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ifoz

Very supportive Vintarian
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Everything posted by ifoz

  1. If you knew the lore, the drifter threat and temporal storms are very well-integrated into it. Of course, this isn't an excuse for bad game design, but I personally don't think that they are bad game design. If you're skilled enough, the storms offer a way to get some pretty good loot, and they spice up gameplay every now and then. If you don't like them, you can always turn them off, which is the beauty of a game as customisable as this one.
  2. Yep! Here you go. Honestly, I don't know about this. I've had worlds with a ton explored and a ton of translocators activated with zero slowdown or stuttering issues. I'm honestly wondering if Better Ruins is trying to generate big stuff underground or does huge generation placement checks whenever new chunks are loaded, perhaps that could relate to it somehow?
  3. There already is a respawn system in the game. You need to use a Temporal Gear, which can be obtained by killing and harvesting drifters (undead enemies), finding them in ruins, or by trading for one with a Treasure Hunter trader. Your best bet is probably the trader, considering the easier drifters are less likely to drop Temporal Gears than the harder ones, and finding them in ruins is quite rare. If you really need one, you could pillar up in a temporal storm, whack some drifters with spears, then hope to get a Temporal Gear from that, thought it has the potential to be dangerous. When used to set spawn, it will last for 20 respawns by default, though that can be changed in world creation settings.
  4. The game runs near-flawlessly in vanilla for me (drops a few frames when in forests due to all the leaves) but runs quite bad when modded. Currently playing with Better Ruins and Better Traders, and I get severe lag spikes very frequently, sometimes only seconds apart. Does anyone know if this is an issue with mods or with some settings that I might need to tweak? I have a pretty decent PC, and I still get this lag even at low render distance, so I don't think it's anything to do with rendering. The game will be running fine, have a two-second freeze, and then run fine again. It's also considerably more choppy in regards to framerate when modded, but the lag spikes are the main issue for me. Does anyone know if there is anything I could change in settings or something to fix this? Thank you!!
  5. Me too. Generally I don't use the crude shield, though it is really nice if you are actively seeking out combat and trying to tank blows. Otherwise it's just an additional 20% hunger increase. I'd recommend using it specifically in combat situations (crouch to block!) but otherwise don't have it in your offhand.
  6. Playing as the Malefactor class will make the aggro range for animals significantly less and increase drop rates from cracked vessels and foraging, making for an easier early game. Try running into a lake when animals are chasing you - you swim much faster than them. You could also just pillar up and attack with spears or by throwing rocks. Avoid forests unless absolutely necessary early game. They're nothing but trouble! I promise that the game will get better. All new players get put through the wringer of the learning curve, but if you stick with it and use the handbook, eventually it'll be a breeze!
  7. There's a roadmap specifying the developers' vision for the game in the devlog page. They intend to keep updating the game for many more years to come. I think that the engine will be able to support that. The devs actually care about optimisation. If Minecraft, a game with an engine that's fifteen years old, not optimised much at all, and made by an amateur coder can withstand years upon years of updates, I think it's pretty safe to say that Vintage Story will be able to handle such a content load with more grace than that. Vintage's engine is already pretty sleek and can do some really cool stuff.
  8. Right! I was thinking that if it was knee-length on all sides that it could possible hinder movement, since considering that it's the uniform of a soldier, movement would be pretty important. Thanks for your advice!! I think I'll depict the shirt as being split at the sides and tattered like it is in-game, since my character has already been through quite a lot as this is a modded playthrough. (Looking at you, surface ruins with sawblade locusts!) Honestly I wish the untucked parts of the shirt showed on the character's legs in-game when moving, as they currently just clip through. Though, I heard something about how dynamic clothing like animated capes might be coming soon, so maybe that could be an opportunity to fix this!
