BRUH_MAN Posted December 12, 2025 Report Posted December 12, 2025 Hi, I wanted to share my ideas for additions and improvements that I think are missing from the game. There are probably people who have already suggested what I'm about to write, but we can't know everything, I also apologize if some of my ideas seem crazy.  Construction of cart or large ships Being able to build carts that can be pulled by animals such as wapiti or horses (if they add them). There could be several variations of carts that can be created, for example a stagecoach-style passenger transport variant or a cart for transporting goods (with the ability to put chests or containers inside). We would have to craft the wheels, suspension, and seats to control the carts. It would be the same for ships. Far from what is already offered in the game not being enough, I would find it truly incredible if we could create a ship from A to Z in a shipyard where we have to assemble the different parts. We would start by establishing a shipyard upstream of sufficiently large body of water with everything we need, such as a ramp to launch the ship later, and then assemble the parts one by one. We could build several types of ships, from small sailboats to steamboats, brigantines, and galleons.  move chests or storage containers with pulley It would be nice to be able to move small or normal-sized jars and chests by hand. I'm not talking about having them in your inventory, but physically in your hands. For example, you could pick up a chest and move it somewhere else with all its contents still inside. It would also be great to be able to move large crates, but with the help of a pulley, and to be able to use the pulley to load them onto boats or carts, as mentioned above.The pulley would be great for moving chests, but I admit that I'm having trouble finding another use for it. Still, I think it's cool.  Vitrification I would love to see real gameplay involving glass vitrification and glassworking. So far, making glass isn't very complicated, but I would like to see real gameplay where, if you want to make glass blocks, you have to melt the raw materials. It would also be nice to be able to create glass objects such as plates, glasses, decorations, or jewelry. You could work with glass like a real glassmaker would. You would then have to let the glass cool in a glass furnace where it could cool properly, otherwise the glass would break. Alchemy and diseases A system where there are diseases that can be caught depending on where you are, with a percentage chance of catching one if you are not properly covered (in winter, if you are not dressed warmly, you are more likely to catch a cold). If you fall ill, you initially suffer a slight penalty, but if the illness is not treated, it can worsen and lead to your death, accompanied by some pretty terrible status effects. To cure yourself, you could make decoctions or potions using an alchemy system with beakers and other chemistry tools, manipulating substances that may or may not be dangerous. This allows us to create remedies or even potions that allow us to see in the dark or take more damage. Of course, it would have to be well balanced, with potions being accessible later on, but remedies being available a little earlier. The disease system should also not be a hindrance to the player and should not prevent them from playing. It should be rare to contract a disease, but not impossible.  Ideas for future updates with steam engines According to the roadmap, we know that they plan to add steam engines. I have a few ideas that would be nice. Being able to create a cooling system to either improve the cellar or literally create a cold room to store food. Being able to create a two-stroke engine to power certain machines and being able to create an industry They talked about adding minecarts, but if the minecarts are the same size as in Minecraft, that might not be a good thing. It would be nice to be able to create locomotives or larger railroads. Create a drill to mine faster  Making the world more alive Without giving too much of the plot away, we know that this world is like a huge archaeological site where we are constantly searching for traces of its past, wandering through places that are sometimes empty, sometimes filled with monsters, wildlife, or even merchants we encounter along the way. But I find it too empty. We do have proof that we are not alone; there are cities and merchants, but everything seems very empty. It would be nice to have, for example, bandit camps or bandits on patrol, savage natives in certain regions, adventurers or explorers discovering the world, or even small villages or towns.  Creation of patterns for cutting Cutting stone or other materials is something I find addictive. However, when I started building my huge Lord castle, I ran into a huge amount of repetition. I would love there to be a way to save a pattern so that it can be repeated later. For example, I carve a stone in a certain way, and it would be great to be able to save the pattern or copy it so that when I carve another stone, it automatically breaks in exactly the same way.  Weapons I would like to be able to create and forge different weapons such as short swords, long swords, halberds, spears (not Robinson Crusoe-style spears, mind you), battle axes, daggers, and others. It would be nice to be able to create firearms as well, say later on in the game, because we already have saltpeter and other ingredients.  More Wildlife In some biomes, the wildlife is not bad, but I find that it is lacking in certain places. For example, there is a lack of horses, which could be found in plains, and camels in desert areas. Or different creatures such as beavers with their dams, cows, pigs (whose meat is more abundant than wild boar), birds, or even turkeys for a change from chicken. To be considered for others as well.  small minor improvements that would be nice I find the music volume too high be able to stack dry grass on the ground Revision of the glossary. It's not bad, but sometimes lacks clarity on certain points, such as crafting, which leads to sub-crafting.   That's all I can think of for now, so to let me know what you think.
