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1.20.1 Hopes/Expectations?


Kiwiwiwi

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(For those not in the Discord!)

What are you all hoping that's in the 1.20.1 release that we haven't seen screenshots of? I know for a fact not everything is gonna be in right off the bat in the pre-release as i imagine some more testing is needed for certain features (Like mounts or boats since those seem to be fresh code from what im imagining, real excited for Elk riding!) I know Tyron and their team is working really hard for this update and i can smell them cooking from my house, and im excited to see what they're doing for Chapter 2 when that releases!

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On 9/18/2024 at 5:26 PM, LadyWYT said:

Horses. Definitely horses. I know we've got elks as mounts, which is cool, but I like the traditional horses. 😁

There shall be NO horses!!! 😋

Horses are so overdone in games.  I like that horses don't appear in base game and I hope they never do.  Personally, I'd like to ride a ram instead of an elk; but the elk pleases my non-conformist nature.  Hopefully Tyron will add that capacity in the future.

 

On 9/19/2024 at 2:57 AM, ifoz said:

I know it's gonna exist because of the GUI code, but..
SPOILERS:

Human settlement location.

A few thoughts on this.  This may not show up this update if Tyron is experimenting with enabling this feature (c.f. ropes) or if this is foundational work for implementing NPC towns in a future update.  I would LOVE to see human settlements, especially if they are spaced dramatically farther apart than traders.

Edited by Maelstrom
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16 hours ago, Maelstrom said:

A few thoughts on this.  This may not show up this update if Tyron is experimenting with enabling this feature (c.f. ropes) or if this is foundational work for implementing NPC towns in a future update.  I would LOVE to see human settlements, especially if they are spaced dramatically farther apart than traders.

I have confirmation from a couple people who datamined the new pre-release that it's gonna be a thing!
I'm really excited to see how they handle it. :D

Seems like it'll only be one singular settlement you can't break (story location) by the way, not multiple settlements that can generate randomly in the world.

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21 hours ago, Maelstrom said:

Horses are so overdone in games.  I like that horses don't appear in base game and I hope they never do.  Personally, I'd like to ride a ram instead of an elk; but the elk pleases my non-conformist nature.  Hopefully Tyron will add that capacity in the future.

I don’t agree with that. I would love to see horses especially with realistic mechanic of learning the horse how to ride and all the domestication process. Maybe horses are overdone but rarely are done well. I also hope for: ponies, donkeys, mules and camels as rideable mounts. Maybe zebras as passive mounts with similar model. Riding boars or rams sounds not cool for me. I hope for an optional setting as: immersive mounts / all animals rideable as world config option for everyone to choose

Edited by Szczwany
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Welcome to the forums, @Szczwany! Hadn't opened this thread until now and noticed both your replies are in this thread.

For my part, I hope for peace on earth to men of good will. Mind you, I don't expect that to be in the realm of possible for a game update. But we were talking hope, not realistic expectations, right?

Edited by Thorfinn
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Do the devs typically keep some content secret until an update releases? This will be my first update since starting to play VS. I always love when dev teams hide stuff from patch notes. I am far too curious, and end up spoiling updates by looking at everything new while waiting for the release. lol

As for what I hope is added, I guess fishing! It fits the theme of the water updates and boats. Plus, I always love having an excuse to build docks and other waterfront builds. Flowing rivers would also be a really cool feature. I've seen the mod, and will definitely start using it once I got my fill of Vanilla.

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This one's easy to miss if you read the changelog but it's one of the best changes

Quote

Tweak: Creature AI improvements

  • Most creatures no longer just passively accept getting pummeled by ranged weapons at a large enough distance. They will now run away.

Will make hunting (esp. bears) so much better.

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On 9/22/2024 at 7:25 AM, Thorfinn said:

Welcome to the forums, @Szczwany! Hadn't opened this thread until now and noticed both your replies are in this thread.

For my part, I hope for peace on earth to men of good will. Mind you, I don't expect that to be in the realm of possible for a game update. But we were talking hope, not realistic expectations, right?

Will you be talking about peace when hordes of drifters come to your house ;) If you refer to my combat update suspition it is not hope nor expectation. If I hear about new lore locations - probably new bosses and also two new mobs - probably new enemies it is more an intuition. It just smells like combat update. Also if I remember correctly new 1.19 animations were done as an prelude to combat rework, but that may be my own figment.

Edited by Szczwany
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On 9/21/2024 at 6:23 AM, ifoz said:

I have confirmation from a couple people who datamined the new pre-release that it's gonna be a thing!
I'm really excited to see how they handle it. :D

Seems like it'll only be one singular settlement you can't break (story location) by the way, not multiple settlements that can generate randomly in the world.

