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Where is this code in the game? What exactly does this malware do and how exactly does this function? When did the devs exactly put this code in your game? Also why is "cheaters" in quotation marks but "malicious code" is not?
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This is a very good summary. I would like to add: The cheat mod was paid and designed to grief and destroy servers and there were some seedy practices around luring in customers. It was a cheat mod made with the goal of profiting off those with malicious intent. The anti cheat worked by detecting whether a mod had more than 22% of its code obfuscated and would crash the game within 1-15 minutes with crash logs that hid the real reason of the crash The anti-cheat was hidden inside a popular library mod. True extent of collateral damage is unknown but it is presumed to be minor.
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Nobody except cheaters want cheaters in their games, but we want a general library mod to be a general library mod, not an hilariously terribly designed anti-cheat with potential for false positives.
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I consider its a tiny indie studio of people who made a minecraft mod into a full game and the entire purpose of the code was to hit an actually malicious mod but the creator went about it completely the wrong way. At the end of the day it's honestly not that huge of a deal. It is a very interesting drama to discuss tho.
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Idunno, he does seem to have done damage to the brand, to Moddb, and while the idea of an multiplayer anticheat to combat a shady, seedy cheat mod that is damaging the community is not bad, the issue is doing it secretly and doing a hilariously terrible job at creating that mod(any mod above 22% obfuscated code gets shotgunnd). Had it been disclosed to the community not only the dev team in the moddb description, it would be a non issue right now especially with how few were affected and the affects were just random crashes. Personally I would consider firing such person solely based on the damages to the brand alone paired with the terrible anti cheat solution. Facts are facts but nobody cares about the facts when you get to get to enroll in some internet drama. I mean we should do better but geniuinely most people believe kernel level anticheats and anticheats that deliberately ban users solely based on their OS are a good thing, so this Matinez behavior is industry wide.
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Vintage story is my favorite survival game. I just love how it makes you go through distinct eras and requires jobs and cooperation rather than making a single player able to run an entire kingdom alone.
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Was this code in the vintage story base game? Mods are voluntary and always carry the risk of crashing the game. Sure this situation is different but I believe you are overreacting.
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I do think the combat needs a rework and Im glad it is getting it. currently I turn off portals and temporal storms cause they just make you sit in your house or in a hole for the storm and the portals just cause you to do rather boring combat in very obvious combat zones for no reward at all. Meanwhile wildlife is geniuinely dangerous, surprising, interesting and exciting while combat against them is still pretty boring. Its the wildlife ai and environment that makes them memorable and engaging. For how much focus the game has on combat, it should be at least passable. Right now its just grab ranged weapons and keep yeeting. No reason to use anything else since there is no reward and very boring risk.
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We played it with friends and had a ton of fun. But at some point it started crashing on my desktop rig so I had to play off steam deck (another win for linux). Havent played since. I will get back into it solo some day so I can do it at my own pace.
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My issue with lack of water transport is that channels between bodies of water should level out but they don't as water runs out after a few meters. Transporting water is a workaround for that. I like high water worlds but sometimes these worlds are more akin to many small lakes. Rafts become very good modes of transport with some channels here and there.
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Best Linux Distro for Vintage Story gaming (Nvidia RTX)
Endeavour replied to Lingam's topic in Discussion
I've tried different fedora distros, mint, steamdeck os and I'm now on Endeavour(arch btw). I moved to endeavour when they had the borked nvidia drivers on install last summer and honestly I can say all distros are fine as long as secureboot is off, your steam folder is formatted to linux format and you use KDE. Whenever I happen to have nvidia drivers borked post system update I just run shift f1 at initial login and run system upgrade again and that fixes it. I really enjoy linux and I hope you do to. -
I've killed them naked in stone age by just kiting them over lakes and chucking spears at them. Spears thrown are absolutely deadly.
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Combat is too shallow for it to be so integral to the game.
Endeavour replied to Tabulius's topic in Suggestions
Building dirt towers and digging pits to avoid combat says a lot about the combat though. -
Combat is too shallow for it to be so integral to the game.
Endeavour replied to Tabulius's topic in Suggestions
I was playing tower of mask and thinking about this exact issue: VS heavy focus on combat that is boils down to "mouse click until enemy falls over". I think just adding critical hits would help a lot - they reward good aim, they reward staying calm, instantly weapon reach starts to matter more, it could tie into lore with the drifters and would make hunting more interesting. A breakdown how I would imagine a simple, quick implementation that would still be rewarding and add depth: A critical hitbox is added to each enemy, it can be head for a rabbits and wolves, heart for bears, deer and maybe drifters, torso for boars etc. Upon hitting the critical hitbox, the feedback would be the hit sound pitched differently and enemy flashing white. They could also stagger for longer giving even more advantage to players. The damage would be multiplied depending on weapon type, maybe even depending on whether enemy was aware of you making it important to be sneaky while hunting. As a result you would have a system where when fighting the horrors you have a way to finish the combat quicker or stagger the enemy in order to get in more hits or buy more time to run away. Bow close combat would be vastly more difficult and it would incentivize spending an inventory slot for a melee weapon. Hunting would reward accuracy and stealth cause you could catch a deer with a shot into the heart rather than chase after it while spamming arrows or cheese it with a pit.