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ifoz

Very supportive Vintarian
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Everything posted by ifoz

  1. There's nothing you can really do, it's just a creative mode metablock used by the devs when constructing the ruins to tell the game to do certain stuff. It was probably meant to become a cracked vessel or something, but bugged out.
  2. It wasn't only for research - in the words of Tobias, "those too important or too powerful to simply die" would be sent there to be kept alive as long as possible. I personally don't think it is. Tobias makes it clear he built the place in the new world with the help of generations of Nadiyans, and the machinery behind the locked door in his cave comes from the tower. Granted he could have theoretically repurposed the salvation engine bits since tower conduits are found in one of the surrounding ruins, but I personally doubt it. The grand machine (salvation engine) seems too important to the plot to reveal in only the second chapter. In 1.20 pre-1, you could actually spawn a tame, "uncorrupted" Erel who looked brand new and could be told to "wait" and "follow" the player, much like a tamed locust. This is really intriguing considering we never actually kill the Erel in chapter 2. Definitely this one. Tobias says that those close to the machine when it was activated were blasted into time limbo. He also says "I suspected there were many who were lost, but not perished", which is a reference to the fact we know that there are multiple Seraphs out there. My personal theory is that these will comprise chapter 3. Tobias says the Lens will take years to integrate, so it makes sense he might send us off somewhere to find out more or perhaps just as a "vacation" of sorts (probably with a twist that one of these places is actually overrun). I hope if they go the "give up your Seraphdom" ending, we get them turning back into regular humans. I think that would be a nice way to wrap things up in regards to the Seraphs. Y'know, if Jonas is alive... Perhaps he would be the big sacrifice. I could see that thematically being fitting in a "circle of life" type of way.
  3. You can already repair clothes (drop click linen onto them in the inventory) and armour (check handbook) You can also repair tools, but it's really lategame and story-gated.
  4. Dinosaurs would be super out of place considering VS' lore and worldbuilding. Drifters and the other enemies aren't just random "zombies" slapped into the game to give it an element of danger - they tie into the lore that runs throughout the whole game. VS is also not pre-historic. Sure, we use stone tools at the start, but the world we play in is definitely not in/from the stone age, and neither is the player character. The game has an entire main storyline involving alchemy, otherwordly forces, robotic creations and a terrible global disease. There are currently 2 out of a planned 8 story chapters in the game as of 1.20, and I can definitely say that VS' supernatural elements are very well thought-out in terms of how they connect to said story and the lore of the world that we play in. If you're interested though, there are dinosaur mods and such, as someone else has already suggested!
  5. My main problem with the tower was just that it totally broke my immersion. VS is a very grounded game, and the story locations and their gameplay before the tower reflect this. Then you're suddenly thrust into Parkour Civilisation and led to believe your Seraph would be physically capable of performing these acrobatic leaps and bounds that just so happen to make one precise path up a decrepit tower of nine floors. I loved chapter 2 and I love this game, do not get me wrong. I just think there needs to be some sidequest to activate the elevator early and keep my immersion intact.
  6. That is not a thing, anyone can make a bow, and anyone can also purchase a recurve bow from a survival goods trader. It is like how any class can repair clothing with linen, not just Tailor. Unless you meant crude bow specifically, but I've found that basic flint spears are better than a crude bow anyways, so it hasn't really been an issue for me.
  7. The reworked NPC system is still underbaked and needs refining. The parkour gauntlet can sometimes bug out and the boss is pretty notoriously janky. I haven't really seen them struggle to add content though.. personally, I thought that 1.20 was a massive update, considering all the blocks, mechanics and story locations it added. What are you suggesting that the devs focus on to cut down technical debt? It seems like they are going in the direction of a dejank/bugfix update.
  8. 1.21 will still be adding new content, they've teased some stuff in a news post. Also, there were four new story locations added in 1.20, 3/4 having unique systems and mechanics. Some of these mechanics are quite underbaked at the moment, and so a dejank update is really needed so that the technical debt doesn't keep building.
  9. I'm hoping for a more fleshed out weaving mechanic than "put the fibres/cloth in the grid", it'd give me something other than chiselling to do in the winters.
