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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. I don't think it really makes sense to change the falx based on the material it's made from. All the falxs have metal blades, and the only real difference aside from color, is that steel falxs can be embellished with gold or silver to make them fancy. Spears, on the other hand, can have the point made from metal or stone, and there's quite a difference between how those materials look. Thus it makes more sense to have stone spears look rather crude, with metal spears becoming much more refined in the design. Armor is already similar to spears, in that copper and bronze armor utilizes more archaic designs, especially when it comes to lamellar and the plate versions. That being said, I'd like to see iron and steel tier lamellars, both for consistency, as well as an armor type that provides more protection against weapons like bows and crossbows, as that's kinda why such armor caught on in certain areas. That, and it's just a different style. In order to do that though, the combat system would need some tweaking, which may or may not happen in a fashion to support that kind of mechanic. As far as just having more detailed armor, and ways to make armor and weapons fancier(like the ornate weapons and gold/silver falx), that I would like to see. Even if it's purely cosmetic changes, it would be fun to have some ways to customize armor and weapons and thus show off your gear to your friends.
  2. I'm guessing it's due to the fact that the bushes for said berries aren't yet in the game. They'll likely be added when the berry bushes are reworked.
  3. Not only that, but the player can easily cover the distance on foot in roughly the same amount of time as the elk(a couple of days). It'll just be more expensive due to the food cost from sprinting, as well as less convenient since there will be no elk to carry supplies or auto-climb difficult terrain, and no curb bit to take advantage of for easy travel.
  4. Welcome to the forums! Did you move the mods to the appropriate folder on the new computer as well, or otherwise download them fresh to the appropriate spot? If only the saves are in the correct place, but not the mods, then the saved game won't be able to access what it needs, resulting in the question mark blocks and whatnot(basically just loading the world without the mods). I would double-check that the mods are in the correct folder. Unfortunately, if the world has already been loaded without the mods, it may be too late to salvage without a backup to restore the world from. You could try re-enabling the mods and see if that resolves the issue with the missing blocks, but otherwise you may need to start over fresh.
  5. This is why I pretty much only use meteoric iron for decoration, and not stuff that will actually break or otherwise need repair. It is durable stuff, and the meteors aren't too hard to find, provided that one knows what to look for. However, the meteors are still pretty rare, and don't offer much ore per meteor either. A large iron vein is more preferable, since while such veins can be tricky to find sometimes, finding one will keep me(and my friend, when playing multiplayer) supplied for quite a while before needing to find more ore, even moreso when all that ore is refined into steel.
  6. The second option is already a request that comes up pretty often, and also one that I would expect to be added to the game sooner or later. The first option though...I would have thought the map files would already be deleted if the associated world was deleted as well. If that's not the case that would be a very good change to make.
  7. Another thing I forgot to mention--the devs also gave players the ability to tune the distance of story locations themselves in the World Generation tab at world creation. The distances can be made much longer or much shorter than default. Likewise, the default distances themselves have been adjusted for a couple of the Chapter 2 locations.
  8. The fights are similar, however, the Ender Dragon involves lingering damage effects, can heal itself as long as crystals are remaining, and isn't likely to kill the player via fall damage unless the player happens to get knocked of a ladder/nerdpole. The second VS boss is more dangerous since it's more likely to knock the player off the tower. It can fire shots at the player, which are a hazard, but that hazard can be fired back at the boss, meaning the player doesn't have to worry about ammunition. The player can also dodge every attack from the boss and thus take no damage at all, thanks to the timeswitch mechanic for that area. The boss fight has also been retuned so that the boss circles the tower more consistently(which makes it easier for the player to shoot), as well as have more time in between each attack cycle so that the player has more time to fire shots and dodge the incoming attacks. In the earlier stages of 1.20's development, the boss had a much more hectic flight pattern, and much less time between each attack, which left players scrambling for cover while trying to fire shots at the same time--really not a good combination. It was also possible to cheese the fight by hiding in the stairwell leading to the tower roof, which let players fire from cover or even hit the boss in melee without getting knocked off the roof. https://wiki.vintagestory.at/Mount#Steering https://wiki.vintagestory.at/Bridle/draft Using the curb bit will let players tap the W key to start moving forward. There's no need to hold down the button for traveling, provided the appropriate bridle is being used.
