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Everything posted by LadyWYT
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YES! Wildlife is actually going to be dangerous again! This makes me very happy.
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I would it depends on your personal playstyle preferences, and what kind of settings/mods you're running to alter the game experience from the defaults, especially if you're running mods like Combat Overhaul, which significantly alter the game. In such cases, advice that applies to the game on standard settings may not be very useful. Generally speaking, bronze is quite useful in the mid-game, but quickly gets replaced by iron once the player has found an iron vein and processed a few ingots. In the late game, bronze can still have some limited applications in expendable tools like shears, axes, and shovels or crafting materials such as nails, but iron/steel will be outright better in most cases. Iron supply isn't much of a concern due to how massive iron veins are. For the mid-game, many veteran players will do the bare minimum needed with bronze to acquire and work iron--10 ingots(pick + anvil), though many players will add a few extra tools/weapons into the mix as well. Personally, I've found that making a set of bronze lamellar is quite useful as well, since doing so allows the player to confront dangerous wildlife, basic caves, and lighter temporal storms with relative safety, and the armor is easily repaired. Gambeson is better, yes, but the player will probably want to save their first flax harvest for windmills and other things. Keeping in mind that tin, bismuth, and zinc are all common ores and relatively easy to find, so while it's ideal to dig at Decent or higher readings it's often worth digging at worse readings as well. The percentage numbers I tend to just ignore, unless I'm trying to pinpoint the best digging spot. Do keep in mind though that as long as lore content is enabled, trading for those ores is also an option, since Commodities traders will often sell nuggets of those ores at reasonable prices. As for the time it takes to find the stuff...prospecting is something the player can easily do while out exploring, foraging, or hunting. The map can be studied during "down time"(like at night or during a storm) to figure out where to dig. Digging itself tends to only take part of a day, depending on how far away the digsite is. Tending crops/animals and preserving food really doesn't take that long, and most other chores aren't particularly time sensitive. Regarding bismuth bronze...it's not weak. Yes, it does a little less damage than the other alloys, but it's also more durable. The damage difference also isn't enough to be noticeable when it comes to combat. In this case though, I think the best answer to your question is worry less about bronze and focus on finding iron as quickly as possible. Hematite tends to be the most solid option to look for, since limonite almost never appears and magnetite is dicey to find(though will also be your only real option in andesite-heavy areas). Forty ingots' worth of bronze should be more than enough for you to find an iron vein and start working it, and that should solve your material concerns.
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Is it just one world that crashes, or Vintage Story in general? Any mods that could be affecting things? Have you tried rebooting your PC or backing up your saves and reinstalling the game to see if that solves the issue? Unfortunately I'm not the best at reading crash reports, but from what I can tell it doesn't seem to be a mod causing the issue. Hopefully someone more experienced with Apple can shed more light on what's going on, but otherwise I'd say best to submit the crash report over on the Github bug tracker so the devs can look into it. Do keep in mind that if you are using mods, the first question will most likely be "Does the issue happen without mods", so it's best to verify that the issue can be replicated in vanilla before submitting.
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The sling doesn't really mesh with Malefactor's incentivised playstyle
LadyWYT replied to ifoz's topic in Discussion
Eh, it's too niche/uninteresting mechanically, and doesn't track with the lore. The world isn't the same as it used to be and much has shifted out of place, not to mention that the player character has, quite literally, just popped into existence and has no knowledge of where anything is. Player characters are already capable of reading things that others cannot(as certain NPCs will note). Mechanically speaking, one common complaint about Tailor is that the class doesn't offer anything particularly useful, while suffering several drawbacks. To be fair, Tailor is meant to be a challenge class/"fish out of water", and it makes sense that Scholar might be similar, but in terms of flavor it's not ideal to have two classes that are too similar to one another. Doctor/Herbalist/Alchemist or Noble would be better choices, since those options are both going to fit the role of scholar but with more distinct, useful traits and flavor that doesn't overlap as much with other existing classes. -
Rivers aren't being implemented in 1.22, though the devs have made progress toward getting the game ready for them. Maybe in 1.23 they will be added. As for the Watersheds mod, that could prove to be an issue in the future, depending on exactly how rivers are implemented in the game and what the mod author decides to do. For 1.22 though, it should be fine, since it seems to be getting updated regularly. Maybe, but that's outside my expertise. The best I can say is do some research on it, then make a backup and try it to see what happens. It might work, and it might not.
