tibbers Posted November 20, 2024 Report Posted November 20, 2024 This game is so god damn fun! I WANT MORE MORE MORE MORE. The modding scene has been great! Roleplay is my jam and I've had a blast this year playing. I needed to take a break though and thought about coming back after 1.20 came out but, I don't know, I kinda want to wait for full release so that I can experience the wonderment again that VS gave me when I first tried it this year. I also was obsessed with VS for a good couple months and it was unlike any fun I've had with other games for a couple years. I really feel for those people that started VS years ago. VS 2
Rudometkin Posted November 21, 2024 Report Posted November 21, 2024 I just got into it, and it's an excellent time to get into it. But I do kinda understand the update paralysis. But is 1.20 really going to be that big of an update? I don't know how big VS updates usually are.
Streetwind Posted November 21, 2024 Report Posted November 21, 2024 It's less about how big they are and more about what precisely is in them. 1.20 brings with it additional lore/story locations that may not generate properly in older worlds started before the update (though you may potentially be able to force them with admin commands), so it's actually a good idea to wait for it. If the update did not add such structures, it would not need this consideration. 1
ifoz Posted November 21, 2024 Report Posted November 21, 2024 (edited) 2 hours ago, Rudometkin said: But is 1.20 really going to be that big of an update? I don't know how big VS updates usually are. 1.20 is definitely looking like our biggest update yet. Countless new features across gameplay/progression and four new story locations, each with unique mechanics and items. Lots of decoration items, but lots of practical items, too. I think the total item count has jumped up by around an estimated 2000-2500. Edited November 21, 2024 by ifoz 2 1
Thorfinn Posted November 21, 2024 Report Posted November 21, 2024 I agree with the VIVs. You will probably want a new world in 1.20 to get the full deal. You will probably be able to add the new locations, sure, but the last time it did not come out as seamlessly. That said, there is no reason not to start a world now, in either 1.20 pre-13 or anything else, and start a new one when it drops. You will probably be able to carry a 1.20p13 forward, but even if you can't, hey, you got your VS fix.
Echo Weaver Posted November 21, 2024 Report Posted November 21, 2024 2 hours ago, Thorfinn said: I agree with the VIVs. You will probably want a new world in 1.20 to get the full deal. You will probably be able to add the new locations, sure, but the last time it did not come out as seamlessly. That said, there is no reason not to start a world now, in either 1.20 pre-13 or anything else, and start a new one when it drops. You will probably be able to carry a 1.20p13 forward, but even if you can't, hey, you got your VS fix. OK, so the big question is -- how well does pre13 represent the 1.20 release? It sounds like, for example, the new monster generation was set unnaturally high in a lot of pre-releases for debugging purposes. That would either lead to a lot of frustration playing the pre-release or a lot of disappointment with the actual release, depending on how your monster preferences roll. If that's the only thing that is/was tweaked weird for debugging purposes, one could simply download a mod to disable the new mobs and run that while playing on the pre-release.