LadyWYT Posted December 12, 2025 Report Posted December 12, 2025 4 hours ago, BRUH_MAN said: Making the world more alive Without giving too much of the plot away, we know that this world is like a huge archaeological site where we are constantly searching for traces of its past, wandering through places that are sometimes empty, sometimes filled with monsters, wildlife, or even merchants we encounter along the way. But I find it too empty. We do have proof that we are not alone; there are cities and merchants, but everything seems very empty. It would be nice to have, for example, bandit camps or bandits on patrol, savage natives in certain regions, adventurers or explorers discovering the world, or even small villages or towns. Without spoiling too much of the story, do keep in mind that most of humanity was wiped out during certain past events, and the "bastions of civilization" the player can find are ones critical to the plot. As a result, the world feels genuinely untamed, and the settlements that do exist(currently only one, but more will likely be added in the future) are highly detailed, with detailed NPCs; that level of detail and quality doesn't happen with random generation. As for the merchants, they're supposed to be receiving a rework next update, so we'll see what happens there. Bandits...we'll see. It makes sense to have some bandits, but I would only expect to see them near populated areas, which are few and far between. It doesn't really make sense to place them too far from civilization since they rely on robbing people to survive. 4 hours ago, BRUH_MAN said: Creation of patterns for cutting Cutting stone or other materials is something I find addictive. However, when I started building my huge Lord castle, I ran into a huge amount of repetition. I would love there to be a way to save a pattern so that it can be repeated later. For example, I carve a stone in a certain way, and it would be great to be able to save the pattern or copy it so that when I carve another stone, it automatically breaks in exactly the same way. I believe QP Chisel Tools offers that sort of functionality, in the meantime.  4 hours ago, BRUH_MAN said: Weapons I would like to be able to create and forge different weapons such as short swords, long swords, halberds, spears (not Robinson Crusoe-style spears, mind you), battle axes, daggers, and others. It would be nice to be able to create firearms as well, say later on in the game, because we already have saltpeter and other ingredients. I wouldn't mind this either, however...when it comes to fighting the monsters, the falx needs to remain the most effective, as it's explicitly stated to be designed for such. Normal weapons are ineffective due to the monsters' biology, or lack thereof. As for firearms...yes, but for the time period(1200s-1400s) they're going to be mostly a novelty item. Short range, highly inaccurate, long reload time, and lacking power, in addition to being expensive to craft and maintain(in terms of stocking ammunition). Barring some sort of Jonas tech firearm, the bow should remain king when it comes to ranged weapons.
Loosebearings Posted December 12, 2025 Report Posted December 12, 2025 28 minutes ago, LadyWYT said: As a result, the world feels genuinely untamed Having an update in the future which makes the wildlife and natural world feel more alive is something that I've wanted for a while. More animal interactions and having bears and wolves be more than mindless killing machines. Trees and flowers dying and regrowing if forests are left alone for long enough. Bushes and fruit trees dying and regrowing elsewhere. Just small things that make the world feel like something would be happening even without the player being there. 1
Bruno Willis Posted December 12, 2025 Report Posted December 12, 2025 10 hours ago, BRUH_MAN said: move chests or storage containers with pulley It would be nice to be able to move small or normal-sized jars and chests by hand. I'm not talking about having them in your inventory, but physically in your hands. For example, you could pick up a chest and move it somewhere else with all its contents still inside. It would also be great to be able to move large crates, but with the help of a pulley, and to be able to use the pulley to load them onto boats or carts, as mentioned above.The pulley would be great for moving chests, but I admit that I'm having trouble finding another use for it. Still, I think it's cool. This is something which I think would fit right into vintage story. I personally would love to see pulley systems implemented and utilized. Imagine unloading your sailing boat using a crane to haul crates of stone off it and into your workshop area! Or building a pully system to raise a platform from the ocean up to the top of your cliffside hideaway. I don't know exactly how it could be implemented, but it seems like no other game does pullies and ropes, and they're such an powerful