EnbyKaiju Posted February 25 Report Posted February 25 Heya fellow Seraphs, time for a little friendly pondering session. Build 1.22 is bringing with it quite a few long term goals from the roadmap, with plenty that we've been anxiously awaiting for quite a few years. Though of course these new systems are going to be regularly updated & improved. The VS team are fantastic at working on systems to make them more immersive. In one update we're getting fishing, water wheels, procedural dungeons, more distinct flora & fauna, and quenching & tempering. Honestly enough to make if feel like a whole new game in ways. So here's the question for folks, feel free to go into depth on your response: What are the next couple of things on the Vintage Story roadmap that you'd most like to see. I say pick your top 2 or 3 that would really enhance your experience based on how you play. For me it would have to be more food preparation options, and cloth weaving. The cozy agricultural life is calling to me and I think those systems could do with going harder for immersion & long-term play. 2
LadyWYT Posted February 25 Report Posted February 25 Status effect system and herbalism. It's not really possible to have one without the other, and the status effect system alone will change the entire game quite significantly, I believe. I expect it will make combat more challenging, hunting more interesting, exploring a little riskier, and the weather a little more dangerous, just to name a few areas that will be potentially be impacted by such a system. Combat and hunting would be more interesting if the player can stun, slow, or otherwise cripple targets, while also being more dangerous when said targets can do the same to the player. Exploring would likely need a bit more planning, since a simple poultice/bandage won't necessarily be enough to fix injuries sustained. Weather would likely be a little more dangerous, given that wearing winter clothing in hot weather might inflict penalties just like being cold for too long might inflict penalties as well. Herbalism, of course, would be an obvious solution to curing or reducing certain negative status effects, as well as be a way to acquire some temporary benefits. It would help flesh out farming a little more by adding more plants to farm, as well as potentially open up the possibility for more pottery options or even glassmaking. 8
QueenGeeBee Posted February 25 Report Posted February 25 I love all the features 1.22 is bringing, and fishing was one I was hoping for for a real long time. Personally, I really hope they dive into herbalism and potion brewing next, since I feel like that has the opportunity to have an incredible amount of depth. That, plus mushroom/specific flower growing for ingredients for potions would really be cool. I know the game is championed for being pretty realistic, but I think itd be cool to be the alchemist in a town, making potent healing drinks or maybe stimulants that increases work speed, or combat strength. Maybe some freakier temporal goop potions that improve stability or something idk. I also want them to touch up all the profession/classes in the game and add more unique gameplay to each besides unique crafts. I dont like class restricted crafts and would prefer some more adjustments tbh. 1
EnbyKaiju Posted February 25 Author Report Posted February 25 Love the all-in on herbalism so far. Been playing on a friend's modded server recently (usually I play with almost no mods except Carry On & Farseer (which I consider just practically essential), and playing as an alchemist has felt extremely rewarding so absolutely on board with that. Especially if we get to do stuff like dry mushrooms, and have to treat different status effects. Just imagining what it would be like if the status effect system also includes illnesses. Things like heatstroke would be a great polar-opposite of the freezing system, and maybe something like scurvy if you don't keep up a diet that has at least some kind of fruit in it (which would make winter a lot more challenging if you don't keep up on preserving fruits)
