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ifoz

Very supportive Vintarian
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Everything posted by ifoz

  1. Me too. I always go for fashion over function! My guy looks pretty cozy anyway with his heavy leather cape, but I don't want to wear the fur coat or the ugly fur boots. I justify it in-universe that he is warm, even if the stats are only +2 degrees
  2. A few years back I used to be a huge fan of Starbound, though I always played it with a million mods on. About a year ago I learned that the devs were kinda scummy, though by then I had already mostly stopped playing it already. I had played it since it's alpha, but by now it's basically dead for all purposes, as it's last and likely final update was many years ago. Still, that game made me get into sprite art, which is something I really enjoy doing. To be honest I think that Vintage Story is my latest addition to the list of favourite games of all time! I really love this game, and have been obsessing over designing my little town and my character's lore and backstory lately. Other favourite games of mine are Terraria, Rain World, Morrowind, all of the Souls games, Deltarune, the Mother series, Hylics, and many more. (Can you tell I mostly like RPGs and sandbox games?) I was also a huge Minecraft fan, though I think this game by far takes the cake as my favourite blocky sandbox game!
  3. I would love to see the ability to toggle your hood/cloak between 'hood up' and 'hood down'. I know this may require a few tiny model adjustments or new models, but I would love to have the ability to have my character's cloaked hood around his neck in the warmer months, as opposed to a raised hood in the winter. I think it would just add a lot of personality to characters who wear hoods and cloaks!
  4. This is a really simple suggestion, but I'm tired of seeing my friends wearing bamboo and straw hats in winter for that precious +1 degree warmth bonus. I would love to see a fur cap be added to the game, as well as potentially a homespun beanie made from flax. The "Stone Age Settler" forum rank even depicts a fur cap. Just one or two headwear items for the winter that aren't made of straw.
  5. I have had him respawn before, my friends and I got Eidolon jumpscared!
  6. Break every single wild crop you find. If it is on dirt, you can do something a little cheaty and make a hoe, and then hoe the dirt the crop is on so the game thinks you farmed it and gives more food and seeds. If it is a warmer month, just eat berries if you don't have a farm. Generally berries are super plentiful and common, so you rarely run out in the warm months of the year. I hope this helped your starvation issues!
  7. ifoz

    Empty hands?

