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Everything posted by LadyWYT
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Judging by the HUD, the wind seems to be strong enough to power the hammer, and if it was hammering then your windmill should be big enough to power it. The ingot still looks like it's hot enough, judging by the color, but you might check it anyway just to be sure. Otherwise, I might try disconnecting and reconnecting the hammer to the windmill. Sometimes the game derps out a bit and doing that will start things going again. Since you are using mods though, it could be a mod issue, depending on which mods you are using.
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I think it's fine if they fill the same general role; the bigger attraction I think is just the variety(mods like Wildcraft are popular for a reason). Oats could differ as to where they spawn, in that perhaps it's the only available grain aside from flax for that region.
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Honestly, I wouldn't worry too much about it. Writing down login information and storing it somewhere safe is a good way to keep track of things like that, and it's also the reason that pretty much every website has a "Forgot password?" option. Forgetting login information is a fairly common occurrence. As far servers dying or games falling to the wayside, it happens to most everything eventually. For games still in development there's always a risk that they could fail for one reason or another, but that risk is just...part of life in general. Vintage Story is still growing quite well and receiving regular updates that are stuffed to the gills with goodies; I really don't see that changing anytime soon. The game design itself is quite replayable, so even after the game isn't popular, it will likely maintain a base of dedicated players that keep it alive for quite some time after. There are certainly more obscure game titles that have been preserved and are still played. If you're concerned that they may decide to change the rules and just pull game licenses arbitrarily after purchase...sure, there is a risk of that, but that kind of behavior is a good way to get sued and destroy customers' good will completely. Given what I've seen from Anego Studios so far though, they don't seem inclined to behave like that at all.
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How are the story chapters going to be balanced? By whatever metrics the devs deem appropriate for the story they want to tell and the game they wish to make. I highly doubt this. Tier 2 equipment(bronze) is required for Chapter 1, and Tier 3 equipment(iron) is the minimum for Chapter 2, although I would wager it's manageable with bronze/gambeson thanks to the changes that have been implemented. Chapter 3 would likely require steel equipment, which is Tier 4, if it requires tougher equipment at all. Titanium would likely be a requirement beyond steel, and I would more expect to see some sort of Jonas tech power armor, potentially, than pure titanium. I don't think it's a good idea to downgrade the current difficulty to Tier 1. Tier 1 equipment is fine for early game and basic surface survival, but it's not going to hold up at all to the nasties lurking within story locations. You can already change the story location distances at world creation. The option can be found under the World Generation tab. I'll also note that some Chapter 2 locations have already had their distances shortened since their introduction. The distances are also there to help keep the player from discovering things too early and missing pieces of the story, since it's very possible to skip locations and chapters entirely. At least two locations are easily discovered without the map markers as well, and one of those is visible from a couple thousand blocks away, minimum. As for where new locations are placed, the only real answer is wherever the devs wish them to be placed in order to tell the story. I definitely expect more traveling, but perhaps not to the same extent as Chapter 2. Given that Chapter 2 was focused on traveling, it makes sense to include a lot of running around, but I daresay Chapter 3, at least, will tone it down a little as a break. Given that the overall tech level is the late Middle Ages, I don't think we need another tier past steel, unless it's Jonas tech. Steel is a rather solid end game material, and I think it's fine to have fewer but more defined tech levels, than several different ones that just feel like a copy/paste of one another.
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Rust monsters really ought to stay hostile, and not become friendly at all. They aren't exactly mindless beasts, but the mind that is present is not one that can be reasoned with. Regarding mechanical creatures, I think this would be a good late game bit of tech, though I'm not sure how one would acquire it. However...(major spoilers ahead) I can't imagine they wouldn't add horses sooner or later. Horses are a standard farm and transport animal, as well as a favorite animal of many people. And like you said, there's lots of variety. I'd hope to at least see a classic horse as well as a draft horse option, as well as an Akhal Teke coat coloring as a very rare option.
