a roaring campfire in a tropical jungle and suffer no penalties. As far as starting with no gear, that's essentially how the player starts out currently. The clothes that the player spawns with are in terrible condition, so unless you're in a climate that doesn't get very cold or otherwise find a way to acquire new clothes/repair your old ones, you're likely to have a rough time when winter comes. For my own class suggestion, I posted this idea a while back, since we don't have a dedicated healer/support class at the moment:
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My dissapointment is immeasurable and my day is ruined
LadyWYT replied to Alder's topic in Discussion
Look on the bright side--the helve hammer may not function properly anymore, but you may have discovered a nifty new decorating option by accident! I'm not really sure how one would use this to decorate, but it does look like it might make for a cool switch design. Non-functional, of course, but if it's just for show, it doesn't need to be operational.- 3 replies
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This one actually exists in the game already, though it only works for the stone knife and the stone axe. Using a bone for the handle instead of a stick adds about 20 extra points of durability. Useful in the early game, but not so much later on when you have access to good metal.
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It might be an oversight. If I'm understanding you correctly, it sounds like you're playing on a Macbook rather than a desktop, left the game at the "You Died" screen, and closed the laptop instead of exiting the game and then closing the laptop. As far as I'm aware, the game does not pause on the death screen--only on the escape menu or the handbook, assuming you have it set to pause while the handbook is open. Now why the game kept running after you closed the laptop, I do not know. I play on a desktop(Windows), and I'm not terribly familiar with how Macs operate. If the computer went to sleep though, it seems that most open programs should have been shut down automatically. You might check the settings to make sure it didn't hibernate instead of sleep; I don't know if that's a thing Macs can do, but the difference between the modes is that hibernate essentially lets you return to whatever you were doing upon waking the computer. Sleep mode simply saves power, but you'll have to reopen the programs that you wish to use. In any case, I would make sure that you at least exit to the title screen next time, before closing your computer. I'm guessing that if it's not intended behavior, it'll be fixed sooner or later, but it's better to make sure that you're at a safe stopping point with your programs before closing the computer, in order to avoid potential issues.
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Looks interesting--may end up giving it a try at some point. I'm curious about the iron nugget spawns though, as I'm not sure I'm fully understanding the description on the mod page--do those spawn mainly in caves, if there is a vein of that type nearby? Or is it strictly a tiny chance for the nuggets to spawn on the surface, like surface deposits have? I'm assuming they spawn in caves near associated ore veins, which if I'm correct in that assumption, that's a really cool way to make cave exploration a lot more useful.