  9. I know this is a bit of an odd question, but how long is the Blackguard shirt supposed to be? I've been meaning to try my hand at drawing a Blackguard character of mine, but a problem quickly arose. How do you guys think the shirt would look? From the front and back, it looks like it goes down nearly to the knees, but then from the sides it only goes to the waist and then abruptly cuts off, possibly a bug or an oversight. The fact that the draping parts at the front and back do not move with the legs (looks a little odd) makes me think that they may be drapery rather than the full length of the shirt, though again, this could be an oversight. What does everyone think about this?
  10. Is that thing even a human? They wear a large cloak and a white mask hides their face.. Is this some new form of beast?! Before I can draw one of the three knives that I always keep strapped to my leg for just this situation, they tell me hurriedly that it's "good to see a friendly face"..? I hear a strange noise behind them, and notice that three brown bears have chased them to the entrance of my wagon. They show their empty pockets in protest, clearly wishing that I was giving something away for free, before attempting to rob me of my pile of gears that I luckily laced with super glue. They rush back outside my wagon, and are instantly mauled to death on the spot. Three days later, they show up at my wagon again, this time shoving me a handful of gears in exchange for some copper nuggets. "Pleasure.. doing business with you..?"
  11. The moose freak me out, man! They always run right up to you and breathe really heavily, and most of the time they don't even attack, they just rush you for no reason. -Then when they do decide to attack, it does a ton of damage.
  12. If it's the barracks with the four-high bunks, did you check under the bunks to the left of the entry? Free metal scrap, shoes, jug and parallel transfer vessel!
  13. Indeed I am, the mountain descents haunt me to this day.. There's this big mountain range between my town and a friend's town, and so every time we visit each other we need to either go the long way around or climb it. This kind of problem happens a little too often.
  14. It's a minor suggestion, but it can also be quite a big annoyance. When you take starvation or fall damage, the game applies knockback to you. You get pushed or flung around from starving damage (every single tick) and fall damage (after you hit the ground). When playing on a server with latency issues, this becomes a major problem. Taking even a single tick of starvation damage is a gamble that you get thrown off a nearby cliff or into a nearby pit from knockback. Falling will do damage, but there is then a pause between hitting the ground and being flung forwards by knockback, sometimes resulting in a second fall. This is worsened if trying to descend any kind of mountain. You can also kind of teleport around a lot when taking starvation damage on a server due to what I assume is the server logging the point you were hurt, then your client trying to catch up to it, sometimes rubber-banding you quite a few blocks away. I'd just really like to see knockback removed from these two damage types. It's unrealistic, but mostly it's just sort of annoying when you have bad connection to a server.
  15. Something I noticed a while back but never really wrote a post about has once again come to mind and I thought that I would talk a bit about it. Pins. Hear me out. Each colour of tailored gambeson has a unique little pin design on the chest, and a varying design on the helmet. At first these might seem like cute little details, but I think that they may actually mean something, or at least one of them. More specifically, the pin on the blue tailored gambeson chest. Does it look somewhat familiar? It looks shockingly similar to those worn by traders. I think that the pins on the tailored gambeson armour may represent different factions from the old world that the Seraphs knew of. This 'blue faction' may well have been some kind of merchant group, as their symbol has roughly carried down to the traders of today. Of course, this could all be a crazy theory that actually means nothing, but I thought it was a cool little detail that I thought was worth sharing! The other tailored gambesons all have similar pins, though the blue one stuck out to me as the closest in appearance to the trader pins. (Traders can wear three types of pin, in my experience. The one that points up, the one that points down, or a flat one that does up under a hood).
  16. ifoz

    My city in desert

    Really cool build!! I love your farms, honestly it makes me really want to start playing around with having farms acting as visually pleasing garden areas rather than huge fenced-in squares!
  17. Flax twine restores 10% Any linen sheet or any cloth restores 50% Sewing kits restore 75%
  18. Honestly, I always say to pick whatever class you think looks coolest or whichever's backstory snippet interests you the most! Even the worst class debuffs aren't a huge factor in defining a playthrough.