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Welcome to the forums(and the game)! The typical method I use for locating most ores is using the density search mode on the propick to take samples across a wide range of territory. When I find a spot that looks promising for whatever ore I'm looking for, I'll do a few more density searches in that specific area to get an idea of the best digging spot, then sink a shaft straight down with ladders and sample every 12 blocks or so with the propick's node search to see what's actually there. If I don't find any leads in the shaft itself, I'll sometimes dig a few branches outwards and take more node search samples to see if there is any ore that I missed by a hair; if no luck I return to the surface and dig somewhere else. When it comes to picking a spot to dig, you generally want a reading that is Decent or better, but if it's a rare mineral like chromite or otherwise the only lead you have on that mineral, it doesn't hurt to check Poor or Very Poor readings as well, especially for common minerals like tin. Do note that when it comes to tin, you really only need tin bronze to make the pickaxe for the treasure hunter's quest, and even then tin bronze picks can be purchased from other traders so making one isn't a hard requirement. Bismuth bronze and black bronze are options as well, though black bronze isn't very feasible since it's an alloy of gold, silver, and copper. Bismuth bronze is an alloy of bismuth, zinc, and copper, so if you're having trouble locating tin it's a good idea to keep an eye out for those minerals instead. Iron can be a bit harder to track down due to the sheer size of the deposits. I want to say there's some bit in the code that's meant to keep too many iron veins from spawning near each other since each one is so massive, but I'm not 100% sure. In any case, if there's one at your dig site, it will be easy to find, as they are pretty hard to miss. I would say the more important thing to consider here is what kind of iron ore you're looking for. Hematite tends to be the easiest one to find, while magnetite is very hit or miss. I'd recommend checking hematite readings before magnetite readings, unless the rock layers are predominantly andesite, as magnetite is the only iron ore that andesite can host. Limonite I've only found once, and that was purely by accident, so I don't recommend searching for this one specifically unless you have an actual reading on it.
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If you have multiple installations and switch between them, you will need to log in each time you switch even if on the same device. For offline mode, you will still be prompted for a login, and entering the appropriate information will allow you to continue playing as normal despite being offline--no further logins required unless you switch installations or something. The way it works, I think, is that the game stores a copy of your last login and uses that as the check instead if there is no internet connection. As long as you've logged in with an internet connection once on that device, you should be able to play.
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https://mods.vintagestory.at/show/mod/35585 In case someone wants their very own moose mount.
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Definitely agree here. I like the concept that's there, with the glow worms and ruins and stalactites/stalagmites and whatnot, but otherwise...there's not really much reason to go delving at present. Ruins are neat, but also pretty small with similar layouts, and the loot in them is usually pretty underwhelming outside of the odd collectible here and there. Glow worms and whatnot make for cool visuals, but there could be a lot more variety. Limestone caves especially have some spectacular formations, with soda straws, huge columns, delicate stone curtains, and deep pools that contain unusual animals and are seemingly bottomless. Fossils could be rare finds, that the player could carefully excavate for decoration. Likewise, cave art would be a neat find as well; after all, why wouldn't those who were hiding down there etch some of their stories into the surrounding stone, or doodle out of boredom? There could also be the possibly of a very rare cave full of gigantic crystals. When it comes to natural caves, there's also a difference between limestone caves and lava caves. Lava caves tend to be lacking when it comes to rock formations due to how the cave was formed. In this case, I think you could probably just increase the chances of encountering active lava pools deep in the earth, as well as perhaps make sure these caves only occur in lava rocks.
