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LadyWYT

Vintarian
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Everything posted by LadyWYT

  1. I don't think they're intending to use Hytale assets in the first place, at least in Anego's case, aside from hiring former Hytale staff. As for those trying to salvage Hytale...if they can't get the rights back from Riot, their only real option is starting over and building something similar to Hytale but different enough to avoid getting sued. Which I mean...is very doable, if they can acquire and manage the resources needed. I do agree though, it sounds like bad news. Honestly, I would be surprised if Riot let the rights to Hytale go without someone offering a very lucrative deal, given how much potential the game concept has for both popularity and monetization.
  2. Weird. I don't know that there's a good answer to your problem, other than check other parts of your base to see if the issue is just in a specific piece, which can happen in parts that are on chunk borders. Otherwise, you may consider relocating(or just building a hangout spot in a stable area to recover), or starting a new world.
  3. This is probably the case, although fishing actually feels a bit more worth it now, if there are plenty of fish nearby. It used to be that half the time fish would drop no meat; now they seem to drop at least one piece of meat most of the time, sometimes two but rarely none. The drawback is that the satiety points of fish meat has been reduced. I'm not 100% sure, but I think fish stew might be bugged, since it didn't provide much satiety as other meat stews prior to 1.21, but now seems to offer satiety on par with the other meat stews.
  4. Any mods/playing with a release candidate? Only thing I can think of is a mod issue or some strange bug with an unstable release.
  5. https://github.com/anegostudios/VintageStory-Issues/issues/6636
  6. I tend to rely on prospecting more than caving, as ore veins in VS don't generate like they do in the other block game. That's not to say that what the prospecting pick says is there, is actually there, but more often than not there's at least some kind of useful ore present when I dig. I would opt for the pro-pick over caving, just because it's less risk and offers a better idea of good places to dig.
  7. It's an issue that's been plaguing the release candidates, and seems to have resurfaced in rc5. There's already a bug report over on github.
  8. Welcome to the forums! What is the teal gear doing when you're actually in your house? Chunks in Vintage Story don't quite operate like Minecraft chunks, in that what the chunk boundaries and properties don't go from bedrock to world height. Chunks in Vintage Story are more just cubic areas stacked on each other, which is how the underground is so unstable while the surface is relatively safe. I'm guessing what you've encountered here is a stable chunk on the surface, with unstable chunks underneath it, which is why your house can be perfectly fine and stable but the caves underneath it not so much.
  9. https://mods.vintagestory.at/woodfortifications Otherwise, I agree, it would be nice to have palisades as an option for building.
  10. In all fairness, reading the bug reports is its own brand of entertaining.
  11. You don't need to stand still to bandage; you can still apply bandages while walking or even running around. What you don't want to do is jump, fall, or otherwise get launched off your feet, as this will reset the bandaging timer unless you were almost done applying the current bandage.
  12. Technically the character never swings with the BG blade, but stabs with it. Joke's aside, a fair point about DPS though. Kind of. The recurve bow is more accurate and does a tad bit more damage than the longbow, but also has lower durability and requires slightly better materials in the crafting(leather instead of pelt). Not that leather is difficult to come by, or that lower durability is really that much of a drawback, but anyway...
  13. You're thinking of Homo Sapiens. Wilderness Survival puts the difficulty on steroids by disabling the map, giving the player a smaller health pool, making creatures do more damage, enabling cave-ins, etc. Normally, you'd respawn somewhere within a 4-5000 block radius of world spawn if you die, but if you've only got the one life, that's not going to be a factor. You could probably shrink the time between temporal storms as well, if you really want to lean into horrific difficulty. Otherwise, I wasn't being terribly serious in my initial post, other than mentioning a particular brand of hardcore settings. In all seriousness, I don't see a mode like this getting added to the game, outside of mods.
  14. Sounds like you're looking for @Thorfinn mode. I recommend setting the difficulty to Wilderness Survival and limiting yourself to one life only. The game is still able to be completed, but the threats will feel far more dangerous than they might normally. Good luck!
  15. It's getting there. I don't know if you saw the patch notes for 1.21, but healing's been changed rather significantly. Bandage application and the resulting healing is no longer instant, and can be interrupted under certain circumstances. Doesn't exactly prevent a player from using bandages to mitigate negatives from going hungry or falling too far, but it might at least make them think twice before doing something that will result in unnecessary damage.
  16. I've never played that game, so I can't say that I understand the reference, but to speak from my experience with modded Skyrim... I did actually mod my Skyrim install to have this level of difficulty regarding diseases and injuries. While I do enjoy it, I would be lying if I said it wasn't incredibly frustrating to deal with, especially in the early game. Having the challenge of dealing with injuries sounds fun, in theory, until you get mauled by a bear and have to spend the next several days in game doing nothing but resting in bed. Granted, one learns to be very careful rather quickly, but given how easily accidents happen...not something I would recommend for baseline game.
  17. Now this I can 100% get behind, since I'm really not a fan of the falx design. I can appreciate that it's different, and it's a weapon specialized for battling the unnatural, but it's just not the same as the classic European sword style. There is some precedent for more weapon types, given the ruined weapons you can collect, but I'm not sure that we'll ever see proper functional versions added to the game. Typically, I just find a weapon mod I like and use that to solve the issue.
