Jump to content

ifoz

Very supportive Vintarian
  • Posts

    699
  • Joined

  • Last visited

  • Days Won

    23

Everything posted by ifoz

  1. 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.
  2. 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!
  3. 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.
  4. ifoz

    End Goals

    I'd like to add "collect or craft an outfit you like the look of".
  5. 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.
  6. 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?
  7. Saw this today. Five rock types, all in the one tiny underground area.
  8. 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'
  9. 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.
  10. Welcome to Vintage! Don't let the wolves bite! Or the bears! Or the moose! Or the foxes! Or.. well, you get the point.
  11. 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]
  12. ifoz

    Chapters?

    There are now two "chapters" which consist of a total five "story locations".
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. I would recommend just turning them off. There's no shame in it, as long as you are having fun playing the game.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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!
  24. 1.20 is slated to release in around 1-3 weeks.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.