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February 2025 Development update: Forging ahead - version 1.21 and beyond


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Posted

I've seen a rise of videos talking about vintage story, I wouldn't be surprised if the purchases keep slowly increasing as it seems like the game is getting more popular by the day. Curious on the secret game project, I wonder if it's the same one you talked about during a recent interview. 

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Posted

I'm one of those new purchases! Bought the game for myself and then subsequently bought keys for family and friends and a server too! Very excited for whats to come and I hope this game sees the growth and attention it deserves! Thanks Tyron and everyone at Anego, we're having a blast!

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Posted

Some ideas for the future would be for domesticated animals to change shape after generations.

Lets say theyr are completely domesticated by gen 10, then by gen 15 or so some start to be born differently like the boars are born pink like pigs, the sheep become fluffier and stuff like that. Maybe even providing more materials (sheep produce more wool and give milk for longer times, pig have larger litters and take less time to be ready to reproduce etc)

It would also be nice if the domestic animals also started to fight the drifters or other hostile creatures (Depending on their size of course, can't expect the chickens to do much) but in a way to show that they are now in your side.

A few other sugestions would be collar bells for animals like pigs when sheep when they are domesticated, helping you do diferentiate domesticated ones to wild ones, or to help them find them easier in case you lose them. (or maybe those animal earings people have nowadays to tell them apart or mark ownership).

Also giving a few extra skills to fully domesticated animals, like pigs start being able to find stuff like truffles (or some other type of mushroom that would only spawn near those extra domesticated pigs) or having a "follow the leader" behavior for sheep to help with herding them etc idk

 

Something else I would love to be added would be the following:

A water type drifter (one that spawns in and nearby water) being a threat for your ships.

I would like for there to be  a way to know exactly what is draining your sanity (sometimes I stablish myself in a place but start losing sanity only to discover that I am above some ruins, it would be nice if that didn't happen imo), essentially improving and explaining better what influences sanity.

It would be nice if you were to add animals that can activelly help you  (obviousily horses but also) cows that historically helped humans with plowing the fields (maybe adding a "deep tiled" type of dirt that has some bonuses to nutrients or similar) and also bull carts as a slower alternative to the elk that allows you to bring with you more items and even small animals.

I think making trade with NPCs more beneficial would be good as well. Since you hardly need them, they almost never sell stuff that you really need (much less in enough quantities) so making trade a bit more useful would be nice.

 

those are just some ideas tho

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Posted (edited)
6 hours ago, Tyron said:

On the day of release, the amount of purchases grew by 300%

😮

That is substantially more than I thought it spiked, I'm amazed anything held together well enough for any of us to play on update day. That's wild!

 

4 hours ago, Stejer said:

Lets say theyr are completely domesticated by gen 10, then by gen 15 or so some start to be born differently like the boars are born pink like pigs, the sheep become fluffier and stuff like that.

I swear that was a mod at one point... Hide & Fabric, I think?

Edited by StCatharines
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Posted
1 hour ago, KingViruZ said:

I'm very excited to see what the future brings for this game.

Given the increase in content I've seen since I started playing at 1.14, you'll be very pleasantly satisfied.

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Posted

I wonder if the croc means we will be getting pelts corresponding to animals, or at least to these scaly fellas. 🤔
Since you can't exactly make a fur coat out of crocodile skin. 😆

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Posted
38 minutes ago, ifoz said:

I wonder if the croc means we will be getting pelts corresponding to animals, or at least to these scaly fellas. 🤔
Since you can't exactly make a fur coat out of crocodile skin. 😆

Very true. And if you could turn those scaly pelts into shoes, that means you can have a comfy pair of crocs to wear!

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Posted
4 hours ago, LadyWYT said:

The hippo scares me. 😬 Something tells me the tropics might no longer be the safest climate zone to settle in!

I was thinking the same thing. I'd already kind of sworn off the tropics because of how much trouble I had traversing bamboo forests, but now there are going to be hippos that could crunch my head like a watermelon? You know, winter isn't so bad once you get used to it!

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Posted (edited)

Speaking for the Croc, imagine trying and failing to simulate limb movement with this when Blockbench has inverse kinematics. Tyron uses some different program, but it's more about animator skill being  lacking here I guess or maybe its just still wip idk. Why not use Blender to model it tho or blender dosent work well for VS?

Edited by DUCATISLO
Posted (edited)

overall always good to see new stuff. but
>Also we are throwing money from VS into another side project game instead of scaling team for needs given minor success.
idk hope the future of VS won't be bleak

Edited by DUCATISLO
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Posted
9 hours ago, Michael Gates said:

We need tropical sandworms, to keep people from just standing in the desert all day.

sandworms are more of a myth n legends type of animal i don't see any in vintage story yet best we could have is a heat stroke mechanic but eh

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Posted
On 2/21/2025 at 5:10 PM, Tyron said:


We have also hired a fulltime & fullstack game developer that will work on a brand new secret game project completely unrelated to Vintage Story, but also a lot smaller in scope.

 

I think it’s a bad idea to start on a new game when the main one isn’t finished and still in pretty rough shape. It feels like it needs more time to "cook" — there are still a lot of bugs and issues. Every update from 1.19 to 1.20 seems to bring more problems instead of fixing them. We really need to focus on getting this one right first.