  18. Eh, I'd somewhat disagree. Any class can craft a sword, but it makes sense that only Blackguards will have the knowledge required to craft Blackguard equipment, given that said equipment is specialized(statwise it's better than its iron counterparts). Likewise, something like the recurve bow one could argue requires a Hunter's expertise, since it technically requires more sophisticated composite construction that simpler bows like the longbow do not(and this is where the case could be made for the crude bow/arrows to be available for all classes). Sewing kits are a little harder to argue, but making high quality thread and needles for that kind of fancy clothing and repair efficiency probably also requires specialized knowledge that the Tailor would have. I think though, that if you're going to take away the class-exclusive recipes and make them available to everyone to craft, then you'd need to change the traits accordingly. Either remove all the crafting traits, or change them to boost their respective classes further in an appropriate fashion. The former isn't great, because it's taking away some class flavor without anything in return. The latter, however, is risky, given you could end up making some classes too strong of pick, or otherwise have Commoner overshadowed by everything else. As it stands currently, the classes are fairly balanced, and the class-exclusive recipe issue is easily solved by just setting that rule to "false" in the world config. The only exception to the rule is the tuning spear's locust taming ability--you will need to be a Clockmaker to tame locusts since the ability is tied to the class itself, and not just the item.
  19. Yes and no. Bleed mechanic: https://mods.vintagestory.at/bloodystory Disease: https://mods.vintagestory.at/show/mod/11954 I have tried both. The bleeding mechanic felt too punishing in combat and required much more micromanagement than normal, so while it might be "realistic" it wasn't fun. For diseases, it was a neat idea in theory, but I found that if one is playing the game even remotely competently at all...disease will never be an issue. The only disease that proved to be an actual problem was the common cold(which was overtuned), as there was essentially no way to avoid catching it, one could catch it constantly, and there was no real way to heal it quickly either. I agree that the idea is well-outlined, and it would make a good mod. I don't think it's a good idea for the base game though, as it would make pretty much every aspect more punishing, especially for new players. I also see some logic issues in the mod itself, like the stomach ulcers, in that...the player needs to eat to survive, and if they take damage every time they eat, how exactly are they supposed to recover? Likewise, malnutrition is already covered in the game, in that if you don't eat a balanced diet you will miss some health bonuses. Additionally, the game already punishes starving by killing the player. Another issue is while treatments for the conditions have been listed, ingredients for those treatments aren't always available. Getting your adventures cut short because you have to find medicine, or getting penalties that you can't fix in the early game simply because you got unlucky isn't exactly fun. Some of the ideas I could see getting added to the game, like broken bones, if a temporary trait system is ever actually added(it's been floated by the devs a time or two). In that case, it could be a penalty that has a clear cause(too much fall damage, suffering a hit from a large creature), with a clear solution(splints, rest), as well as being a relatively uncommon occurrence so it doesn't impede gameplay too much. In other words, it's fine to have challenges, but the challenges shouldn't be so difficult that the player has to spend most of their time micro-managing everything to deal with penalties instead of just playing the game.
  20. Welcome to the forums! Rift activity is a bit random; it can change multiple times in a single day, or go for several days without changing at all. I'm not sure that you can change the rift activity itself, but you can turn the rifts off by using the command /worldconfig temporalRifts off Otherwise, if you keep the rifts enabled, I would just keep an eye on the activity, as it should eventually change and you've probably just gotten an unlucky run of a lot of Medium activity. However, if it still doesn't change, then I would consider submitting a bug report.
  21. This is the way. As @Fyrnos noted, most of Vintage Story's gameplay loops require some downtime, so it's a good idea to plan ahead when possible and complete certain things ahead of time(like starting a charcoal pit before you actually need charcoal in quantity), or otherwise find something else to work on while waiting for certain steps to complete. That being said, you could try checking the database for mods that speed or simplify the gameplay loops you find a little too tedious, or try making your own mod if you can't find what you're looking for. Vintage Story was built with modding in mind, so it's fairly easy to jump right in even if you don't have a lot of coding experience.
  22. Welcome to the forums! You should be able to turn off the chat appearing whenever there's a new message by ticking the Autoshow Chat option off in the Interface tab of Settings. If it's General Chat specifically that's giving you grief, you could also try this mod: https://mods.vintagestory.at/nogenchat Damage and healing data goes into its own tab...I forget what it's called, but it's the one in the middle, and if you need that data you would need to be able to view that tab. Likewise, the Info tab displays all of the readouts when you're using the prospecting pick to find ore, so that's important information to have as well. As for the General tab...that one is especially important if you are playing with lore and temporal mechanics enabled, as that is the tab that displays temporal storm warnings. If you disable that tab entirely, or otherwise keep it from appearing when there's a new message, you'll miss the warning entirely unless you have a mod like Salty's Temporal Symphony installed. Aside from that, General is also used for console commands and related information regarding the commands, so if you're needing to use commands at all you'll want access to the General tab.
  23. I don't know about a mod, but you can change various things about the weather by using a command: https://wiki.vintagestory.at/List_of_server_commands/weather Looks like you can also toggle the pattern changes off. In any case, I'd wager that whenever you actually need to use your power train, just set the wind pattern to something sufficiently strong and let it rip.
  24. Just for the record, there actually are a couple of weather events that your character will react to. Very strong winds in a snowstorm or a dry environment like a desert will cause your character to shield their face with an arm if they are facing into the wind. In a hailstorm, you will also take damage if the hail is large enough.
  25. In the case of XSkills, while it is a nice mod in terms of character progression, it also somewhat turns the gameplay into more of an MMO due to how ridiculously good certain talents are. Me and a friend have played with it a time or two on our server, and the other drawback we've found, aside from certain talents overshadowing others, is that it makes it rather easy for players who don't play as much as others to fall behind. It's still a fun mod, but it does change the flavor of the game significantly. For the vanilla game itself, class choice shouldn't be more complicated other than...how do you prefer to play? A Hunter might get a penalty to mining, but it doesn't mean that you can't send a hunter out to go collect ore--at worst you might miss getting a couple pieces of ore and that's it. Likewise, if a Hunter isn't available to go harvest animals, there's nothing preventing a different class from doing the job instead. They might need to hunt a few extra creatures, but they're capable.
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