LadyWYT Posted February 25 Report Posted February 25 2 minutes ago, EnbyKaiju said: Just imagining what it would be like if the status effect system also includes illnesses. Things like heatstroke would be a great polar-opposite of the freezing system, and maybe something like scurvy if you don't keep up a diet that has at least some kind of fruit in it (which would make winter a lot more challenging if you don't keep up on preserving fruits) Diseases are actually something I wouldn't want to see be very prevalent in a status effect system. I think a handful of basic nonlethal ones would be fine, kind of like how Elder Scrolls games handle the concept, but lethal diseases aren't the best idea since getting an herbalism setup will probably take a little while, and it's not going to be fun for most players to die a slow death from something they had no chance to cure. I don't know that I would add in penalties for lack of certain nutrition either. Fruit is easy to get, so unless the player is deliberately sabotaging themselves they really shouldn't be running low on fruit nutrition for extended periods of time. Aside from scurvy being easy to avoid, the other issue is that if lack of fruit nutrition causes problems, lacking the other nutrients should cause problems too. Dairy is the biggest problem there, since in reality it has some rather important nutrients but is difficult to acquire in the game since it requires acquiring appropriate livestock or otherwise trading for it. Heatstroke/heat exhaustion and frostbite/hypothermia I'd expect to see as potential ill effects, perhaps the common cold as well since it's nonlethal with simple treatment options. Broken bones would be an obvious consequence of intense combat or hard falls, and would be a great deterrent to players taking swan dives off cliffs and relying on bandages to heal after. Food poisoning could result from eating spoiled food. Bleeds/bruises could be less serious injuries that still require medical attention to avoid the injury becoming infected. 3
EnbyKaiju Posted February 25 Author Report Posted February 25 24 minutes ago, LadyWYT said: Diseases are actually something I wouldn't want to see be very prevalent in a status effect system. I think a handful of basic nonlethal ones would be fine, kind of like how Elder Scrolls games handle the concept, but lethal diseases aren't the best idea since getting an herbalism setup will probably take a little while, and it's not going to be fun for most players to die a slow death from something they had no chance to cure. Oh yeah, I wouldn't like an "get this and your character dies" type effects. But ones that deliver some kind of debuff would be interesting to see, think it's all a matter of the direction that the VS devs decide to take things in. 35 minutes ago, LadyWYT said: Heatstroke/heat exhaustion and frostbite/hypothermia I'd expect to see as potential ill effects, perhaps the common cold as well since it's nonlethal with simple treatment options. Broken bones would be an obvious consequence of intense combat or hard falls, and would be a great deterrent to players taking swan dives off cliffs and relying on bandages to heal after. Food poisoning could result from eating spoiled food. Bleeds/bruises could be less serious injuries that still require medical attention to avoid the injury becoming infected. This is the one I also think would work well. Just some kind of variety to the medical system already in game to encourage folks to do more than just spam bandages. Maybe make some warming or cooling herbs as well. So many possibilities!
QueenGeeBee Posted February 25 Report Posted February 25 I definitely think they need to add detriments to high heat areas, and clothing options that keep you cool vs keep you warm. They could keep it simple, if your heat is too high youll take little ticks of damage, and you can cool off in shade/in water. Id handle heatstroke and hypothermia in the background, keeping track of damage taken by temperature like an incrementing number. Maybe have it tick down very slowly so if you took the time to avoid temperature damage youd avoid getting the debuff. Once youve accumulated enough damage ticks from temp over a few days, youd officially suffer from hypothermia/heat stroke, taking a debuff to stats or whatever. I dont want it to be 'oh you were outside for 2 minutes now youre punished' but rather long term ramifications for constantly taking damage Just my idea at how it would be handled. 2