    You need a free toolbar slot, though if you are holding something that can go in your offhand, you can press X to quickly put it in your other hand and leave your main hand empty.
  8. There actually is a spring too, the meteor somehow generated under the sludgy gravel! A strange combination of both worlds. That is actually something I was thinking about the other day. You probably shouldn't be able to keep your open tannin and limewater barrels out in the rain!
  9. Jonas Falx was a noble-born engineer who made most of the technological advancements found in the world. He also discovered the Prima Materia, a world-bending substance that most likely led to humans turning into Seraphs, which is what we are. He also, in his efforts to stop the Rot plague, probably messed up space and time, potentially bringing about the Rust and making Rot victims corruptible into Drifters. He also built the Salvation Engine, which we do not know much about, other than it is maybe the reason why we suddenly awaken many, many years after the apocalypse. The middle ages. The lore mentions the Hanseatic League, who were a real German merchant league in the 1400's. We play as a Seraph, a human presumably touched by the Prima Materia. We are immortal and do not need sleep, though we can still feel pain and tiredness. Most likely, our characters were a band of common folk who aligned themselves with Falx, and he gifted this new form onto them. Traders are human, we are not.
  10. This conjured up a funny mental image of a Clockmaker wielding a giant greathammer and crushing locusts like whack-a-mole. Could Hunters potentially gain higher damage against animals? It could fit their whole thing of, well, hunting. I don't see much realistic use for a bow and arrow in a cave in real life, though obviously they can still be quite nice to have in-game. I think Hunters could maybe fit the niche of the ranger who stays at distance from the enemy and offers support to the melee fighters.
  11. A combat overhaul like this could also bring about new class traits. Malefactors could have extra crit chance with daggers due to their sneaky nature and stealthy playstyle, Clockmakers could be more adept with crossbows because they are mechanical. Blackguards could have enhanced bludgeoning damage due to strength - meaning Tailors, Clockmakers and Malefactors would have less due to their frail traits. I think a combat overhaul like this would be really awesome to see, and by incorporating class traits into the mix could offer players different ways to play to their class' advantages!
  12. I don't even know what to say about this. I found this naturally generated. A floating bacteria mat on top of suevite stones. EDIT: There is indeed a meteor under this hotspring. SECOND EDIT: Right near it was this glitched water flax.
  13. The idea that The Dancing Drifter is such a universal tavern that it shows up in different forms in the worlds of different Seraphs is amazing, you can absolutely feel free to steal the name!
  14. Extremely rare sighting of the elusive Dancing Drifter. I had one show up outside my base one day and vanish the next. His appearance warranted a tavern named after him! The Dancing Drifter.
  15. Perhaps requiring nails and strips of the same metal as the tool head as well as a stick to create a properly joined tool? This would give the really obscure nails and strips like meteoric iron a use, while hopefully not being so convoluted that players would just outright ignore it.
  16. I've actually seen a trader buy steel. It was for 3 gears per ingot, which seems a bit of a steal. Not for the player. But yeah, I think traders are probably generally less advanced, most likely for balancing. It would be kinda game-breaking if they sold iron tools. (Nevermind that buried treasure can contain iron hammers and falxs). A new human settlement would be awesome, that was something I was talking about with a friend not too long ago! Imagine NPCs who dislike you because you are a Seraph, or those who praise you for it. It could open up a lot of character building with the possibilities of dialogue choices. Also fancy gilded picks and other tools would be really cool, I really like that idea! Gilded steel pickaxe, anyone?
  17. For some reason, even in the steel age, the heads of pickaxes and other tools are still fixed to their handles with rope. Axes are the exception to this, as they clearly have joints and no rope. Copper and bronze axes do, but iron and steel is when they get joints. I think that iron and steel tools should all have joints instead of rope, making them appear more sturdy and worthy of their late-game availability. Traders can be seen carrying iron pickaxes with heads that are properly joined to the handles, so why can't we? This could even be taken a step further where any crafted copper or bronze tool has rope, but any copper or bronze tool bought from traders has joints. It would show that traders are more technologically advanced than the player, at least until the iron age, when having joints can be seen as a milestone. It would also make sense that a pickaxe made in a bush forge would be of less sturdy construction and appearance than one sold by a trader and most likely constructed in an actual smithy. What does everyone else think about this idea?
  18. This would be super cool! I think this would fit in really well with the game, too. I mean, traders can already carry both spyglasses and magnifying glasses as cosmetic features of their models, so they are already part of the game's world.
  19. I think you're talking about the "ancient" ruins, made from unique "ancient" blocks, not limestone or marble. I haven't seen any since 1.18, though they were indeed in the vanilla game at least back then. I have some screenshots of them from a completely un-modded world. Building materials traders can still sell the "ancient" blocks though I think. I don't know where they went! I'll keep you posted if I suddenly start finding them again. This screenshot is from back in 1.18. This is fully vanilla though.
  20. I sadly don't have a screenshot of this story, but I hope to return to this thread eventually with some silly drifter screenshots of my own! Recently I was tending my farm (at midday) and walked back to my house. Standing perfectly still, very politely at my door was a drifter. He ran from me when I approached, so I decided to let him live. Wondering how a drifter, albeit such a mild-mannered one was there during the day, I searched for nearby caves. Before long, I stumbled upon a cave entrance in a cliff just outside my house. Peering inside, I discovered my own personal translocator, not 20 blocks from my house! I extend my thanks to that polite drifter who inadvertently led me to my home translocator!
  21. I wholeheartedly agree. While some level of automation is much appreciated, such as that of extremely tedious, menial tasks, I'd prefer if we couldn't automate most things. Most things are at least somewhat engaging and require thought and work, even if it's a bit grindy like smithing. With all that said, I would still love to see further uses for mechanical power, and some of MassiveHobo's suggestions sound super cool!
  22. To me, the Forlorn Hope Talisman looks a lot like a temporal gear being worn as an amulet! Though a Rusty Gear Talisman would be a super cool addition...
  23. I love rusty gears as the currency, and the fact that gears are canonically a holy symbol is super cool. They're irreplaceable because they're super intricate and that's why they cannot be replicated. They also seem to have connections to temporal gears, which makes them a bit otherworldly and perhaps more intricate than could be created with the tech we currently have. I do actually really like the look of machine teeth though.. Maybe they could act as a misc item that players could create their own economies around. Something small like omok pieces that have no actual use (other than the omok board but that only applies to omok pieces) but are a fun little collectable trinket. If they were in the game as a weird little collectable, I guarantee I would want to find one of each just because they're a cool little thing.
  24. Wooden rails are in the game's files, so fingers crossed for some kind of cart system and maybe trains eventually! I say trains eventually because you would want steel to make railway tracks that are at all decent. You could not run a train on wooden rails. Since steel rails are not in the files yet but wooden rails are, I am lead to believe that the devs may be tinkering around with some kind of simple cart or tram system.
  25. This is a super simple suggestion, but it's a bit of a tiny gripe that I personally have. The 'Malefactor Leather Tunic' is actually a leather jerkin. Specifically, it bears an extremely strong resemblance to the jerkins worn by British soldiers in WW1, four buttons and all. The 'Leather Jerkin' armour in the game is actually leather gambeson. It has sleeves, which jerkins generally do not. It also has pants, which jerkins do not have as they are only a vest. I would really like to see Malefactor's "malefactor leather tunic" changed to "malefactor leather jerkin" and the "leather jerkin" armour changed to "leather gambeson". 1. Real life leather jerkin. (Photo from Google images). 2. Real life leather gambeson. (Photo from Google images).
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