tool with really interesting visuals. Perhaps you'd construct pully blocks, attach them to blocks you want to move (chests, crates, etc.) and to support beams. The number of pullies would determine the weight it could pull (2 pullies to lift a crate, 4 pullies doubled up to lift a crate stuffed with stones or a trunck, etc.) but would slow the lifting time down. The distance between pullies would determine the amount of rope you'd need, and the distance you'd need to walk while hauling on the rope. Alternatively, you might make a winch to roll the rope up tidily and easily. Unfortunately, the way weight and inventory works right now sort of negates the purpose of a pully system. If you can haul a house-worth of logs in your linen sacks without breaking a sweat, why use a crane? I'd prefer it if cranes and pullies were necessary, and were in the game.Â
LadyWYT Posted December 12, 2025 Report Posted December 12, 2025 10 minutes ago, Bruno Willis said: If you can haul a house-worth of logs in your linen sacks without breaking a sweat, why use a crane? Easy--you build the crane where you intend to have a proper stone quarry, then use it to haul a couple trunks' worth(or more) of stone/ore to the surface at a time. Plus as you already mentioned, it makes building in hard-to-reach spots a lot more feasible due to making it easier to transport supplies. Â 12 minutes ago, Bruno Willis said: Unfortunately, the way weight and inventory works right now sort of negates the purpose of a pully system. It kind of does, but I think instead of trying to calculate weights for each item, perhaps the stack sizes for stone and ore could be reduced. That way the player can still manage things well enough on foot, but if they don't want to make several many trips up and down a ladder to the mines then they might want to invest in a proper crane. 1
Zane Mordien Posted December 12, 2025 Report Posted December 12, 2025 6 hours ago, LadyWYT said: Without spoiling too much of the story, do keep in mind that most of humanity was wiped out during certain past events, and the "bastions of civilization" the player can find are ones critical to the plot. As a result, the world feels genuinely untamed, and the settlements that do exist(currently only one, but more will likely be added in the future) are highly detailed, with detailed NPCs; that level of detail and quality doesn't happen with random generation. Which part of the lore says that people are rare? I think thats just where we are in game development and not lore. Below is from the lore of the game and it indicates that civilization should be spreading and not just 1 or 2 rare places.  With their newfound strength, they worked together and made a grand village. They spread to distant lands, making villages and helping those in hiding there. And always, they remembered that long night and the sunrise that came afterwards.
LadyWYT Posted December 12, 2025 Report Posted December 12, 2025 2 minutes ago, Zane Mordien said:  With their newfound strength, they worked together and made a grand village. They spread to distant lands, making villages and helping those in hiding there. And always, they remembered that long night and the sunrise that came afterwards. This is an excerpt from the short story "The Morning", and that story in particular is not written like any of the other accounts in the game. There's some of it that is likely true, however, it very much reads like a legend, rather than any kind of personal account or historical record.  4 minutes ago, Zane Mordien said: Which part of the lore says that people are rare? I think thats just where we are in game development and not lore. Below is from the lore of the game and it indicates that civilization should be spreading and not just 1 or 2 rare places. It's not just a factor of where we are in the game's development; it's a concept reinforced by pretty much everything the player encounters in the world itself. Aside from the odd trader or two, there are no settlements that one just stumbles across(like what happens in the other block game). The traders themselves mention that there are remnants of humanity that have gathered into settlements, while also making it clear that such places are very rare. Historical records in the Archive point to a good portion of humanity dying prior to the great calamity that broke the world, and it's safe to assume that several many more died in the events that followed that calamity. In the one settlement that has been implemented, the NPCs also make it rather clear that it's very difficult to survive outside of their fortifications, which suggests that while expansion is possible, it's something that's very risky and must be done with care to have any chance of survival. That's not to say we won't perhaps see a bit more humanoid life added to the world later, but humans and proper civilization isn't something I expect to see much of at all, given the setting.