  9. I like Chapter 2 and it's much improved over what it first was. I do agree though that parkour isn't for everyone. It would have been nice to have a way to skip the tougher parkour, in return for spending a fair amount of time and resources to do so. That would also give some extra replay value to the location. Maybe. Or they could be dying a lot and just prefer a really tough game. My guess is that based on how Standard is balanced, they're aiming for something tough, but fair. Exploration is a bit too easy for realistic survival, while Wilderness Survival is harder than what most players will probably enjoy.
  10. You didn't aim the question at me but I did find this in the FAQ: https://www.vintagestory.at/faq.html/
  11. Welcome to the forums and the game! The main focus of the game is the late Middle Ages and associated technology, with perhaps some very early steampower options and appropriate steampunk-style tech as late game options. https://www.vintagestory.at/roadmap.html/ Small, very simple trains I could maybe see happening, as well as some sort of primitive steam engine. I don't really expect factories though, as that's pushing outside the scope of medieval technology. Automation is mainly there to make certain processes less tedious for the player, such as how the helve hammer makes working blooms and forging plates a breeze. Full automation though, like Minecraft contraptions, don't really fit the game.
  12. No, rather the two go hand in hand. If I don't like the mechanics, I'm not going to bother with the game even if I like the lore. If I like the look of the mechanics, but don't like the setting/lore, I'm also not going to bother. For example, I enjoy the lore of Divinity: Original Sin, but ended up hating the sequel mostly due to the awful mechanics. Valheim is a similar example, in that the lore was interesting but I just don't like the mechanics enough to stay invested in the game. I like the mechanics of Fallout: New Vegas, but otherwise don't really like the game since the setting and lore just aren't that interesting to me. Edit: When it comes to Vintage Story, I enjoy both the lore and mechanics, thus it's a game I frequently play.
  13. I'd be okay with this kind of change. It'd be even less hassle than trying to carry a fresh tool into the field for when the old one inevitably breaks. I think it's also a more immersive way to go about repairing a tool as well. Better to break the old down and forge anew, than to try to patch together something that's wearing out.
  14. One important thing I do want to note here is that spears in previous versions can also be thrown much faster than the current 1.22-pre. In 1.22-pre, the action of throwing a spear is a much more deliberate choice, and it seems a lot more important to make sure that the shot has had time to properly charge so that it actually goes where you throw it/has enough power to actually damage(that is, I'm not sure that I missed the target as much as the shot might not have had enough power behind it). Given my above comment, I would say it's probably not just hunting. The fast rate of fire for spears in previous versions makes it pretty easy to just chain the shots together and kite enemies around. With the longer wind-up time in 1.22-pre, spears still remain pretty strong for hunting, but when it comes to combat in general they're more of the following: That is, it's a good general purpose weapon for puttering around on the surface, poking at targets from a safer range, or softening a target up a bit before finishing it off in melee. But it's not so good that it's going to be the default weapon of choice for every single class in most every circumstance. While I do think the current damage is fine, I also think it wouldn't hurt to bump the base damage up just a little, though the base damage shouldn't be as strong as before unless the player puts in the effort to temper and quench the spearpoint.
  15. I like the idea, but I do agree with @williams_482, a featureless rectangle that vaguely resembles a meat product is rather gross, if not downright unsettling. I'd rather see the meat left as-is for generic cuts, with some special drops available from larger creatures. By special drops I mean like a rack of ribs, or a tenderloin, or the classic ham shank style of meat that you could cut into several generic cuts with the bone leftover(before or after cooking). Basically this, minus needing to really butcher it. Think just butchering the creature as normal in the game, but getting a variety of convenient premade cuts like t-bones and whatnot, as if it's the grocery store.