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Coats should display over armor on the character model
LadyWYT replied to williams_482's topic in Suggestions
Like you said, the prime reason players don't bother removing the armor is that light armors like leather and gambeson offer pretty strong benefits for practically no drawbacks. Heat penalties would be a pretty good motivator in that regard. Leather is heavy, and while it can be protective for little cost, it's not really a good idea to cover yourself in leather in hot weather unless you have to. It's a similar case for gambeson too--thick quilted fabric is effective at mitigating damage from incoming attacks, but it's also quite insulating. I'd also throw in helmet overlays as a possible factor to consider. Many of the plate helmets in the game have closed visors or otherwise very limited vision. I think it could be interesting for that to actually affect the player's field of vision while they have a helmet equipped. For helmets with visors, there could be a toggle to open/close the visor, which exchanges some protection for extra visibility and vice versa. Otherwise, the player may need to remove their helmet outside of combat/dangerous areas, or may consider choosing a different helmet option(like scale, chain, or brigandine) to have a better field of vision. I would also note that with this kind of change, the accuracy penalty should be removed from helmets entirely, since the obscured vision is penalty enough. Doing so opens up more armor options for ranged characters, since equipping something like a scale helmet with gambeson body/legs is now more feasible. -
To be fair, it's a little hard to pick out some of the detail there, since a good chunk of Charlemagne's tail is obscured. But my general idea was to sit it there like a mechanical parrot. Plus given that bells are recording devices, it's a prime spot to sit one.
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I would say they really do need to be featured, since they are an intended core challenge. If they aren't featured in the advertising, then people are more likely to buy the game thinking it's just Minecraft but realistic(which is already somewhat of an issue) and then getting a rather rude awakening when that turns out not to be the case. While the entire story and all the lore doesn't need to be explicitly laid out, there does at least need to be enough teased to pique a potential player's interest and give them an idea of what they're getting into. I might be misreading something here, but I don't agree. A complete story rewrite is not only a lot of work, but it changes the entire game pretty dramatically. It could be better, but it could also be worse. I think at best, a change like this will probably confuse and/or upset a lot of players, since the story was one thing one patch and then changed to something completely different the next update. It also sets the precedent of things changing in the game drastically, to the extent it feels nothing like the original game one purchased. From the creative standpoint, I'll also note that one fast way to kill an artist's enthusiasm for their work is to demand they change everything about it. Tyron and Saraty are making the game they want to play, with the story they really want to tell. That's one major reason that Vintage Story is such high quality--the developers love their own game and actually want to play it; they aren't developing it just for a paycheck. For a mod I think dimensions are fine, it's just not something I think should be implemented in the base game outside of very limited scenarios(like a certain story location that already exists). As for putting temporal storms in the sky...they already exist in the sky, since they essentially make the entire present reality unstable for a short time. Without some sort of game focus on flying machines and building in the sky(which is mostly outside the scope of the game focus, in my opinion), there's not really a point other than making it a weather event players can just ignore. Which in itself isn't really ideal given what NPCs say about the storms. One solution I've been mulling over regarding temporal mechanics...to me it's ideal to let them remain a net negative to players in terms of rewards, but the introduction of a status effect system could give the player some extra options/outcomes when dealing with those mechanics. Obviously, it's not a good idea to remain in an unstable area long term, but with enough frequent exposure to instability a player could build up some tolerance and thus stop losing stability at all in slightly unstable areas, as well as be able to remain in more unstable areas(like the underground) for much longer. Keeping predominantly to stable areas though might mean the loss of a such a trait. Fighting through temporal storms and killing the unique monsters could yield a bonus to damage against that monster type for the next several days. I was thinking that too. It could probably be coded as an emote, and then be used to get the attention of friends in multiplayer as well. Regarding noisemakers, I think strings of bones and whatnot would be interesting too. They serve as macabre decorations, sure, and the sight might only server to deter human players. However, decoration isn't the main intent here--the idea is that such fixtures will rattle around when disturbed by monsters or other creatures large enough to disturb them, and thus alert the player to potential danger. Skyrim utilizes these things in several places--while they serve as spooky decoration, they will make noise if the player disturbs them and alert nearby enemies if the player's sneak skill isn't high enough. Hence why I think the best way to solve the problem is to just make sure that the temporal mechanics are as moddable as possible, and let players invent their own solutions. That way pretty much all the suggestions can implemented, so most everyone can have what they want without changing the entire game for everyone else. In fairness, there have been enough complaints about the mechanics that I wouldn't be surprised if they do get some changes later. However, I think the systems we have right now are overall very solid, and changes that are implemented should be pretty small. A few tweaks here and there, ideally tweaks that encourage more players to try playing with the mechanics enabled rather than turn the mechanics off. Most suggestions in general though I tend to be against/highly skeptical of, because the changes being suggested are pretty drastic or otherwise change the current workings a little too much.