If it's one of the four special locations, then (obviously) I sit corrected - and very joyfully so!

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On 9/22/2024 at 3:23 AM, -Glue- said:

Do the devs typically keep some content secret until an update releases?

I think it depends on the content in question. From what I've seen so far, the devs are pretty transparent regarding the changes they make to the game. The only changes I've seen that could qualify as "hidden" would be major story developments such as the Resonance Archive and the coming second chapter in 1.20. In those cases, the devs tend to be a lot more cryptic about what that entails, in order to preserve the excitement of discovering new lore content for players.

23 hours ago, Grummsh said:

Hoping we can someday tame and ride the creature :D If you know you know

Dave? 😉

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On 9/24/2024 at 1:17 AM, LadyWYT said:

Dave? 😉

Well that would be cool too i guess but i mean:

Spoiler

New mobs - shivers - they are soooo creepy and soo cool (kinda remind me of 'zombie-shrooms' in the last of us

Heres a video if anyone wants to see:

 

 

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Maybe not in 1.20, but I think it would be neat to have some sort of "Expert Forager" toggle that hides all mushroom properties from the player; you'd have to know what distinguishes poisonous ones from non-poisonous before taking a bite! There could be a handy identification guide, but I really enjoy that feeling of needing to know the flora on a deeper level than being told right away what I'm looking at, or at least have the option of it. To help facilitate this, and for other QOL reasons, I'd also like to see an item preview system that lets you spin the 3D model of any given selected item to inspect it.

Similarly, I think it would be neat if we could collect mushroom spores somehow to try and cultivate varieties in different locations. Ideally the spores would be pretty fickle for certain varieties, and pretty lenient for others such as Oyster mushrooms. Any sort of dynamic mycelial network systems would be super cool to see (admittedly, I'm not that familiar with how mushroom generation works under the hood, other than "these will respawn in roughly the same spot"). Additionally, and hear me out: fairy rings.

Side tangent, mushrooms feel kind of in a weird spot in the game balance, since they're classified as vegetables but realistically should be considered proteins. Of course, the nutrition system is silly in other places as well (cassava being both a vegetable and grain depending on processing level) and there is the balance argument since protein is supposed to be harder to secure early game.

Anyways, enough about mushrooms: here are some other random things in my notes I've made from my first singleplayer playthrough (just completed the story area today!):

  • Allowing creation of strong tannin directly from water with 2 oak logs per 10L, 48hrs sealing time
  • Fishing (to parrot @Szczwany )
  • Shepherd's Pie (Allows mixed veggies and meat, but that's it!)
  • Mushroom Pie!
  • "Infused bread": Mushroom Bread, Fruit Bread, Vegetable Bread
  • Gourds beyond pumpkins
    • Tell me you don't want gourd canteens!
  • Tomatoes and potatoes
  • Pickling with vinegar in addition to brine
Edited by CrazyGrape
grammar and failure to proofread before submitting
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On 9/23/2024 at 9:17 AM, Maelstrom said:

If it's one of the four special locations, then (obviously) I sit corrected - and very joyfully so!

I've now been shown screenshots of the new human NPCs in-game, so I can confirm it exists. :D

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As far as my direct hopes for the next update, there are a few thoughts I have regarding the story content I've done so far:

Spoiler

I hope there's a way to retroactively fix all the bugged lore books from the archives.

I was fairly disappointed after working my way through the very well made dungeon, and fighting a reasonably challenging boss, only to have over half of the lore rewards bugged and not unlocking the relevant text! I'm really hoping they double and triple check to make sure problems such as these don't occur in future story areas as well. These sorts of bugs really take the immersion out, because if I want to "fix" the problem I have to find out what exactly I was supposed to get and then give it to myself via commands. I was left hanging on like three different narratives!

I also feel like the Immobilized Eidolon could have had one or two extra moves in the second phase. I get that it started spawning locusts but those adds were more of just a nuisance than something that added to the fight. Maybe it could fire a laser beam that has a long and obvious charge up, requiring you to obstruct its line of sight to avoid getting hit. I also felt the boulder throw *and* ground slam/falling rubble attacks were kind of clunky in practice, not very satisfying to avoid or dodge. In the case of the latter, there could be more of a visual tell on the ground where rocks are about to fall, so that you don't have to awkwardly look up at the ceiling every time it happens.

---

I'm also really looking forward to the improved underwater flora! My hope is that the plants added include some sort of edible seaweed. Watercress would be a nice addition to freshwater areas!

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