Zane Mordien Posted December 13, 2025 Report Posted December 13, 2025 1 hour ago, LadyWYT said: It's not just a factor of where we are in the game's development; it's a concept reinforced by pretty much everything the player encounters in the world itself. Aside from the odd trader or two, there are no settlements that one just stumbles across(like what happens in the other block game). The traders themselves mention that there are remnants of humanity that have gathered into settlements, while also making it clear that such places are very rare. Historical records in the Archive point to a good portion of humanity dying prior to the great calamity that broke the world, and it's safe to assume that several many more died in the events that followed that calamity. In the one settlement that has been implemented, the NPCs also make it rather clear that it's very difficult to survive outside of their fortifications, which suggests that while expansion is possible, it's something that's very risky and must be done with care to have any chance of survival. That's not to say we won't perhaps see a bit more humanoid life added to the world later, but humans and proper civilization isn't something I expect to see much of at all, given the setting. This is the thing that annoys me sometimes with your posts. You state thigns as fact that you can't possibly know. I agree with a lot of what you say in your posts, but this is just your opinion. If I went back in time to 1.16 and posted there would be a village and a flying mechanical bird, you would have told me it is impossible because it doens't match the lore of the game and it wasn't on the road map. Yet here we are. The game and it's world is still being developed. Only Tyrion and his wife know the full story and according to his interviews he hasn't shared it with many people. Maybe the lead story developer knows more, but you are stating things as fact that are not. NPCs were just added so obviously they were still in developement and thats why they didn't exist before. In future updates they may expand on that and add more NPCs to interact with or maybe they won't as you suggest but neither of us know that for a fact. The written lore talks of a past calamity and hints at something going wrong in the present, but just because there aren't villages and random NPCs today doesn't mean there won't be tomorrow.   1 hour ago, LadyWYT said: This is an excerpt from the short story "The Morning", and that story in particular is not written like any of the other accounts in the game. There's some of it that is likely true, however, it very much reads like a legend, rather than any kind of personal account or historical record.  Just because it's not in a game lore book doesn't mean it isn't lore of the game. Tyrion added both of these stories to the website and he knows the lore of the game. Both stories allude to there being other settlements or a failed settlement. I agree that the game will be mostly wilderness, but I hope there will be something else in the future besides a couple story locations with NPCs.  “He knew nothing of his surroundings. He didn’t seem to know how to keep himself fed and clothed. He kept asking for directions to a city in that silly accent. When I told him that Innswood had been overrun more than forty years ago, he seemed confused. He was lucky to have found me in the first place. Most of us round here are too young to know about that.
Venusgate Posted December 13, 2025 Report Posted December 13, 2025 (edited) 14 hours ago, BRUH_MAN said: Construction of cart or large ships While I like the idea of carriages, large ships seems like feature creep without there being a *purpose* for large ships. If there's ever a sink for food and other consumables, though (like simulating a lord with NPC villagers) I'd like to see traders with bulk order quests. Like "250 gears if you take these 40 stacks of charcoal to a trader 6000 blocks away." And then, of course, have a purpose for having 250 gears. My fear for feature creep like this is how Astroneers turned out, especially with their trains. Trains are cool, but with no reason to transport things, then it feels very artificial  ETA: Also, all that said, I am doing a "unique backpacks only" run right now, and i have cartwrights caravans installed to supplement long hauls. difficulty modes that reduce player carrying capacity could also give purpose to transport logistics. Edited December 13, 2025 by Venusgate 2
LadyWYT Posted December 13, 2025 Report Posted December 13, 2025 1 hour ago, Zane Mordien said: This is the thing that annoys me sometimes with your posts. You state thigns as fact that you can't possibly know. I agree with a lot of what you say in your posts, but this is just your opinion. If I went back in time to 1.16 and posted there would be a village and a flying mechanical bird, you would have told me it is impossible because it doens't match the lore of the game and it wasn't on the road map. Yet here we are. The game and it's world is still being developed. Only Tyrion and his wife know the full story and according to his interviews he hasn't shared it with many people. Maybe the lead story developer knows more, but you are stating things as fact that are not. NPCs were just added so