  16. Maybe some day, but I mean...that's basically why I haven't bothered with that mod. I've already tried Gourmand, which did similar, and while it was fun to play around with, in the end I found more frustrating trying to maintain the buffs than actual fun. Novelty I expect would be very similar, decently fun, but ultimately more of a thorn in the side by putting too much focus on food choices. I already eat a good variety of food in the game just because I don't like to eat the same thing all the time. However...there's also just some foods I really like, for whatever reason, so I'd rather not be pushed to choose between eating what I actually want to be eating, and needing to eat something I don't want to eat just to maintain a buff. Basically, if I want to use blueberry pie exclusively to satisfy that fruit nutrition for a while, let me.
  17. Well you didn't ask me but I'm going to answer anyway. DayZ is a zombie survival game that, to my knowledge, is exclusively multiplayer. Arma 3 is an FPS that also, to my knowledge, is mostly multiplayer. I don't like zombie games and I'm not really a fan of FPS. I don't play a lot of multiplayer games these days since when I am playing multiplayer, I prefer to play with people I already know, or that are friends with people I already know. Vintage Story does have some horror elements, but the primary focus is just fairly realistic survival in a fairly realistic world, with a cool little story and some steampunk horror elements that remain in the background. There's plenty of room for building neat stuff and just having fun exploring the world, or doing whatever else I care to do. Both DayZ and Arma though have pretty singular focuses.
  18. I've not tried out Smithing Plus, but I used XSkills a lot back in the day for similar reasons. Metal was expensive, and recycling the material was an interesting prospect. Except, having a broken tool take up an inventory slot is a bit annoying, since then you have to stop what you're doing and go home to retrieve a new tool if you didn't already have a new tool with you in order to keep working. Basically, just a net loss of an inventory slot, and making tasks take longer overall due to the back-and-forth nature of it all. Yes, it's probably possible to just repair the tool before it actually breaks, but that in itself can feel wasteful if there was still durability to be used before it really needed repair. There was also the problem with steel; steel bits couldn't be recycled, since there's nothing in the game currently hot enough to smelt steel. Overall, I agree, the vanilla system isn't the most realistic thing, but the balancing works when it comes to videogame logic. When a tool breaks, that's an inventory slot freed up. If a tool is about to break, it's easy enough to bring another one with you so you can keep working instead of needing to go home. It also makes sense that the player will need to actually seek out more raw ore from time to time, instead of essentially just find a single deposit and never needing to find more for the rest of the game, especially on long-lived worlds. The new tempering system should give players even more control over how long their tools last, depending on how they decide to work the metal when forging.
  19. Nope, but like I said, it's crazy enough to be true. Just quoting here because it's convenient, and a sensible post to quote. But I do want to point out that Tyron and Saraty are the original creators, and building the game they want to play themselves. That doesn't mean they won't add options where they deem appropriate for others who might not want to play the same way, but the options they add are going to be what they feel is appropriate to maintain their creative vision. That's also why the game is as solid as it is; they're building their dream game, and not just throwing together a bunch of popular tropes and shiny visuals as a quick cash grab. The moment that passion is lost though is the moment the game starts to decline.
  20. I've thought about trying it, but not really keen on that level of gore, even if the mod itself isn't particularly grisly. Much easier to just turn off the eldritch stuff in Primitive Survival and take advantage of all the other goodies the mod has to offer.
  21. I actually disagree with this one. Sleeping to pass the night is perfectly fine, as long as you have some breakfast to eat since sleeping will burn energy. It is true that the player character doesn't need to sleep(at least, not at the time of this writing), but it's much easier to work in the daytime and safer as well since monsters are more likely to spawn at night. The more important thing to note here, I think, is that beds do not set the player's spawn point--a temporal gear is required for resetting one's spawn point, and even then the number of respawns are limited. Thus it's better to settle somewhere within convenient travel distance of spawn, if one is prone to accidents. A couple more things to note is that the number of respawns per temporal gear can be changed in the world creation settings, as can many other things like hunger rate, tool durability, player health, etc. It's even possible to set a grace timer for when monsters start to appear, as well as keeping inventory on death. While I do recommend playing the game on the Standard default settings first, it's not a bad idea to adjust the settings to be a little easier when needed when one is first learning the game. The difficulty can always be turned back up later once the player is more experienced, and most settings can also be adjusted after world creation via console command and reloading the world for the changes to take effect.