Thorfinn Posted November 21, 2024 Report Posted November 21, 2024 (edited) Monsters are, I think, probably pretty close. My guess is the light levels are going to go through some tweaking, but even on very high nights, so long as you keep your distance from rifts, you will probably only see one or two at most. The face-huggers are the most annoying. They are at least as fast as you, but don't do much damage, even with no armor. You kind of have to shake them off in brush. Maybe deep water, too. Not sure. The others are slow and pack a decent ranged punch. You will have to run far enough to despawn them. Either that or maybe try sword and board? I tried tolerating one until noon on a bright sunshiny day and finally had enough after burning through most of a couple stacks of poultices. Felt like Foghorn Leghorn -- "Go, I say, go away boy, you bother me." If you are the type who likes to do things in your base at night -- cooking, crafting, smithing, knapping, building, etc., you should be fine, though you will probably want a relatively low roof so you can despawn critters by running in any direction, until you can figure out how you prefer to deal with them if they are meant to be less light sensitive. FWIW, so far, I have not seen them able to climb 2 blocks, so even if they do spawn underground and roam the surface, you can render pretty much any cave safe with a few blocks of packed earth. [EDIT] Oh, forgot to mention it. The new mobs make characteristic noises. After I figured out what I should be listening for, I have not been surprise-attacked. Edited November 21, 2024 by Thorfinn 1
Echo Weaver Posted November 21, 2024 Report Posted November 21, 2024 (edited) 18 minutes ago, Thorfinn said: If you are the type who likes to do things in your base at night -- cooking, crafting, smithing, knapping, building, etc., you should be fine, though you will probably want a relatively low roof so you can despawn critters by running in any direction, until you can figure out how you prefer to deal with them if they are meant to be less light sensitive. Actually, I am the kind of player who stays close to base at night when rift activity is Medium or above. So that's useful. Usually I save indoor activities like smithing for the night and explore during the day. I'm not sure I understood the bit about a low roof? 18 minutes ago, Thorfinn said: FWIW, so far, I have not seen them able to climb 2 blocks, so even if they do spawn underground and roam the surface, you can render pretty much any cave safe with a few blocks of packed earth. [EDIT] Oh, forgot to mention it. The new mobs make characteristic noises. After I figured out what I should be listening for, I have not been surprise-attacked. That sounds like my pit-trap strategy will survive the update. Very good news for me. Edited November 21, 2024 by Echo Weaver
ArcticWarfare Posted November 21, 2024 Report Posted November 21, 2024 I get the same feeling about the upcoming update, but what are you gonna do? Not play Vintage Story? Yeah right. I've accepted that I might feel the need to start a new world once the update arrives. My third world will just be that much cooler for the skills I've gathered on my first and second world. Nothing is permanent anyway. If you're having trouble with the idea of starting a new world, consider starting in a different climate. Desert start is really fun. If you don't want to start a new world, you will be able to force the story location to spawn through commands.
ifoz Posted November 22, 2024 Report Posted November 22, 2024 7 hours ago, Echo Weaver said: OK, so the big question is -- how well does pre13 represent the 1.20 release? It sounds like, for example, the new monster generation was set unnaturally high in a lot of pre-releases for debugging purposes. That would either lead to a lot of frustration playing the pre-release or a lot of disappointment with the actual release, depending on how your monster preferences roll. I honestly do not know. Release candidate 1 is just around the corner, so I suppose we will just have to wait and see. 1
Echo Weaver Posted November 22, 2024 Report Posted November 22, 2024 5 hours ago, ArcticWarfare said: I get the same feeling about the upcoming update, but what are you gonna do? Not play Vintage Story? Yeah right. I've accepted that I might feel the need to start a new world once the update arrives. My third world will just be that much cooler for the skills I've gathered on my first and second world. Nothing is permanent anyway. If you're having trouble with the idea of starting a new world, consider starting in a different climate. Desert start is really fun. If you don't want to start a new world, you will be able to force the story location to spawn through commands. With a sandbox game like this, I already have plans for a couple of different setups involving mods or secondary goals. Starting in a new world isn't the worst thing that could happen.
LadyWYT Posted November 22, 2024 Report Posted November 22, 2024 8 hours ago, Echo Weaver said: OK, so the big question is -- how well does pre13 represent the 1.20 release? It sounds like, for example, the new monster generation was set unnaturally high in a lot of pre-releases for debugging purposes. That would either lead to a lot of frustration playing the pre-release or a lot of disappointment with the actual release, depending on how your monster preferences roll. I'm guessing that everything except lore content is featured in 1.20 pre, although I think there may be a few pieces of lore stuff technically available via creative mode spawning. That being said, any new lore stuff one could get their hands on isn't going to have context to go with it. Now as for how much of it changes before release, and how it changes if at all...no idea. Personally, the metric that I am watching for is a trailer drop; once that drops the actual release should only be days away. 1
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