obviously they were still in developement and thats why they didn't exist before. In future updates they may expand on that and add more NPCs to interact with or maybe they won't as you suggest but neither of us know that for a fact. The written lore talks of a past calamity and hints at something going wrong in the present, but just because there aren't villages and random NPCs today doesn't mean there won't be tomorrow. Okay fair enough point. And I do agree that Tyron and Saraty are the only ones that know the complete lore(aside from whoever they may have shared with). Agree to disagree regarding how populated the world of Vintage Story actually is, but given what I've seen presented in the game thus far, regarding overall life(like merchants and other NPC dwellings), lore books, and NPC dialogue, the conclusion that I come to is that there's just not many people left to find after catastrophic past events. I also find that conclusion to be in line with the gameplay premise of surviving in the wilderness, as a world bustling with lots of civilization doesn't really track with the following: Quote Vintage Story is an uncompromising wilderness survival sandbox game inspired by eldritch horror themes. Find yourself in a ruined world reclaimed by nature and permeated by unnerving temporal disturbances. Relive the advent of human civilization, or take your own path. Quote A wicked universe backed by original story elements Take on the role of a lost being in the body of a tall blue creature and discover the remnants of civilization. There is no linear storytelling; it is up to you to piece together who you are and what has happened from the little evidence that remains. During your journey you will encounter wayward creatures, find old stories, battle temporal instability, and endure temporal storms. Quoted from the main page: https://www.vintagestory.at/ 1 hour ago, Zane Mordien said: Just because it's not in a game lore book doesn't mean it isn't lore of the game. Right, but unless there's hard evidence to support it somewhere in the game(or clarification from Tyron and co. outside the game), it's not exactly canon lore either. It's perhaps a bit of an extreme example here, but just because spacecraft aren't mentioned in any of the lore books doesn't mean that they can safely be considered part of the game's lore either. Maybe in the future, if Tyron decides he wants to add spacecraft for some reason, they will be canon, but until then I think it's safe to assume that they don't exist in the world of VS since there's currently nothing to suggest their existence.  1 hour ago, Zane Mordien said: If I went back in time to 1.16 and posted there would be a village and a flying mechanical bird, you would have told me it is impossible because it doens't match the lore of the game and it wasn't on the road map. Yet here we are. I would have most likely agreed with the village part, since as far as I can tell traders, tapestries, and lore books(some of them at least) existed in 1.16. Lore books aside, trader dialogue and tapestry descriptions both point to the existence of villages, so it makes sense within the context of this hypothetical timeline. The flying mechanical bird I most likely would have debated, given I can't think of any existing lore here to point to its existence, but it also depends on the context of the description provided. I think locusts existed at this time(I could be wrong), and given they are machines that have an animalistic design a large automaton that looks like a bird and is designed as a special encounter isn't that far-fetched. Just for the record, I started playing shortly after 1.18 released, which was long before the village or bird monster were even so much as teased. 1 hour ago, Zane Mordien said: Tyrion added both of these stories to the website and he knows the lore of the game. And one reads like a legend with lots of embellished prose, while the other reads mostly as a narrative of a specific event(with little embellishment). And the way different things are written can make a difference.  2 hours ago, Zane Mordien said: I agree that the game will be mostly wilderness, but I hope there will be something else in the future besides a couple story locations with NPCs. I hope so as well, and I would expect at least another settlement or two to be added(with one of them potentially being a proper town). I apologize earlier if I came across as saying "NO THAT CAN'T HAPPEN EVER", as that wasn't my intent. Generally, when I see the suggestion "the world feels too empty, the game needs villages and other settlements!" I read it as wanting a style of world similar to what Minecraft offers, in that there are various towns and villages dotted across the land to find and take advantage of. Which really isn't the style of world that Vintage Story seems to be aiming for, given how the game is described on the home page and what has been set up so far in regards to the lore. That's not to say the devs couldn't go that route and adds lots of settlements and signs of civilization to find in some future update, but it would be a pretty abrupt shift in narrative tone and setting(it's not really post-apocalyptic wilderness survival if you can just walk a few miles and find civilization now, is it).