  19. Honestly, I'd love to see some climbable vines too! Imagine scaling the wall of a fortress using the vines growing on the side.
  20. Thought you guys may enjoy seeing this, it's a pit ruin that generated with lava inside of it! Not something that you see every day! Honestly this whole area was weird, there was lava on the surface too. Strange stuff!
  21. They make me think of the Neathers from Sunless Sea. If they're exposed to sunlight for too long their bones set alight because they have been living underground for so many generations.
  22. @LadyWYT I personally would like to see a Rotwalker faction as a neutral or even helpful one. I don't think they're evil, I see them as just kind of deserving of pity. Scavengers stuck in a time long gone. Imagine finding one scurrying around or hiding inside a ruin - it'd be like finding someone hiding out in a foxhole long after the threat of war is gone. You could try and bring them to a trader to reintegrate them into society, but after generations of living underground, the sun might be a little too much for them to bare. Perhaps they could act as rare underground merchants who randomly show up and leave at any time. Selling things like vintage beef, 'dirty bandages' (heal only 2 hp instead of 3 like clean bandages) some tattered clothing and the rare rusted sword or pickaxe. If you attack any one of them, all future Rotwalkers will be hesitant to trade or outwrite aggressive until you can prove yourself to be trustworthy again by giving them some kind of rare trinket item like a gem or ruined weapon.
  23. The Rotwalker set has always fascinated me, since it seems like it would be important to the lore, being themed around the Rot, and yet it lacks item descriptions and an overall explanation of who or what wore it in the first place. I came up with this theory a while ago, but an only now posting it as I found a Rotwalker mask today and remembered that I had this theory in the back of my brain. I am theorising that the Rotwalkers were a group of surface scavengers (probably after the time of the player characters/old world but before the nature reclaimed the world) who searched the world for supplies when it was a 'Rot soup' (The final entry of Letters describes the world as being pure, black sludge). >The masks I theorize use Jonas tech or bioluminescence on the antenna to act as a head lamp. Their skull shapes may have been to help them blend in with the bodies that littered the world, avoiding the aggravation of drifters or other rot beasts. >The coat looks like without all the dirt and wear, it was once a white linen greatcoat. You can see patches of white (the same white colour as normal linen) among the dirt. The hands are notably also covered by the sleeves, acting as a protective measure against coming into contact with the Rot. >The leggings/pants look like they were once regular light brown pants, though they are now covered with mud. The patch one one of the legs almost looks like it has writing on it, though I can't tell if this is intentional or not. >The boots resemble Malefactor boots, except dirty and covered with mud. This leads me to believe that the Rotwalkers were a future version of the scavenger group that the Malefactor was a part of. The use of masks and wrapped boots, as well as having the same overall goal seems to support this. The rest of the set follows this same theme. Garb worn by those who had to brave a Rot-infested world, trying their best not to come into contact with it. Does anyone have any additional ideas or theories about the Rotwalkers? I'd love to hear them! Boot similarities. The writing(?) on the pants. The full set. The back of the coat and pants. See the white linen patches on the coat and the parts of the pants where there is no mud.
  24. Usually tin for ease of obtaining, though if I had the resources, why not go for black bronze? Lasts longer, is slightly better and looks cooler!
  25. I was watching an old video of a Youtuber doing a playthrough, and it got me remembering a few clothing designs that used to be in the game but have been since been scrapped. More specifically, the old version of the alchemist belt and the old version of the marketeer undermask. The old alchemist belt looked like a thin white sash with a pouch, very sleek looking. Think of the sash on the black bronze body lamellar. The old marketeer undermask was a green pendant. I just think it would be cool if these scrapped designs (and perhaps any others if I am not remembering them all) were allowed to see the light of day again as seperate clothing items. Name the old alchemist belt something like "forager's sash" and the old marketeer undermask "bismuth pendant" and I think they could be simple standalone items. Does anyone else like this idea?
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