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Everything posted by Guimoute
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Not a problem. 2x2 doors take the space in front of them to secure their open position even when they are closed.
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That would be lovely. Dwarves need beer for long mining expeditions after all.
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You actually convinced me with that. I had to leave my comfortable short-term point of view of having the studio make and update a single game, a game that I love, but it makes sense once I put myself in their shoes: Hytale's announcement trailer has 61M views. That's a good long term bet if the new game "mode" can scoop even 10% of those viewers as clients. THEN the studios gets a bunch of funding that can go back to benefiting Vintage Story. The people who found Vintage Story naturally after they left Minecraft / stopped waiting for Hytale (before the announcement that it was canceled) are already here. The new game is a second, broader, more active attempt at catching the latter audience in the studio's nets. You get x% of 60M interested in the new game, then y% of the new game's players interested in Vintage Story. -- Now I hope we get to see Hytale's simple parkour moves in VS.
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Two chapters. 1.21 doesn't add, it fixes.
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I just hope this does not mean the other "mode" (we should call it "the other game") becomes more story-rich than Vintage Story which is then justified to dump the planned story chapters entirely and make VS a pure sandbox.
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I see what you mean too. Some alcohols are purely made for fun (which is fine). As much as I have fun making berry wine, there is no nutritional need for that if you have 3 apple trees because they store for a year. Ale is the worst offender in that it's annoying to grind the grain into flour, then you get 10L of ale for 50L of water which takes room, and the grain or its flour could have been stored for 15 years anyway so again, not a lot of food preservation value in ale. I make it only for roleplaying.
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Thanks for your explanation. That's definitely going to change the eidolon fight because he keeps propellingplayers in the air. I don't really agree. Plate is sufficiently annoying to make and repair that you don't want to waste durability on it. I find tailored gambeson way more comfortable overall as you only have to spend a little flax to fully repair it, can even repair it in expeditions since drifters drop fibers, it doesn't slow you down, it doesn't make a bunch of noise constantly. In fact, I only recently made a set of steel plate armor to explore a specific cave and it's the end of year 15. Metal shields are super strong too. To be precise: I disagree on the "best in slot" part but I agree variety is wasted. Copper and bronze armors are a waste of resources and time in my opinion as they only really protect against wolves and low tier drifters.
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About Jonas scuba, I'm definitely hoping this becomes a thing (rather than water breathing potions): More uses for fat, resin, brass, leather, glass. Back to herbalism: I hope we eventually get a solution to depth-sickness. Either we go full dwarf lore and ale restores temporal stability, or grandma remedy and specific comfort foods and herbal teas can take that role.
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It's still likely! I don't think a simple renaming means those ideas have been thrown in the bin.
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Fortunately that does not change anything for me. In fact, it's probably a much more accurate name than alchemy because it's grounded in the real.
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Wait, what do you mean by this? Does it cancel the applying animation? From the changelog, I thought poultices were applied as fast as usual but their effect was spread differently.
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As someone with a bit more than 1000 hours (year 15!) in a single, permanent world, I agree it takes time to build something significant but that point of view neglects an important thing: getting there is already playing. Surviving your first few weeks, eating cattail roots because you don't recognize berry bushes yet, finding your first seeds and eating grain raw while you clumsily make a "farm" inside an existing lake... that doesn't leave any mark on the world but that's joy.
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I hope you have a system in place to generate that special trader in old worlds too. His settlement looks too cute. If you have already explored where he would have spawned (in terms of distance to spawn), draw a line from (0, 0) through him to find the closest ungenerated chunk where he could be placed.
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Please provide a quote indicating that. It feels like you are mixing up the purpose of the Machine and the purpose of the Tower.
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Hello, Can we have clarification about this please? Does it only mean it's the new default value for new worlds, or will it change the values for old worlds upon loading 1.21 too?
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It has to do with solvents. Kingdom Come: Deliverance has 4 solvents: water, wine, oil, spirituous. Vintage Story has many types of liquid and it does have several variants of water, of wine, olives and sunflowers to make oil, brandies and aqua vitae. I believe borrowing a page out of KCD's book in that regard would allow several existing mechanics in VS to tie together nicely. Not the whole system, just the solvents. Then you can give value to: - Aqua vitae production, beyond just booze for fun and improved linen bandages. - Wine, beyond fruit calories preservation. - Oleaginous crops found in warm climates. In 1.21 you have un-hardcoded the fruit press so that it can press honeycombs and not just mash. It could press sunflower seeds and olives. - Water filtering. Only that one is new. I'm sure a part of the team is a big fan of primitive survival videos on Youtube. Having to make one of those rock/sand/gravel/charcoal/fiber water filters would be how you convert random still water from the world into potion-tier water. The best part is that it's not dramatically different than the distiller we already have in the game. Change the model and texture, remove the heat requirement, then you have a system that can take dirty water at the top and slowly drip clean water at the bottom.
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Full plate iron armor: still getting KO'ed by Corrupt Sawblade Locust
Guimoute replied to vinnland's topic in Discussion
With a bow, dodging, using a shield, etc. -
I doubt it's without killing it.
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It would be terrific if the bear trophy was an alternative to the fur clothing and not an armor. I would be happy to wear this as my clothes in winter.
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Seraphs are humans accidentally changed by the Machine as per the story. Drifters, shivers, bowtorns are likely humans corrupted by the Rust since they wear pants and the voice in the Resonance Archives says "they can't all have died and they can't all have turned".
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The Aged Owl treasure chest should show its contents...
Guimoute replied to Broccoli Clock's topic in Suggestions
Because it's a chest and can contain blocks unlike the display case. -
I already use a recurve bow which means I have 64 times more projectiles stored per slot than if I was using spears, and that thing costs basically nothing (one leather) so I'm not sure where we are going with the scarcity argument. Iron is plentiful once you find it but you trade scarcity of the material for extra work in working the metal instead of just melting and casting.
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No. The game has a fully fledged handbook which continuously receives care and updates and, unlike the wiki, does not get outdated because it's built from game resources automatically. It's not the role of the devs to provide you an out-of-the-game wiki for browsing in the waiting room when they already have an in-game wiki.
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I do not know about the visual change specifically but would like to raise a related point: this game suffers from the same thing Minecraft does. You need light everywhere to be safe. It breaks the atmosphere of your settlement. You need *a lot* more light that the sources you would place logically around buildings. Nadiya does not have as much light because it doesn't spawn mobs as it's a story location, and it's beautiful. I wish players could do that too without needing lamp posts everywhere. To be clear, I have changed the spawning requirements of drifters from light level 7 and under to exactly 0, I still need light everywhere, just 1/3 fewer lanterns.