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Everything posted by ifoz
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Welcome to Vintage! Don't let the wolves bite! Or the bears! Or the moose! Or the foxes! Or.. well, you get the point.
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There is only one per world. The boss will respawn every ingame week however, and you can regen the entire thing with /wgen regen [number of chunk radius goes here]
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The tailor class is rather lacking in clothing that aids survival - something that I feel is missing from the repertoire of the tailor given the survival situation. Sewing is a super useful skill in real life, so it doesn't make sense to me that the tailor's only purpose is to make purely decorative clothes (many of which can be found/bought by other classes anyway) I've had a few ideas, but feel free to comment you own! These were just a couple of thoughts I had regarding how the tailor could be useful in a survival situation. There are many other possibilities - making better beds, better windmills, weaving better baskets. The potential for tailor to be a very useful and unique class in their own right - even in a singleplayer situation - is definitely there.
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I would love that, even if it's just the ruins of a small workshop somewhere near the main location. Not much dev time because it's a single small building, but it might have an enemy or three inside. Somewhere you can retrieve some remote elevator activator device from.
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This was basically my biggest issue with the location. In any real life scenario, this would likely be a completely impossible feat for my Seraph. Honestly if they just let us spend a temporal gear to activate the elevator early, that would be a nice alternative imo. I'd much rather power up and utilise an elevator, since I can realistically accept that as a valid occurrence in-world. I absolutely love this game and the rest of this story chapter was phenomenal, but I just think that this location could use some improvements.
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Vintage Story isn't really a game made to be "won" in such a sense, I don't think. Sure you could beat all of the story and say that you "won", but a lot of the game is based around the player creating their own goals and achievements in the world. I'm winning if I complete that base extension, I'm winning if I stop my chickens being wiped out by local bears (though they did kill my rooster, dang). Having a hard limit on the game and an incentive to rush to "beat" it seems to go against these principles of the game's design and tends to lead to minmaxxing and speedrunning in games. Much more suited to a competitive game than an endlessly open sandbox, at least in my eyes. The lore also has Seraphs unable to die, and presumably unable to age, too. They are kinda funky like that - they almost exist outside of time in a way.
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Anybody else finding the Temporal Storms too difficult?
ifoz replied to Mourning Wood's topic in Discussion
I would recommend just turning them off. There's no shame in it, as long as you are having fun playing the game. -
You can luckily go and see 3/4 locations without touching the difficult one, but said location is going to be necessary for chapter 3 in the future. I do kinda wish there was a greater reward for completing chapter 2 because as it currently stands, there really isn't any reason not to just avoid the difficult location and never finish the chapter.
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Yeah, that part of the chapter was very confusing and rather unfun for me personally. Spent ages getting through it only to feel like I had cheated because some of the parkour does not feel like it is intended even though it apparently is. The rest of the chapter is amazing, though.
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It would be rough. One certain location has quite a lot of very 'trial and error' parkour, except one wrong button press will send you plummeting to your death.
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As far as I know, no, they were removed in 1.19. The blocks can still be bought from building materials traders though - at least the pillars can iirc.
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Wolves were kind of broken by 1.20 in that they no longer seem to have any attack cooldown and can hit you separate times on consecutive frames. Just throwing it out there that this doesn't feel all that fair.
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Welcome to VS! Basically, the 'stone age' gamemode (homo sapiens) removes all lore content. That means it removes all ruins, traders, supernatural enemies, story locations, NPCs, and all of the associated items like the majority of furniture and clothing, as well as all of the magitech items. The other modes have all of this content, including the merchant NPCs. In the upcoming 1.20 update (which is slated to release in about 1-2 weeks) there will be four more story locations, two of which featuring NPCs. One of them is a lively village featuring many interactable NPCs, and one of them is the dwelling of a very important character who you will get to meet!
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Are there going to be populated towns and villages in future updates?
ifoz replied to Dirty_Wizard's topic in Discussion
1.20 is slated to release in around 1-3 weeks. -
Your calls have been heard! This is what I call an 'ancient ruin' (made out of entirely rock blocks) This specific one does not hide any treasure to my knowledge, but does look pretty neato. Some of them do hide treasure in stone that you'll need a pick to crack open.
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Picking Up Items Should Put Them In The Selected Hotbar Slot
ifoz replied to -Glue-'s topic in Suggestions
I honestly just want an option to have it so spears go to the leftmost slot. I play with a reversed hotbar layout and using spears is cumbersome because they like to go to the leftmost slots instead of the rightmost. -
The only thing that special linen is used for is being placed on blocks as decoration. There are no crafting recipes - tailor or not - that require fancy linen.
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I honestly do not know. Release candidate 1 is just around the corner, so I suppose we will just have to wait and see.
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1.20 is definitely looking like our biggest update yet. Countless new features across gameplay/progression and four new story locations, each with unique mechanics and items. Lots of decoration items, but lots of practical items, too. I think the total item count has jumped up by around an estimated 2000-2500.
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Basically what this means is that food is going to spoil way 'faster' the more days you have. This is a case of something like a piece of food lasting for 1 year in default settings only lasting 1 month in these time settings. Since crops do not grow in winter (default temperate climate), this means winters would be very unfun, with constant starvation if hunger was left at default values. Winter lasts for around 5 months in the default settings. Extending months to 30 days could potentially mean that all of your food would expire while winter is still in effect, forcing you to starve. I don't know how likely this is, because food spoilage depends on a number of factors, but yeah. If you were playing 30 day months, I'd highly recommend you have a vacation home you visit in the winter located in the South where you can actually grow crops to sustain yourself.
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The metal items all use one texture for all tools that is then placed over the metal segments, so it wouldn't bee too tricky. You could theoretically just hue shift the "base" material in the files to get the right colour!
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Far as I know, nope. Though there were new ones added in 1.20 pre-releases so fingers crossed.
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I think that when Notch first made the game, this was an intended stylistic choice to harken back to RPG games of old. Nowadays though, Microsoft has smoothed out and remade all the textures, and now it just looks like it's pixel art for the sake of being pixel art, but they never got rid of the arcade-look for the general sprites and animations. There's no actual intended style choice there now. Overall I way prefer the look of VS. Modern Minecraft just looks janky and bland in comparison imo.