  10. Definitely polishing existing content, I think. I really felt like some of the second story chapter, as awesome as it is, could rather use a polish. There's incomplete NPC features, and I also felt like a certain very tall location could have some alternate way to get up, for those players who would rather go gather resources to fix the elevator or something instead of doing the parkour gauntlet. That's just what I think, anyways. You're doing really great, guys!!
  11. Yeah, the name of his painting. I think in the files, too.
  12. It's the reason he has maps delivered to familiar locations - because he can't explain the directions from the RA since he doesn't know where it actually is.
  13. He actually doesn't know where it is after the world got scrambled, which is fun because it canonises the ability to remotely communicate with the Chamber via functional bell - and of course, we all know he has a functional bell. Love that little guy.
  14. That's a Better Ruins structure. If you want the inside scoop,
  15. The game is set primarily in Europe, so that is where their main focus has been. However, they are working on adding other things from other places. Crocs and hippos were just teased, after all. Locate a treasure hunter trader and have a chat. Be prepared to give them a tin bronze pickaxe in exchange for a map to a certain "large ruin". From there, complete that location, then make sure you interact with a certain important set piece. You can then return to your friend the treasure hunter and have another chat, this will point you toward the second chapter story locations.
  16. I feel like the trader economy should be revamped to be a little kinder to tailor. Some things like selling reindeer herder clothes aren't too bad, but others like selling the nomad set are rather abysmal. Nine linen worth of materials (nomad pants) for a sell price of... 1-2 gears. Jeez. I feel like now that we have Nadiyan fur clothes, tailor could potentially use a warmth buff. The only thing they have that's warmer than a Nadiyan fur item of the same type is the reindeer herder shoes. While the extra 2 degrees is nice, having such warmth accessible by anyone kinda diminishes tailor's usefulness in this regard post-Nadiya. I like it! Yeah, this would definitely be a good idea. I'm always all for expanding the NPC systems, which is luckily on the roadmap!
  17. I decided that I might as well attempt a singleplayer Tailor playthrough. I've been thinking a lot about how Tailor is pretty underpowered and how they could use a potential rework to turn them into something other than a living crafting station, and so I've decided to try a Tailor run in an attempt to put this to the test and see how underpowered tailor actually is, or perhaps what they excel at that just hasn't come to mind. I don't know how long this is going to last, there's a chance I'll kinda just forget about it in a little while. Kek. Anyways, here's our hero... Uh, well, he doesn't have a name yet, so you'll just have to pretend he does. As you can see, I've gotten a little shack built. It took me a while of wandering to find a spot I actually liked, before settling on this coastal peninsula. It's not really all that convenient of a spot, but it isn't covered in miles upon miles of shrubbery, which is a plus. I've started up a small flax operation with around 30 seeds because.. y'know, that's Tailor's entire thing. I've got pit kilns firing at the moment, I think I'll have to raft around in an attempt to find some copper. Currently, this is about all of my possessions excluding 12 rusty gears, a scroll, and the clothes on my back. I'll keep this updated if I keep playing! Feel free to suggest ideas for a tailor rework too, as coming up with ideas for such is the main driving factor behind this playthrough.
  18. ifoz

    End Goals

    I'd like to add "collect or craft an outfit you like the look of".
  19. 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.
  20. Traders are confirmed to be getting a remodel soon, and I suspect a full rework. The new NPCs in the game are far livelier than traders and can eat and sleep, so I suspect traders will gain these abilities, too. Maybe even expand out of wagons into little outposts, who knows?
  21. Saw this today. Five rock types, all in the one tiny underground area.
  22. No worries! They should sleep, and they do not need to eat to survive. I think there's also some way in creative to 'program' them where you can set their sleeping point, and set their activities throughout the day. Eg; 'eat breakfast at 8am, walk to smithy, (pretend) to smith items, eat lunch at 2pm, sit in [location] until 5pm, walk home, eat dinner at 7pm, go to bed'
  23. I recently found out there is one tiny scrap of Rotwalker lore in a devlog post on the VS Discord. It says: "A fading light of teal, offering little comfort to those in deep desparation." Honestly they should add this to the game. Either way, I think it definitely leans in to your ideas of them being medics or an otherwise supportive role in society underground as it collapsed.
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