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Everything posted by ifoz
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The Seraphs (and much of the lore) is heavily rooted in IRL alchemy myth. Seraphs in alchemy are humans granted a higher form (and immortality) by a philosopher's stone - which Jonas is confirmed to have created by various tapestries, symbols and item descriptions. Our Seraphs also seem fond of Jonas. There's a tapestry quote from the player character view that describes what Jonas once said in private - indicating a closer relationship than being strangers to him.
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The Rot was much more of a "consume everything and turn it to dead sludge" plague than anything to do with zombies. Drifters themselves are reanimated through the corrupting force of the Rust, not any kind of zombie virus. Spoiler for a quick rundown of the lore: While robots/AI do exist in the game and in the canon lore, we do not know the entire part they play. We hear whispers of a strange 'Machine God', which in my eyes could be Jonas' great machine itself, having somehow gained sentience or following out some directive.
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Also you can repair clothing with linen/cloth/twine. You just click on the clothing with the linen/cloth/twine and it will repair it. Linen/cloth = +50% Twine = +10% Sewing kit = +75%
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Clothes also degrades with wear. If you get hit by a powerful enemy, your clothes will take a big hit, too. Lesser enemies and other damage sources also deal clothing damage.
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I think if it were added, it'd be better as an optional setting on world creation (Vintage is a big fan of having game-changing features be optional, which is really nice). Buffs currently aren't properly in the game, though devs do plan for a buff/debuff system in the future. Alchemy is also planned, which would go hand-in-hand with such a system. Buffs from jewellery.. I'm a little more on the fence. This game's world doesn't really have magic (there is "magic" tech, but it's rooted in irl medieval alchemy lore), so getting buffs from jewellery probably wouldn't fit the world and lore. Builder class is something I'm kinda against though, just because limiting creativity behind an arbitrary decision isn't the best way to go about it. Especially if I wanted to choose another class for fashion, backstory or gameplay, but then am forced to choose builder just so I personally can enjoy the game's creative aspects more. I do think it would be much better to have as an optional world setting for those who want it. Anyway, this community is pretty good with discussing ideas and offering feedback rather than outright dismissing them.
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This could be interesting to see. Personally though it would grind my gears as a builder to have to place blocks at a snail's pace, so I'd rather not play with this enabled. I don't really view blocking enemies as an issue though. Usually they're too quick or you're in a cave, and if you can manage to block them without getting hit, that takes some skill on it's own. The larger issue with MC mobs that makes blocking them so effective is the fact that the main cast of hostile mobs were never balanced with sprinting in mind at all. The story locations have no ability to place blocks, so I'd say they're 'combat on even turf' whereas in the rest of the world, it's very much up to your own skills, wits, and choices within combat encounters.
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I preface this by saying, welcome to Vintage!! Secondly, in answer to this, while you can indeed do this, enemies have some tricks up their sleeves. Many are fast and agile, some have ranged attacks, and some can climb. The 'story locations' - big 'one of each per world' lore-relevant experiences, are also 'claimed', meaning you cannot break or alter them, so you'll be fighting on the turf of the enemies without the ability to place or break things.
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It does exist before it gets marked on your map actually, I've heard a story from someone who accidentally built their base on top of it, was mining and then hit a "this area is claimed by a higher power" zone. It spawns in upon initial world generation.
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Here's a weird one I've come up with, but I think it's honestly really interesting and makes sense. Boot Theory. Basically the theory of mine that survivor, malefactor and rotwalker boots are a visual timeline of both the groups and the old world itself. Survivors (1st) were those who fled to the underground, then Malefactors (2nd) emerged a little later as a scavenger/community service group, then Rotwalkers (3rd) came last when the world had turned to sludge. This also matches with the Survivor (1st) and Malefactor (2nd) gloves being the same under the patches and wrappings.
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That's very strange, sounds like a bug to me? Unless it's an attempt to patch staving off starvation via poultice.
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I don't know exactly either, I just know that one of the new locations utilises the game's "dimensions" system (first of it's kind) and so I do not know if this needs to be present on world creation to function correctly. I'm sure an ultimate goal of the devs' is to have the new story locations compatible with old saves, though.
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Old saves can still generate new terrain, the blending is arguably better than in MC, but the new big lore locations themselves may or may not be able to generate. You could always make a save on 1.19.8 and hope that they do generate, or even just use 1.19.8 as a "tutorial" to learn the game and then start a longer-term world when 1.20 stable drops.
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Pre-7 worlds are not designed to be long-term and will not generate the new story locations when those are added soon. I would advise against using pre-7 for anything more than a one-off test world. Also welcome to Vintage Story!
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It needs fireclay, you cannot make it with blue clay.
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You fuel it with a temporal gear, and then simply stand on it after you have died to be teleported to the location of your death. One gear per teleport is the cost, you just have to right click it with a temporal gear to fuel it.
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Only class clothing you can get in ruins is: Hunter shirt Hunter poncho Blackguard shoes Blackguard pin All of the others require you to use creative mode or commands. Sorry about that news.
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I heard that if your spawn is in water, 0,0 will have planks you can stand on, even if you do not spawn directly on top of them.
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I keep seeing this happen, too. They like to spawn in caves and then pathfind out into the broad daylight. It honestly needs to be tweaked and fixed, same with their noises being able to be heard from the surface when they are 25 blocks underground. I do love the new enemies, but I think this stuff needs a little fine tuning.
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I doubt they ever will. Killing other humans totally goes against the established world and themes of the game. In the lore, humans are scarce, and are barely surviving. The overarching themes of the game revolve around human compassion and kindness in the face of endless darkness and death, so I can never really see them adding anything like multiple huge cities or humans fighting humans.
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Gotcha, I've sent you an image now. Scrap bombs don't seem all that useful on their own, but I discovered you can chain them together. That could potentially be really good.
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Nope! Not the one I'm talking about. There's a new ranged enemy. It's totally creepy, it's got a great design. I don't know, honestly. I've only seen a quick look at one image of the thing. It seems pretty big.
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Doesn't sound like it's the one you're thinking of, then. It's not all that creepy, but it's quite imposing. It's not a ranged enemy, either. I don't mean the new ranged enemy. This is something we haven't heard of or seen before. I don't want to give away too much because I don't even know that much myself, but it's mechanical.
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I also keep hearing them on the surface. Their sound radius is really large, so I will hear *click click click* on the surface from an enemy who is 20 blocks below ground.
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Can i start a petition to move hallowcraft.ogg to combat music?
ifoz replied to NastyFlytrap's topic in Suggestions
I think "combat music" would be a better fit for more intense, fast-paced themes that would only play if you get hit and take more than something like five damage in one hit. This means you won't be in full plate armour late game and still hearing intense music around a single surface drifter.