Zane Mordien Posted December 13, 2025 Report Posted December 13, 2025 (edited) 1 hour ago, LadyWYT said: There is no linear storytelling I found that interesting right now because the main story is very linear. I wonder if that is what they intend and just because you release one chapter at a time it ends up being linear. Maybe later they will scramble it all up.  1 hour ago, LadyWYT said: "NO THAT CAN'T HAPPEN EVER" Well my applogies if I reacted to strongly. People can dream of a more 'lived in" world. 1 hour ago, LadyWYT said: That's not to say the devs couldn't go that route and adds lots of settlements and signs of civilization to find in some future update I wouldn't expect that either. Environmental story telling is what I'm looking to see. I'm thinking more the possiblity of scatter struggling outposts and the ruins of failed outposts. They don't have to be story related at all, but they build on the eldrich horror theme. Some of them might even be hostile to you because they have seen a sereph before who got people killed like in the "The Ghost" and they run us out of town. Ruined recent human settlements might hide dangers or just creepy elements. Make them all spawn in highly highly unstable areas so much like a deep mining run you have to be quick while you investigate. Edited December 13, 2025 by Zane Mordien 2
ifoz Posted December 13, 2025 Report Posted December 13, 2025 15 hours ago, BRUH_MAN said: It would be nice to have, for example, bandit camps or bandits on patrol I'd be willing to wager the commonality of traders is just for gameplay, and that canonically there aren't that many people out there in the wilderness. Bandits would likely want to base somewhat near actual settlements, rather than trying to rely on the rare traveller or Seraph out in the wilds to steal from. That'd also make being a bandit more dangerous - with how few people are out there, there isn't much stopping the guards of said settlement from running you out of the area. Living in the wilds is also canonically very dangerous, the trader wagons are being reworked in 1.22 to become palisaded huts instead. Personally I also think that having our Seraph have to fight/kill humans wouldn't mesh well with the game's established theming of humanity banding together in the face of the horrors, but that is more subjective. Regardless I don't intend this to come across as just shutting down your ideas or anything, a lot of them are great! Just discussing bandits in particular. Â 1
Zane Mordien Posted December 13, 2025 Report Posted December 13, 2025 17 minutes ago, ifoz said: Personally I also think that having our Seraph have to fight/kill humans wouldn't mesh well with the game's established theming of humanity banding together in the face of the horrors, but that is more subjective. Wouldn't surprise me though if there was a cult of humans that worshiped Dave that we had to deal with in our travels through the story.Â
Bruno Willis Posted December 13, 2025 Report Posted December 13, 2025 49 minutes ago, ifoz said: Personally I also think that having our Seraph have to fight/kill humans wouldn't mesh well with the game's established theming of humanity banding together in the face of the horrors, but that is more subjective. I'd love to see conflict with humans which doesn't result in their death, for once. What if you 'killed' a bandit, and the rest sue for peace and heal their downed companion. You'd be able to run them off that way, without killing them. Have a re-occurring group of enemies that you can get to know and learn how to fight. Imagine making a deal to go one v one with them, and if you win they've got to leave, and then wondering which of the bandits they'll choose. The big armored lady, or the punk with the recurve bow and daggers... You could also use them for quest moments. If the villagers heard of an approaching threat, they might ask you to find the bandits and offer them a deal to get them to help defend the village. The bandits could remain an issue after that, but a human issue. The cool thing about human foes is that you can fight them, defeat them, and not involve killing them. Even if they 'kill' you, they could have a unique mechanic where they just rob you blind and heal you up, then tell you to run off into the wild... that's almost a death sentence, but it's also a really fun situation. You'd hate them so much.Â
LadyWYT Posted December 13, 2025 Report Posted December 13, 2025 1 hour ago, Zane Mordien said: I found that interesting right now because the main story is very linear. I wonder if that is what they intend and just because you release one chapter at a time it ends up being linear. Maybe later they will scramble it all up. My take on it is that it's technically...both. That seems contradictory at first, but hear me out: The main story is intended to be completed in a linear fashion, in that the player is supposed to complete the treasure hunter quest, go to the Resonance Archive, and from there pick up the clues that ultimately lead them to completing the events of the second chapter. While the other chapters have yet to be implemented, I would wager they're intended to be completed in similar linear fashion. However, despite those intentions, it's very much possible to skip chapter one entirely and jump straight to chapter two, as well as complete the most of the events of chapter two in different orders(or skipping some entirely). While possible though, I wouldn't say it's probable for the player to do so, given how story locations are set up by default. That is, the player probably isn't going to go explore several thousand blocks in a radius around world spawn and stumble across it by accident, and at least one of those locations the player really has to know what to look for or they'll miss it without a map to aid them. 1 hour ago, Zane Mordien said: Well my applogies if I reacted to strongly. People can dream of a more 'lived in" world. No hard feelings. We all have our heated moments, and