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Banch

Vintarian
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Stone Age Settler

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  1. As someone who doesn't play on servers, this incident is the first I'm ever hearing of the cheat client this code was apparently in there to stop. It feels weird and unnecessary that I've had this "feature" in my singleplayer worlds the whole time...
  2. I don't really have an opinion on the respawn mechanics, I've never had a situation where I was annoyed by them. I always set up near world spawn at the start of a new world, and later in the game 20 respawns per temporal gear is more than enough to never end up running out. But if you are having that problem, it's also an option to make the respawns infinite. Also having your 'starter base' near world spawn means if you do end up getting sent back there, you're not left with nothing. Are all of these just strategies to work around an unnecessary mechanic? I mean... you could frame pretty much any advice about how to play the game that way.
  3. I appreciate the correction, I guess the idea of humans as persistence hunters is just something I hear a lot and didn't think to question the truth of. But to your point, I agree with you on the bleeding and tracking rather than giving animals a stamina mechanic.
  4. The water currents are usually my problem too, when trying to dig out underwater ruins I sometimes end up being pushed up and away from the bottom somehow.
  5. I think subsystem damage (an injury to a specific limb, etc) would go well with the plans for better hit-detection, as long as the effects on the player can be healed over time. This just isn't the kind of game for permanent debuffs, even making you temporarily weaker/slower with injuries would be a really unpopular decision but I think I would play with it personally. As for hunting, animals really should slow down when they're injured. We are famously persistence hunters, we're supposed to be able to run them down. Monsters can be more relentless since they don't get tired. Wait, is this part true? I thought this was just one of those mod features people think are vanilla.
  6. I make soup sometimes just to use up leftover food. It accepts only 1 slot of meat, whereas meat stew needs at least 2.
  7. I'd love to have lentils, but I also think we need a cold-climate legume. I know soybeans grow fine anywhere once you have them, but the plants only spawn in the wild in warmer zones. Adding some form of companion planting (plants have effects on other plants growing nearby) would be cool too.
  8. So I've noticed a lot of the custom player models come with changes to dietary needs (ex: Lupines are carnivores), and I really like this as a mechanic in a survival game, especially one with so much focus on acquiring and preserving food. But I think the way this is implemented gets weird with Vintage Story's nutrition system. If you make it so your carnivorous character gains extra satiety from meat and loses satiety from vegetables, then in order to keep your nutrition bars full, you would end up eating less meat and more veggies in the long term. My immediate thought would be to have the meat nutrition bar empty faster, so you have to keep eating meat to keep your maximum health up but you don't need veggies as often. Completely removing the categories that don't apply to your diet could also be interesting, but I don't know how you'd rebalance the numbers around that. I'm not a modder, I know nothing about code, this is just an observation from the gameplay side. There's also the route of replacing the vanilla nutrition bars entirely, and having your own system of buffs and debuffs based on whether you're getting the right nutrients. I'm not sure if anyone's already doing this though, it sounds like a lot of work. Scurvy update when?
  9. If they want to add more bosses and enemy variety eventually, then combat improvements should be included in that. I'm reminded of how Don't Starve Together leaned in heavily to the raid bosses while the combat is still just basic kiting. At least there's some variety with the character skill trees and stuff? But it's extremely not a game where I enjoy fighting things, as opposed to say, Silksong which is built for fast, reactive combat. I also don't play VS for combat, I've even been turning off surface rifts lately so I only have to deal with enemies in caves/story locations.
  10. I'd be down to join a furry server, as long as it's not full of magic/generally overpowered mods. I like to be survival focused. I've also never played multiplayer except with my sibling, so the idea of joining a big established server is daunting...
  11. I don't think the current combat system lends itself to interesting boss fights. The fact you can just die and respawn and the fight doesn't start over will inevitably remove all the tension, and so far the only differences between tiers/types of weapons and armor are just numbers. As for dungeons and puzzles though, I hope we get a lot more. I really liked that it took me multiple trips to clear the Archives, it had me building a temporary base outside and stuff like that.
  12. My favourite ecosystem simulator is Rain World, and trying to put that kind of creature interaction into a sandbox game just seems... unfeasible. Rain World is a game that uses static maps, so the creature AI is then able to navigate however it wants over the pre-defined collision. In a game like Vintage Story, not only is the world randomly generated each time, but the player is able to change it however they want. More complex animal AI would need them to have knowledge of the terrain, specific spawn/territory nodes, and other stuff that just seems like it would break constantly.
  13. I forgot shields were a thing, I don't go anywhere underground without a lantern in my off hand. Thanks for reminding me, maybe now I can die less while trying to mine. As for the Eidolon, I brought meteoric iron chain armor and face-tanked him. I died twice, and it barely made a dent in the armor. I'm also playing Clockmaker, I'm not sure if the damage buff against mechanicals also applies to the Eidolon or just locusts, but the latter can be one-shot with a good enough weapon.
  14. I see! Is there any way to get the cellar temperature colder though, or does it have a limit?
  15. In the winter, I get lower spoilage rates in my house (recognized as a normal room) than in my cellar, is there any good reason for this?
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