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The sling doesn't really mesh with Malefactor's incentivised playstyle
LadyWYT replied to ifoz's topic in Discussion
In addition to some kind of doctor, I'd really like to see a noble class. Granted, nobles don't exactly seem to be prevalent among the ranks, for many reasons, but I think it could make for a cool challenge class, with some rather unique NPC interactions, especially since there's nothing to really cement their position as nobility anymore but they likely still think of themselves as higher-class citizens. -
The sling doesn't really mesh with Malefactor's incentivised playstyle
LadyWYT replied to ifoz's topic in Discussion
I think the idea might be more that it's a weapon that very easy to improvise, both in terms of making the weapon itself and supplying ammo for said weapon. A bow can be improvised as well, I supposed, but a bow can't really fire just any ammunition, whereas a sling can throw all kinds of stuff, at least in theory. I would say that perhaps the sling recipe just needs to be cheaper, maybe just rope? Then it's easy to craft from raw materials or scavenged goodies. Ammunition could include pretty much anything that the player can throw, that also is small enough to actually fit in said sling(so not spears). From a class lore standpoint, a sling can also be easily concealed, or worn as a belt/otherwise tied around the body for ease of transport, which is convenient if one is a shady character. Granted, this isn't actually a function in gameplay, though I suppose it could be. Maybe, but I think you could just as easily give some lockpicks to pick basic locks in ruins(like you mentioned elsewhere), or perhaps give them a bonus to crafting and resisting poisons when such gameplay is introduced. The former allows the Malefactor more advantage when treasure hunting, while the latter takes advantage of their criminal background to help them stay alive. After all, if you're dealing with other criminal types, it's probably handy to know different methods of dispatching targets without attracting attention, as well as handy to know the side effects of said poisons and what the treatments are, should you ever find yourself on the wrong end of the knife. The upgraded improvised weapons does sound neat, but the main issue I see there is how does such a thing function when the player turns off class-exclusive recipes? It seems like it would end up a scenario like the tuning spear, in that only the Clockmaker can actually use it to the fullest extent since locust-taming is tied to the Clockmaker class and not the tuning spear itself. However, in this case, it seems like other classes would be locked out of crafting the stuff themselves, even with class-exclusives turned off. Perhaps scrap weapons could just last longer for Malefactors instead? Maybe even dealing a bit more damage with them as well. After my ranting in the farmer thread, I think classes in general may be due for some overhaul once more core game systems are implemented. By that I don't mean just adding more classes--while I would expect to see at least a couple more classes added to the roster, I'd rather have fewer classes that have a lot of depth in the world itself and little overlap compared to each other, than several classes that don't have much depth at all and overlap with other classes in many cases. Rather, I mean that the classes and associated traits that we have right now are fine for what the game currently has to offer. Though I do think that with a status effect system, "crafting" traits such as Malefactor's Improviser and Blackguard's Merciless could offer some other benefits aside from just being crafting traits. Improviser might mean that the Malefactor can treat certain kinds of injuries faster, or might be resistant to certain diseases or poisons. Merciless might mean that Blackguards ignore the pain of certain injuries(to an extent) in order to ruthlessly put down a target. I'm not really sure what the other crafting traits could offer, but you get the idea. I think the main sticking point on Malefactor to me is that the class seems to be geared towards avoiding combat when possible thanks to a questionable past, so giving them a sling is a bit odd but the improvised weapons don't quite solve the problem either, if the goal is to focus on scavenging and exploration and less on combat. While better medicine is better suited for an Alchemist or Herbalist class, having a few more options for simple remedies seems like it would be appropriate for Malefactor as well. Survival against all odds and whatnot. In a multiplayer setting, it also means the Malefactor can pair well with a class better at fighting, by helping scrounge up extra food and patching injuries/treating poisoning as needed. -
https://mods.vintagestory.at/show/mod/25902 This mod adds wood ash and some uses for such, though I don't know that it can be used to make potash, exactly. I think it's the kind of mechanic we might see when herbalism is introduced, since such a system could have some basic chemistry applications outside of just crafting medicines and poisons.
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I will note that crystallized chunks already drop rarely from ore veins, while quartz and olivine veins in particular have a chance to spawn crystal nodules with special crystals within. As much as I like collecting things though, I don't want different models for the different ore chunks. It would be cool and all, but it would almost certainly chew up a lot of system resources that could be better used for other things, like more animals, flowers, wood-specific shelf variants, etc. I disagree--luxuries traders deal in luxuries, so dealing in raw ores rather than fancy refined products doesn't make much sense. Raw ore would be a more appropriate good for Commodities merchants since they already sell nuggets of ore.
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Yes. All you need is a few sticks, some rope, and worms(or other bait), which you can get via "worm-grunting"--that is, banging sticks on the ground until worms appear, essentially. In my opinion, no, though this depends in part on your game settings. Assuming defaults, you'll likely need to supplement your diet with foraging and hunting. If you have a cookpot, then you can probably skip the hunting and be fine until your crops are ready to harvest. Without a cookpot though, you'll probably need to go hunting a few times, since fish and foraged goodies alone most likely won't be enough to keep you supplied. I think they're still tuning the numbers, but if you fish one spot heavily then you'll want to find a new fishing spot in order to keep catching fish efficiently. Fish can still be caught in an overfished spot, but it will take much longer between bites. My strategy has been to just use a different fishing spot each time I go fishing, which has had modest success. Personally, I prefer to rely on hunting over fishing, since redmeat is more filling and I can usually acquire much more game in the same block of time than I can fish.