Maelstrom Posted February 25 Report Posted February 25 (edited) I'd like to see the beginnings of steam power and minecarts. I wonder if ore generation would change as a result since the current ore generation would make digging tunnels for minecarts impractical. Maybe have a node where a bunch of deposits will generate around in an ellilpsoid volume so finding the midline of the ellipsoid would be the optimal placement of a rail tunnel. Edited February 25 by Maelstrom 3
CrazyMomma Posted February 25 Report Posted February 25 12 hours ago, EnbyKaiju said: Heya fellow Seraphs, time for a little friendly pondering session. Build 1.22 is bringing with it quite a few long term goals from the roadmap, with plenty that we've been anxiously awaiting for quite a few years. Though of course these new systems are going to be regularly updated & improved. The VS team are fantastic at working on systems to make them more immersive. In one update we're getting fishing, water wheels, procedural dungeons, more distinct flora & fauna, and quenching & tempering. Honestly enough to make if feel like a whole new game in ways. So here's the question for folks, feel free to go into depth on your response: What are the next couple of things on the Vintage Story roadmap that you'd most like to see. I say pick your top 2 or 3 that would really enhance your experience based on how you play. For me it would have to be more food preparation options, and cloth weaving. The cozy agricultural life is calling to me and I think those systems could do with going harder for immersion & long-term play. Honestly i love the story, would love to see more so i can totally immerse myself. Also anything that adds to a nomadic life style in the game would be wonderful as well. i love traveling and seeing my worlds 2
LadyWYT Posted February 25 Report Posted February 25 4 hours ago, QueenGeeBee said: Once youve accumulated enough damage ticks from temp over a few days, youd officially suffer from hypothermia/heat stroke, taking a debuff to stats or whatever. I dont want it to be 'oh you were outside for 2 minutes now youre punished' but rather long term ramifications for constantly taking damage I think if it takes a few days of cumulative damage before the effect hits, the effect will be too easily avoided unless the player sabotages themselves, or else be a little confusing/annoying due to the significant delay between cause and effect. The better option, I think, is to have a chance to apply the status effect once a certain temperature threshold is reached, with the chance increasing the longer the player remains at said threshold without taking measures to warm up/cool down. That is, once the player starts to shiver, they're at risk of hypothermia; if they continue to ignore the shivering and frosty overlay, they're going to get hit with a penalty. Heat stroke could work in a similar fashion--once the player has remained in very high temperatures for a while they could get an overlay to show that they're beginning to overheat, and ignoring the warning signs will quickly lead to getting slapped with the heat penalty. In other words, it's not a case of "oh the player was outside for 2 minutes and now they must be punished" but rather "the player decided to stay out in the cold/heat all day long without taking the proper precautions, so now the consequences have caught up to them". 1
Maelstrom Posted February 25 Report Posted February 25 I've always thought the penalty for not curing heatstroke is to collapse unconscious. Hopefully one revives before being found by wolves or tigers or bears oh my!. Should one revive, nutrition should be dramatically decreased and drunk effects to simulate difficulty moving about. 1
kal_culated Posted February 25 Report Posted February 25 Status effects and herbalism for sure. With mushroom growing, and I hope flower growing too. The village has some flowers in the garden of their herbalist. Mix in animal domesticating improvements, and mechanized ways to ex fruit mash large quantities of fruit, and I think we'd have a wonderful 1.23. Its not listed in the roadmap, but I'd hope this all came with a resource regen system too; it'd be nice if servers could have cattails, flowers, flint, sticks, ect regen on its own over time, so areas near spawn didn't eventually become destitute. 1
Thorfinn Posted February 25 Report Posted February 25 I'm keen on status effect and herbalism, too. The question is going to come down to implementation. Many ideas being tossed around I fear would turn the game into yet another me, too with tedious status meters. I hope they keep that fairly limited.