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Posted (edited)
5 hours ago, DUCATISLO said:

overall always good to see new stuff. but
>Also we are throwing money from VS into another side project game instead of scaling team for needs given minor success.
idk hope the future of VS won't be bleak

Just look at the companies that said the same thing and did side projects - how did they perform with their main project

Edited by MyBrotherAccToPlay
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Posted (edited)
15 hours ago, DUCATISLO said:

Speaking for the Croc, imagine trying and failing to simulate limb movement with this when Blockbench has inverse kinematics. Tyron uses some different program, but it's more about animator skill being  lacking here I guess or maybe its just still wip idk. Why not use Blender to model it tho or blender dosent work well for VS?

There are Plugins for both Blender and Blockbench to produce models and animations for Vintage Story. I tested both and they work fine. Especially inverse kinematics is a huge plus for animating.

Edited by Seven-D
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Posted

I finaly find my little robinson crusoe island and settled down. And now I have to become crocodile dundee to save villagers. I love it! :D

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Posted
On 2/23/2025 at 12:26 AM, MyBrotherAccToPlay said:

I think it’s a bad idea to start on a new game when the main one isn’t finished and still in pretty rough shape. It feels like it needs more time to "cook" — there are still a lot of bugs and issues. Every update from 1.19 to 1.20 seems to bring more problems instead of fixing them. We really need to focus on getting this one right first.

We are focusing on Vintage Story. This new hire works solo on his own game project within the company, and will remain solo for the foreseeable future. There is little in common between both projects - with different skillset requirments. The VS Team is about 20 people by now with more to come.
 

On 2/23/2025 at 12:29 AM, MyBrotherAccToPlay said:

Just look at the companies that said the same thing and did side projects - how did they perform with their main project

We are not those companies.

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Posted

hi Tyron, I highly appreciate your and team work. The game is unique and I love it. I've bought my second license and supporter addon for my both license just to praise your great work.

So far so good. BUT we terribly suffer better support for multiplayer server. We hit some missing features again and again.

1. Claim in claim. We'd like to claim CITY area to protect public space and buldings in CITY. But We'd like to place another ("embedded") claims in CITY claim to allow players to get their own claim in CITY for their building. Doing this without claim in claim (nested claims) is NIGHTMARE !!! PLEASE, bring some solution for it in new version !!! This is most important and the main issue we do have => if you'll make decision to develop only one of our wishes listed here, pick this one please!
(Sub-problem: land claiming is very complicated. It'd be great to have some simple method like placing two corner stones to claim simple area from bedrock to sky limit.)

2. The map is getting bigger and bigger. Backups of map get more and more space. What about some "cleaning" operation that deletes all untouched chunks in map database (for example with less then 10 changes to original/generated state) except chunks that are in claimed land. This would: 1st - makes our backuping easier, and 2nd - bring new game features to newly generated land (after their cleaning). Cleaning operation could be started during real night (2 am for exaple) and it's acceptable for us that server will be inaccessible during operation.
Most of the generated land is untouched cos it's generated during traveling and this land doesn't have anything what should be kept. 

3. We get a lot of new players. We want to assign player some group (Novice, Player, Skilled player, Expert, Veteran). We want every group has its own spawn point, salary, etc.... We want for example the novice is kept in closed area with some test of his knowledge/server rules. And as soon as he proves rules knowledge he's automatically moved to category Player and spawn point, salary etc change. We haven't found any way how to do it now.

 

I firmly hope you consider these wishes ... THANK YOU !!!

 

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Posted (edited)
10 hours ago, Tyron said:

This new hire works solo on his own game project within the company, and will remain solo for the foreseeable future. There is little in common between both projects - with different skillset requirments.

Excellent. Now you just need to hire Pinky, and they can do what they do every night -- try to take over the world.

 

6 hours ago, DrEngine said:

1. Claim in claim.

Likely should be a mod at this point in development. Completely useless in SP, and nearly so for the distributed settlement style most servers IME adopt. And trivial to exploit, requiring an admin to come in and fix.

How do you see this working? Details, please.

What I could envision is an admin setting aside a region for his city, then have some process for the city to approve building permits. Say the basic permit covers 4 16x32x16 contiguous boxes. This is intentional -- 8 maximum-size rooms with a block to spare in any direction where there is a shared wall. Filing that as a 2x2, you have a spare block for outside decorations on the side facing the street, even on a corner lot. Then put in place a process where the city approves variances, additional claims on open adjacent property, again, in 16x32x16 blocks. Or maybe variances are only 16x16x16.

So the guy who wants to build a cathedral files for a building permit and a couple dozen variances. The guy who just wants a rowhouse might need no more than his basic building permit.

 

6 hours ago, DrEngine said:

...from bedrock to sky limit.

OK, that  should be a hard, "No." For the exact same reason it became unworkable IRL.

 

Quote

What about some "cleaning" operation that deletes all untouched chunks in map database (for example with less then 10 changes to original/generated state) except chunks that are in claimed land.

Already doable with commands. From the 1.19 release:

Quote

/db prune 5 confirm (delete all chunks with less than 5 edits)

Bear in mind that pruning will cause those blocks to be regenerated when they come into view distance, the immediate effect being things like surface nuggets being regenerated. Might be good for a largish server that constantly runs out of flint, for example. Go a few hundred blocks outside of town and everything is virgin territory again.

Edited by Thorfinn
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