  22. Interesting idea, but I'm not sure that it would really add to the immersion. Some plants don't do well in the shade. Grain crops are planted in large fields so shade isn't realistic. Onions and cabbage really need full sun. Turnips, parsnips, and carrots prefer full sun but can do okay in partial shade. Sunflowers need full sun, as do the tropical crops although pineapple can tolerate some partial shade. It would also start begging the question...if you can get away with planting crops deep in the forest and disregard the need for sunlight, then why can't you farm underground by default? Thus I don't think it's a desirable change. I will note though, that it's already possible to protect heat-sensitive crops in the game by planting them at higher altitudes during the warm seasons.
  23. @Maelstrom I'd believe it, given some hunting stories that I've heard. To be fair, hunting stories are similar to fishing stories, but there's often a nugget of truth in the mix somewhere. I've also heard that pronghorn antelope can run for quite a while despite being mortally wounded.
  24. I actually disagree, to an extent. The fun of variety, in my opinion, is just having all the options. There doesn't really need to be mechanics tied to every bit of it to justify its existence. I tried a mod similar to Novelty in Minecraft quite some time ago, as I had the same idea--give some buffs to a varied diet, to give a reason to actually eat something different. And it was fun for a little while...until I figured out that now it really wasn't possible to just eat whatever I wanted to eat in the game, without getting penalized for the choice. Thus the whole process becomes just an exercise in min-maxing, figuring out which food has exactly the right nutrients next in order to maintain all the buffs without triggering any debuffs. Maybe with the low variety that vanilla Minecraft offered for food, it would have been better, but that mod just really did not pair well at all with mods like Pam's Harvestcraft, which adds a TON of options. Thus I think the simple nutrition system we have for vanilla VS is just fine. It encourages the player to add a bit of variety every now and then, instead of surviving exclusively on steak or whatever(like Minecraft). But it's not so complex that the player can't just stick to a handful of specific foods if that's how they enjoy playing. Basically, if a player wants to survive on redmeat-turnip stew and cranberry pie, I think that's fine. Most players will probably take advantage of the variety of options, just for the sake of variety, which is also fine.
  25. To my knowledge, that is their "home", as it were. They'll find various spots to lie down and sleep, or that otherwise serve as shelter from the weather and predators. I would even say that's just standard creature behavior. Even livestock will have their favorite spots out in the pasture to hang out for shelter. This part I'm not so sure about, but I think the creature's first instinct is going to be to RUN if it has that option, and once it's escaped it's probably going to try to hang around in known safe areas if it's wounded. So making a beeline to a known safe spot isn't entirely out of the question. I would say the current hunting is okay for the current state of the game. It's not incredibly realistic nor is it particularly in-depth, but there's enough there to make it a bit interesting without making it incredibly overpowered. By the latter I mean that the player can't just hunt one large creature and be set for months when it comes to food, nor is hunting so strong that livestock becomes entirely unappealing. That being said, I do agree that it could be better, since just tailing a target for a couple of minutes as you whittle it down with spears/arrows isn't exactly the most interesting thing to do. I don't think we'll see too much change to hunting though until the implementation of a status effect system, as there's just so many suggestions about improving hunting that fall into that category. One thing I would definitely like to see though...more hunting trophies! I want to be able to hang the specific creature pelts on the walls, or use them as rugs, or have taxidermied creatures to decorate with in addition to the antlers and horns. The new fish trophies and unique fox/raccoon/bear pelts are a welcome step in that direction.
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