Facethief Posted February 25 Report Posted February 25 I know it’s going to be in 1.22, but the berry rework absolutely ranks no. 1 on my list of must-haves. As a matter of fact, I was digging around in the handbook the other day trying to figure out the invisible rifts bug @LadyWYT reported, (unsuccessfully, I must admit) and I noticed that new flowering bush blocks are in the pre3 update’s handbook. They have a similar style to soybean bushes from the look I got in the handbook, and there seemed to be a lot of the new berry types (definitely strawberries) added with handbook entries. While I was looking, I saw that they had a) cuttings that became non-viable after a period, and b) a chance of dropping the plant debris item I’ve mentioned before. Berry hyped for the next set of berry features! (maybe I should do a similar thing to the termite guy…) 3
MKMoose Posted February 25 Report Posted February 25 4 minutes ago, Facethief said: As a matter of fact, I was digging around in the handbook the other day trying to figure out the invisible rifts bug @LadyWYT reported, (unsuccessfully, I must admit) and I noticed that new flowering bush blocks are in the pre3 update’s handbook. They have a similar style to soybean bushes from the look I got in the handbook, and there seemed to be a lot of the new berry types (definitely strawberries) added with handbook entries. While I was looking, I saw that they had a) cuttings that became non-viable after a period, and b) a chance of dropping the plant debris item I’ve mentioned before. Once you take a look through the handbook, assets and code, you can find a lot of interesting things. The model for a potato has been in the game for a good while now, though who knows when it may get actually added as a plant. There is a whole bunch of stuff for as of yet incomplete mechanical parts, some barebones code for a blast furnace, and a whole lot of other small breadcrumbs that the devs are working on or have paused work on temporarily or indefinitely. There are textures for a bunch of herbs (including names) already in the game files since at least 1.21. A bunch of code for the berry bushes is already on GitHub since pre.3 released, and you can even place them in creative and see them grow, though I haven't tested whether they can actually produce fruit and generally whether they are mechanically complete. It's worth noting that they use a health/nutrient system of some sort, though I haven't checked whether it's similar to crops. 3
LadyWYT Posted February 25 Report Posted February 25 1 hour ago, Facethief said: invisible rifts bug I'm a little surprised there's been no complaints about that. A small part of me also wonders if it's actually a bug or whether rifts received some sort of tweaks that maybe aren't quite working right. In any case, I'm starting to think that having the bug stick around as an optional feature would be a pretty good addition to the game. It's been pretty interesting to play with. The rifts are less hazardous and jarring, but a lot more likely to sneak up on you if you aren't paying very close attention.
kal_culated Posted February 25 Report Posted February 25 1 hour ago, LadyWYT said: I'm a little surprised there's been no complaints about that. A small part of me also wonders if it's actually a bug or whether rifts received some sort of tweaks that maybe aren't quite working right. In any case, I'm starting to think that having the bug stick around as an optional feature would be a pretty good addition to the game. It's been pretty interesting to play with. The rifts are less hazardous and jarring, but a lot more likely to sneak up on you if you aren't paying very close attention. Rifts can be invisible whith time stopped, could you have had it stopped at the time? I wasn't able to replicate it either.
Teh Pizza Lady Posted February 25 Report Posted February 25 I for one am looking forward to flowing bodies of water. They have the tech in place with rapids to demonstrate that they can implement flowing water. It's just a matter of telling said water to flow from point A to point B along a route as determined by the layout of the river/creek/stream. 1
LadyWYT Posted February 25 Report Posted February 25 1 hour ago, kal_culated said: Rifts can be invisible whith time stopped, could you have had it stopped at the time? I wasn't able to replicate it either. Not possible. I don't stop time unless I'm messing around in creative(which I was not doing here), and time otherwise passed as normal. For whatever reason, the rift textures and sounds are just outright missing in 1.22. The stability drain is also much lower, and the gear spins clockwise when the player stands in one rather than counterclockwise as it should. Rifts will still spawn monsters. It's very bizarre behavior. 2
Facethief Posted February 26 Report Posted February 26 14 hours ago, LadyWYT said: I'm a little surprised there's been no complaints about that. A small part of me also wonders if it's actually a bug or whether rifts received some sort of tweaks that maybe aren't quite working right. In any case, I'm starting to think that having the bug stick around as an optional feature would be a pretty good addition to the game. It's been pretty interesting to play with. The rifts are less hazardous and jarring, but a lot more likely to sneak up on you if you aren't paying very close attention. The funny thing is that there is a setting to make rifts invisible!