it seemed unusual for you given we've been pretty agreeable in the past.  1 hour ago, Zane Mordien said: Environmental story telling is what I'm looking to see. I'm thinking more the possiblity of scatter struggling outposts and the ruins of failed outposts. They don't have to be story related at all, but they build on the eldrich horror theme. Some of them might even be hostile to you because they have seen a sereph before who got people killed like in the "The Ghost" and they run us out of town. Ruined recent human settlements might hide dangers or just creepy elements. Make them all spawn in highly highly unstable areas so much like a deep mining run you have to be quick while you investigate. Oh yeah, now this I can definitely see being added. The ruined settlements would be a prime opportunity for "procedural dungeons" containing challenges and better loot than the average ruin the player runs across.  1 hour ago, ifoz said: Bandits would likely want to base somewhat near actual settlements, rather than trying to rely on the rare traveller or Seraph out in the wilds to steal from. That'd also make being a bandit more dangerous - with how few people are out there, there isn't much stopping the guards of said settlement from running you out of the area. Living in the wilds is also canonically very dangerous, the trader wagons are being reworked in 1.22 to become palisaded huts instead. On the flipside, given how tough it is to survive in the wilderness outside fortifications, one could argue that bandits are made of some pretty strong stuff in order to stay alive long enough to raid weak settlements or otherwise rob those who venture outside the safety of walls. Given that they would also possess intelligence levels and equipment that enemies like monsters and wildlife just don't have, they would make a very dangerous opponent for the player to stumble upon.  1 hour ago, ifoz said: Personally I also think that having our Seraph have to fight/kill humans wouldn't mesh well with the game's established theming of humanity banding together in the face of the horrors, but that is more subjective. I think if it's just dealing with bandits, it's probably fine. Help is valuable, especially if there aren't many in the settlement to begin with. If an individual got kicked out of polite society and forced to fend for themselves in the wild, there's probably a very good reason for such punishment. That being said, bandits are something I'd want to see as a fairly rare encounter if implemented, and not something that's frequently dealt with.  18 minutes ago, Bruno Willis said: I'd love to see conflict with humans which doesn't result in their death, for once. What if you 'killed' a bandit, and the rest sue for peace and heal their downed companion. You'd be able to run them off that way, without killing them. Have a re-occurring group of enemies that you can get to know and learn how to fight.  18 minutes ago, Bruno Willis said: The cool thing about human foes is that you can fight them, defeat them, and not involve killing them. Even if they 'kill' you, they could have a unique mechanic where they just rob you blind and heal you up, then tell you to run off into the wild... that's almost a death sentence, but it's also a really fun situation. You'd hate them so much. Having a non-violent option of dealing with them would be nice. However, bandits are bandits for a reason. Most of the time, they're in it for quick riches and notoriety, and don't care who they hurt in the process. A dead target tends to be much easier to rob than a live one as well. In the case of seraphs, and given some of the rumors that seem to have been spread about what seraphs can do...I'm thinking bandits might be more inclined to shoot first and ask questions never, or otherwise do whatever else they can(lying included) to gain an advantage and murder the seraph in question. I suppose it's possible that bandits might also try to recruit a seraph into joining their ranks, however, so far seraphs have been made out to be benevolent entities, and like @ifoz already noted, becoming a criminal like that doesn't really mesh with the currently established theme of banding together with what's left of humanity to face the onslaught of eldritch horrors.
ifoz Posted December 13, 2025 Report Posted December 13, 2025 1 hour ago, LadyWYT said: I suppose it's possible that bandits might also try to recruit a seraph into joining their ranks, however, so far seraphs have been made out to be benevolent entities, and like @ifoz already noted, becoming a criminal like that doesn't really mesh with the currently established theme of banding together with what's left of humanity to face the onslaught of eldritch horrors If they were instead focused on stealing from overrun settlements rather than live ones, I'd be very much willing to join their cause. Ruin hunting is fun!Â
Tabbot95 Posted December 13, 2025 Report Posted December 13, 2025 carts as I see it are a good idea; ideally they should be something you build much like boats, not something you can carry. bandits would be something that would be nice only if there's a DF like worldgen that allows for all of it to make some sense. (this is much easier said than done) 18 hours ago, LadyWYT said: As for firearms...yes, but for the time period(1200s-1400s) they're going to be mostly a novelty item. Short range, highly inaccurate, long reload time, and lacking power, in addition to being expensive to craft and maintain(in terms of stocking ammunition). Barring some sort of Jonas tech firearm, the bow should remain king when it comes to ranged weapons. if it's bows we should also see crossbows;Â As for guns more broadly; cannons; (Joan d'Arc's was famous for setting the position of gunpowder cannons, also the Turks in 1450); A fire lance (early 'proto-gun' that was a rocket engine on a stick used like a flame thrower) might also be useful for clearing out locust nests
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