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Make sure you test your modlist before committing to a world as well. I will note that Expanded Foods is technically still in a development version for 1.21 and not a fully stable release, so it's more likely to have some lurking issues. Doesn't mean you can't use it, but it's something to be aware before you commit to a modlist.
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The problem with temporal mechanics is that you can't just up and delete them for everyone without rewriting the entire main story. Love them or hate them, temporal storms are directly featured in the game's description and trailer, as well as mentioned directly by some NPCs. Temporal stability is similar, in that it's featured prominently enough in the advertising and the lore that it can't really just be removed with no rewrites or repercussions. Obviously, this mechanics aren't everyone's cup of tea, hence why there are options to turn them off or modify them a bit, but those are choices the player makes for themselves as needed. Temporal storms were caused by a certain catastrophic events in the past. This is a prime example of where the entire story would need to be rewritten to accommodate a change like this. If the storms are triggered by something the player does themselves, then the player, by all rights, shouldn't be a seraph and the Old World shouldn't have collapsed as it did. Making the Rust World like the Minecraft's Nether or End is a pretty bad idea. Part of the reason the Rust is so intriguing is that we know practically nothing about it; the mystery keeps it interesting. If it becomes a place the player can just regularly visit and interact with directly, then the mystery is lost and it's just another resource-farming spot like the Nether is to Minecraft. Go in, strip it of whatever you need, and then leave. At this point, it's just a worse version of turning the mechanic off. Players would essentially need to sabotage themselves by eating spoiled food, letting themselves freeze, etc. just to feel any kind of negative effect. The better solution here is to just separate surface stability from underground stability and let players toggle each independently of the other. In this case you run into story problems with NPCs, since most don't have technology to deal with rifts at all. Yes, they have guards and fortifications, but the general idea is that those are in place for when rift activity is actually taking place, or a temporal storm is occurring. Permanent rifts that constantly leak monsters would, realistically, grind down whatever defenses are there and overrun the settlement, simply by attrition. I also don't think it's going to be fun for most players either to have permanent rifts pumping out monsters wherever they go. I think at best, more players will be encouraged to just turn rifts off rather than deal with them, if there's no chance of safety until the late game. As for an early game mechanic to close rifts...I'm not sure how the player is supposed to manage that with early game tools, without rendering rift wards essentially useless due to cost/effect ratio. This is really the only section I agree with. The predators do need to be dangerous, but the player should have a few more options of dealing with them than they currently have. Traps are rather obvious, and making lots of noise/climbing vines have practical uses outside of just surviving a predator encounter. Noisemakers could be used to distract enemies, in the event you can toss a firework or something into the bushes, as well as be used to attract attention from certain enemies as well. Want the Blackguard to actually operate as a tank? Give them a warhorn or something to toot occasionally and make monsters prioritize them as a target. When it comes to climbing vines, that opens up some interesting possibilities for exploration and set design. Climb up in the trees to get a look around, or scale the nearby cliffs or overgrown ruins thanks to nature's ladders! Temporal mechanics I've harped on a LOT over the course of my time on the forums, so I'm not really keen on restating everything I've already stated multiple times. In general, I think it's just a very divisive mechanic and it doesn't really matter what changes are implemented, several players are going to hate it. If changes are implemented, those changes shouldn't come at the expense of the story the devs want to tell or the intended experience they wish to curate either. Likewise, changes that happen shouldn't just copy successful mechanics from other games, as what works in one game doesn't necessarily work in another due to differences in story and gameplay focuses. Overall, I think the best longterm solution is to just make sure that all temporal mechanics are easily moddable, as to my knowledge those are areas of the game that are very difficult to mod. By making those mechanics easier to mod, then players will have the best selection of choices possible since they can make pretty much whatever they want. More in-game options would also be good, however, in-game options are fairly limited when it comes to mechanics like this. Such options usually equate to turning things on/off, or otherwise adjusting values like frequency, damage percentages, health pools, etc. The core experience still remains the same. TL; DR: The entire story and lore shouldn't need to be rewritten to implement a change. Players should be able to break the lore if they want, but lore-breaking that happens should be by the player's own individual choice.