williams_482 Posted February 26 Report Posted February 26 On 2/24/2026 at 10:24 PM, LadyWYT said: I don't know that I would add in penalties for lack of certain nutrition either. Fruit is easy to get, so unless the player is deliberately sabotaging themselves they really shouldn't be running low on fruit nutrition for extended periods of time. Aside from scurvy being easy to avoid, the other issue is that if lack of fruit nutrition causes problems, lacking the other nutrients should cause problems too. Dairy is the biggest problem there, since in reality it has some rather important nutrients but is difficult to acquire in the game since it requires acquiring appropriate livestock or otherwise trading for it. Under current settings it's actually quite difficult to get fruit saturation in equatorial climates until fruit trees get going. There are no berry bushes, Fruit trees still take a long time to actually produce their first crop, and pineapples combine rarity, low yield, and a comical six month growth time. I actually found honeycomb to be the fastest source of fruit sat when I travelled down south and started a new base there. Slowly developing scurvy as you try to set up shop in a jungle would be such a bizare thing to deal with.
LadyWYT Posted February 26 Report Posted February 26 3 hours ago, Facethief said: The funny thing is that there is a setting to make rifts invisible! There is, but as I understand it the rifts don't affect the player's stability when that option is enabled. I'm talking about having an option to make the rifts invisible and continue to allow them to affect player stability. 28 minutes ago, williams_482 said: Under current settings it's actually quite difficult to get fruit saturation in equatorial climates until fruit trees get going. There are no berry bushes, Fruit trees still take a long time to actually produce their first crop, and pineapples combine rarity, low yield, and a comical six month growth time. I actually found honeycomb to be the fastest source of fruit sat when I travelled down south and started a new base there. Slowly developing scurvy as you try to set up shop in a jungle would be such a bizare thing to deal with. Really? I could have sworn there were berry bushes in the south. Maybe the spawning has changed due to the new bushes that have yet to be added? 1
williams_482 Posted February 26 Report Posted February 26 11 minutes ago, LadyWYT said: Really? I could have sworn there were berry bushes in the south. Maybe the spawning has changed due to the new bushes that have yet to be added? This was all chunks generated after the 1.21 update, in a world originally created in 1.20. I found, using standard 100k pole to equator distance, that burry bushes dried up about 30km south of spawn except at high elevations, where they would show up occasionally. That was a bit of a nasty surprise for me, as I'd assumed that I could get fruit saturation as needed from foraging just like temperate zones, and would up settling for occasional saguaro fruits until I could find enough flowers (also surprisingly rare in the tropics) to get a bee farm going. 1
Kik kik Kik Posted February 26 Report Posted February 26 (edited) 23 hours ago, LadyWYT said: I'm a little surprised there's been no complaints about that. A small part of me also wonders if it's actually a bug or whether rifts received some sort of tweaks that maybe aren't quite working right. In any case, I'm starting to think that having the bug stick around as an optional feature would be a pretty good addition to the game. It's been pretty interesting to play with. The rifts are less hazardous and jarring, but a lot more likely to sneak up on you if you aren't paying very close attention. Having the invis rift for 40hours. Tried reinstall in desperation, all I can say is that I miss seeing them. Oh my, how much i miss seeing them. Suddenly when i wander they spawn on top of me ganking me into a corner. Spawn all around me and pushed me down open caverns that is open on the ground. Usually having 20 respawns on a gear is everlasting for me. After 40hours I used one up. So I died on average every 2nd hour. It was fine when i was around one spot like the base. But exploring and what I tried to do.. find a new base spot, it went downhill extremely fast. Back to stable I went, the features experiment version have is amazing! But in the end the invis rifts bug outweigh the features pre have. I suddenly realised I rather see the rift than to have the new features. I am on stable now, I almost cried of joy when I first seen a rift again. I wanted to hug it. Edited February 26 by Kik kik Kik 2
Thorfinn Posted February 26 Report Posted February 26 6 hours ago, LadyWYT said: There is, but as I understand it the rifts don't affect the player's stability when that option is enabled. I'm talking about having an option to make the rifts invisible and continue to allow them to affect player stability. Really? I could have sworn there were berry bushes in the south. Maybe the spawning has changed due to the new bushes that have yet to be added? High elevation only. And not always. Mostly white currants ime.
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