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I swear, Blackguards can read!
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From the trailer itself: Plus I believe the devs themselves have stated that the main focus is on the medieval period, with a few steampunk elements thrown in. Likewise, if you look at the roadmap, the cutoff for the tech tree is early steam power, which is on-brand for a setting that's predominantly the Middle Ages but with some earlier industrial advancement. Also, if you read through the game lore(tapestries, lore books, flavor text on items), there are several references to things relevant to the late Middle Ages, specifically somewhere between the 1200s and 1400s. The reason I list that time frame specifically is due to the Hanseatic League and Byzantine Empire both being mentioned. The Old World setting can't be earlier than the 1200s, or the Hanseatic League wouldn't exist, and can't be later than the 1400s or the Byzantine Empire would no longer exist either. They wouldn't break the game, but they would be too underwhelming to make the class worth picking either. Those 15-30% buffs/debuffs for the other classes really only translate to getting or losing an extra resource occasionally, or needing one more/one less hit to kill a target. Basically, something that's nice to have and a clear benefit/drawback, but not enough to stop the player from playing the class comfortably in singleplayer, or make specific classes outclass the other picks in multiplayer. The problem with Farmer though is that buffing cultivated crops by 20-30%, or probably even 15%, gives such a class a huge advantage when it comes to food and industrial production, if not an advantage to livestock products as well. It also still leaves the question of what, exactly, is the Commoner then if they aren't farmers, and why aren't there other classes for specific professions like Blacksmith and Lumberjack? Sure, but again, farming was a really common profession in the medieval period. If a specialist class is made just for a general profession, then like I said before, that kind of decision is going to leave the door open for why other common professions don't have their own class despite clearly having gameplay loops that could support it. I think it's also worth noting too that each class has specific lore and NPC interactions to go with it; the more classes that exist, the more balancing the devs will have to do to keep every class on an even playing field, and the more lore and interactions they're going to need to write in order to keep things fair. In any case, Commoner is the generalist "everyman"; there's nothing particularly special about them and they could come from pretty much any walk of life appropriate for a peasant in the late Middle Ages. I suppose one could still argue "but that just means they weren't GREAT farmers", and I suppose that would be true, but personally I would still lump farming into the Commoner category due to reasons listed above, plus wanting to see something more unique for a new class. Like an Herbalist or a Noble, the former covering a medical role(which currently no class covers, and no class offers a proper support role), and the latter being similar to the Tailor in that nobles would be a "fish out of water" and have some more interesting lore behind them given the history of the world. Farmer just does not cut it in terms of being a unique class or bringing anything interesting to the table.
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You forgot about the lead deposits near the translocator and the sulfur deposit on the ceiling. What's even more ironic is that the good reading for hematite that I dug at had no hematite at all...unless it was buried near the mantle, which I couldn't quite reach since the shaft went straight into a cave system before that, and said caves were occupied. Though I guess since I broke my toy locust, I could go back to that cave and finish looking around. They just don't really build Jonas devices like they used to.
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To my knowledge, they don't spawn next to salt water in the game. If you're playing with true colors enabled for the map, salt water will have a darker color to it. Likewise, the water itself will have a darker tinge if salt water, and a lighter tinge if fresh water, though it can be really hard to tell just by looking in this fashion. Picking up a bucket of water will make it really obvious what kind of water it is, but if you want to go by just visuals, salt water tends to only be found in large quantities(so it shouldn't spawn in small ponds) and will have appropriate saltwater fish and plants(like kelp) in it. Fresh water will have different types of plants and fish.
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I like it. Though I would add that beenades ought to qualify as sling ammo as well.
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I'm going to need to remember this, since this is a great example of where mods aren't the best long-term solution. It's one thing if the player is just after fancier ruins or something specific to their tastes, but being able to replicate simple builds like the trader huts and some of the story locations is something that should definitely be possible to do in survival mode without mods.