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Check Tobias's shoulder.
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Red X when trying to shoot a bow or throw a spear
LadyWYT replied to DjPenguiNinja's topic in Questions
I don't think Combat Overhaul changes animations, just how the vanilla game accounts for combat. Thus the ranged attack animations remain the same, but the process of aiming is different. -
Scale with damage the falx 25% chance of drop per hit
LadyWYT replied to devel's topic in Suggestions
Welcome to the forums! I would prefer increasing the loot chance per hit as the material quality improves, not give incentive for the player to remain in the copper age. Some copper tools still have a place in the late game, but weapons and armor are not something the player should stagnate progress on. I'd rather just have looted corpses disappear, maybe even to the point of having enemies die immediately if they are still living but have no more loot to drop. That way the player knows which corpses still have loot to potentially collect, while having the nice little bonus of one-shotting the occasional enemy. Higher health enemies could probably die more easily too, but given that many of them have more than one piece of loot it's a lot more unlikely. -
I like this idea too, but I think it should probably have a toggle in the settings somewhere. It's the kind of thing that could easily get out of hand in multiplayer.
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Prior to 1.20, drifters were the only monster that the player would regularly encounter, given that mechanical monsters are primarily confined to the underground. Drifters, while still dangerous, aren't particularly hard to fight, and it was quite possible to skip armor entirely and just run around throwing flint spears and bandaging as needed(there was no delay on bandaging either). The introduction of shivers meant there was now something fast enough to catch the player, and the bowtorn filled the role of dangerous ranged opponent. Any of the monsters by themselves are still easy to deal with, but when combined together they can make for a pretty tough challenge since the player will need to strategize a little.
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Wildcraft is definitely one to consider since it will add arctic fruits like crowberries and bearberries. The trees module will add firs and whatnot, as well as cane twigs for crafting handbaskets and things. Do keep in mind that Wildcraft mods require Herbarium to work, and may be a little demanding on performance given the amount of stuff added. https://mods.vintagestory.at/wildcraftfruit https://mods.vintagestory.at/wildcrafttree https://mods.vintagestory.at/herbarium Ancient Tools would be useful given that it adds Native American tanning methods and other useful things. https://mods.vintagestory.at/ancienttools You'll probably also want a mod that allows pemmican making. I prefer Expanded Foods myself, as it adds a lot of stuff other than pemmican and bone broth, but that may be a bit much so you may want to opt for a simpler food option. Primitive Survival is an obvious choice just for the fishing and smoker. You may want to turn off Cthulu though. https://mods.vintagestory.at/primitivesurvival
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Red X when trying to shoot a bow or throw a spear
LadyWYT replied to DjPenguiNinja's topic in Questions
Welcome to the forums! This mod is almost certainly the culprit, as to my knowledge it changes almost everything about combat quite drastically, including the aiming system. I have not played with Combat Overhaul, but I think that the red X is where your shot will actually go. In vanilla, the crosshair remains stationary but the shot itself can be slightly adjacent to where it's pointing(shot drift). Essentially, Combat Overhaul's changes to ranged combat try to take all the guesswork out of the equation. -
I mean, it wasn't caused by lightning but...it could always be worse. I'm pretty sure most everyone has burned something down by accident in Vintage Story at least once.
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But how am I supposed to play chicken roulette if they have a roof over their heads? For future reference though, you don't necessarily need a roof. A lightning rod stuck on a tall structure somewhere nearby will suffice.
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Kind of? I think the animations are the same, but the timing is different. You can swing some tools, like hammers, axes, and pickaxes, much faster than the animation that plays.