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This, plus: The Commoner class covers most of the standard professions that common people would have had in the medieval period, and many common people were farmers. Likewise, farming is exceptionally valuable in Vintage Story, so having a class that would just be outright better at harvesting cultivated crops(including cultivated bushes and fruit trees) as well as growing them faster, and potentially getting a boost to livestock yields as well...that's pretty much easy mode in singleplayer, and difficult to balance in multiplayer. A farmer class could, in theory, suffer some significant combat penalties I suppose, but that doesn't really make sense either given that...well, farmers are strong, and often decent at fighting since they get used as basic soldiers by the nobility when its wartime. I think the other issue is that assuming a Farmer class was added, then what does that make Commoner? Why does the game not have Blacksmith or Millwright or Tanner or Baker or any of the other professions typical of the medieval period? Personally, I'd rather see Sailor than Farmer. Not sure what the benefits and drawbacks would be for such a class, but seafaring requires some specialized skills, and having a class that favors nautical content would probably make for an interesting pick for more water based maps(though that requires more nautical content to be added first).
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They aren't inhabited but they do spawn underground, with an entry point at the surface. The entrance looks like a small mound of dirt, typically in a flat area(if in a gravel plain the mound may be a different color of rock than the surface sand/gravel), and will have a small set of rusty metal doors blocks off by crumbling drystone. According to the patch notes, the dungeons can be found roughly every 1500 blocks, so they're not a common occurrence but they aren't exceedingly rare either. Currently they do seem to spawn rather consistently, so once you've found one or two it becomes easier to predict where to find others. I would actually say traders are less predictable at the moment, since while traders do follow a certain spacing pattern they can also spawn closer to each other or further apart now than they did before. Oh it does, but if this particular dungeon is supposed to be more "normal" then that kind of weirdness probably isn't desirable.
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Sure it's not because they're getting scalped by the player regarding prices? Different kinds of balding would be nice, though I wouldn't say it's an issue I've noticed. Most of the traders I've run across have either had hair, or were wearing some sort of hat or other head covering so no hair would be visible. My bigger gripe is that the occasional trader seems to have vacated their outpost. Now on the one hand, I don't really mind this, since finding an abandoned outpost would be really cool, however, these are not actually abandoned outposts as much as they are bugged ones. Basically, the bugs need to be fixed, but having the occasional outpost be ruined, with stuff for the player to take or a makeshift shelter for them to use, would be interesting. This is probably the biggest issue of all, even with some of the story locations themselves. 1.22 seems to make some headway on this, in that better clutter is sold by a certain NPC. But you are correct that there is still plenty of stuff, like the palisades, that the player should be able to craft in survival but currently has to use creative to obtain, so it's not actually possible for the player to copy the pre-built structures themselves without some creative magic. Personally, I don't really mind using creative for occasional detailing, however, not every player wants to do this, and in multiplayer scenarios it's probably not going to be an option at all given that creative mode will need admin permission.
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This is one reason I like the trees module of Wildcraft. It adds canes to some leaf drops, which can be used to make baskets and things in a fashion similar to reeds. Though I would say that to keep things from being too easy, the player should perhaps need to use a knife to split the sticks into suitable material for basket weaving. Or perhaps the sticks would need to be freshly cut from a branchy leaf block, since dry sticks don't really make for good baskets.
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Haha, probably, but this is a pretty funny find. Maybe everyone had gone delirious and made up some strange rituals to pass the time?
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Oh I'm sure they will, however, I think that's also where armor might be a fair exclusion from the penalty list for gameplay reasons. The player shouldn't roast to death just because they decided to wear armor into battle(although heat exhaustion/stroke was a real concern in some cases), but I think it's a fair ask of the player to wear lighter clothing underneath if the weather is hot, rather than wear their finest furs in the tropics. Though I do want to note that Vintage Story is fairly realistic, in that it's not necessarily a good idea to wear armor all the time, even gambeson. I'm sure it will. It doesn't make sense to impose harsh status effects on the player, without some way to remedy the problem.
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Status effect system will probably fix this. Maybe next update?
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I like this idea. It's basically how the trade routes in Age of Empires 3 worked, though I'm not sure how easy it would be to implement in the game. The easier option is possibly just to make some traders come and go from their outposts, and have banners/mounts outside to indicate when the trader is home. The player could probably be able to build a trading post of their own, provided they complete a quest to get a special Hansa banner and provide appropriate accommodations. The key being that the traders come and go from the trading post, without the player really controlling when they arrive and leave. I think there could be some limited control, in that if the player doesn't want to do any business they can furl the banner and stop traders from showing up, and traders that the player has actually made deals with might linger longer unless told to leave. But it shouldn't be like Minecraft, where the player can essentially capture a lot of NPCs for a trading hall or anything of that sort. Interesting, but I think the extra inventory slots are too much. Extra inventory is a huge advantage, and I don't think the negatives listed are enough to keep the Trader class from being too good of a pick. I could be wrong, but that extra couple of slots is just so very strong early in the game, when inventory space is at a premium.
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I think there's at least one mod that does something like this. https://mods.vintagestory.at/stickydirt I don't play with soil instability myself, but I do agree that dirt containing grass roots and other stuff should be less prone to collapse than loose dirt.