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Everything posted by ifoz
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By the way, classes are less restricted than you probably think! Blackguards only get one type of sword, which is honestly worse than using normal falxes. Any class can buy the Hunter's recurve bow from a survival goods trader, pretty cheap too. Any class can also repair clothes, sewing kits aren't required. They're a little more efficient, but you can also just click and drop regular linen onto your clothes to repair them.
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What lore books should I have after completing the resonance archives?
ifoz replied to williams_482's topic in Questions
You cannot get any of the RA-specific books from panning. The RA-specific ones are: -Admirer of the Miller -The Spy and the Sparrow -The Patronage of Tibalt Amaro -The Weight of Stone -
Anyway more seriously, VS' worldbuilding just wouldn't work for a lot of traditional fantasy elements and creatures. We have a lot of lore about alchemy, prima materia, temporal 'magic', but nothing that would explain having living skeletons, or zombies. It's a world with a very specific kind of magic, rather than "magic can do anything and be used for anything". Just ignore that one of my own VS characters is meant to be a kind of living skeleton......
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Bomb-headed shiver.
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Crawling would be really nice for some environmental stuff - I've been building a ruin lately that includes a segment where the player is intended to 'crawl' through a sewer pipe, and I had to make it 1.5 blocks tall instead of something like 1 so they could fit.
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I don't know how to help really, sorry - just adding in that this item in particular is kind of in a half-implemented state. There's a certain story location where I assume these are supposed to be used for decoration for spoilery reasons, but they aren't actually there. EDIT: I wonder if you could world edit select them and then erase them.
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No, this is in Celsius.
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You can actually obtain the minmaxxwed warmest outfit in the game without being a tailor. Head: Nadiyan fur hat (bought) [+1.5] Shoulders: Prince fur (found in ruins) [+3] Coat: Nadiyan fur jacket or reindeer herder coat (the first one is bought, the second one is found in ruins or crafted as a tailor) [+4] Shirt: Nadiyan fur shirt or chateau/pastoral shirt (the first one is bought, the second ones are crafted as a tailor) [+2.5] Legs: Nadiyan fur pants or woolen leggings/pants (both are bought) [+3] Feet: Reindeer herder shoes (found in ruins or crafted as a tailor) [+4] Mask: Barber surgeon hood (found in ruins) [+1] Hands: Nadiyan fur mittens or fur gloves (the first one is bought, the second one is crafted) [+1.5] Belt: Any of the belts that give +0.3 warmth (found in ruins, bought, start the game with one depending on class) [+0.3] All in all that's a total of +20.8 degrees. In 1.21 you can also make bear armour for even more warmth, polar bear armour is +1.5 extra per piece. That means that in 1.21 the warmest possible outfit is +25.3 degrees.
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It sound like you ran into a certain bug where the villager trades get messed up, I've seen it happen to quite a few people actually. The innkeepers are supposed to sell bread, cheese and alcohol.
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Oh no, pre-3 faces are identical to 1.20, that's why I used it as the "before" image.
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I really hope the devs see this post before stable, I am not the biggest fan of the new faces either. They look fine, but every single one also now looks either angry/cocky or sad/tired. There's no longer options for any kind of happy/friendly expressions. I think it's the eyebrows and eyes now being angled at least slightly downwards in all of them. Here's an image of my Seraph in both pre3 and rc1, same settings, same expression ("grin"). I don't like how he looks like he's glaring now, and there's no expression like the old, friendly version.
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In the vanilla game, there is no way to make decorated pottery outside of making your own custom mod. Traders and ruins will allow you to get certain special decorated storage vessels, but you cannot make your own. However, in the upcoming 1.21 update, you can now colour all of your ceramic items. No custom patterns yet though.
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The actual reason is..... Traders are outdated and the new NPCs fight threats. (Or so I hear at least, they do also have attack animations in the files, so). Traders are relics of the dark days of yore, when there weren't such things as "the modern NPC ai". Tales tell of people who needed to neither eat nor sleep! Can you imagine how preposterous that is? The legend goes that they suddenly vanished from the world, in an event that has come to be known as "1.22". (I'm being silly, but yeah traders are outdated and the devs have said they plan to rework them, potentially in the 1.22 update).
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I always though it'd be nice if instead of stone tools, ruins had "rusted tools". They'd be just as bad as stone but make more lore sense. In a world with an 1800's steel furnace and all Jonas' advancements, why would the underground survivors be using stone tools and not iron/steel?
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I always compare it to a modern human trying to read old English. Yeah you can get there with enough practice, but the average modern English speaker probably wouldn't be able to glean much from a 1300's English manuscript. Speech would likely be a bit easier though, since there's none of that "spelling wasn't that widely known so we just guessed" that written old English can have. [EDIT:] Oh also, I asked Saraty the other day and she said that traders would hopefully be getting updated in 1.22, so fingers crossed!
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They're actually very slightly longer than an aged bed if you compare, I think they're just not yet usable because beds are kind of underdeveloped. We know Saraty wants customisable and woodtyped beds but the team just hasn't gotten around to properly implementing them. On the subject of usable clutter, allow us to light the very rare pristine braziers, or place books on book stands, etc. That would be so fun!
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One way to make "realistic" textures is to just take photos. Grab a camera, photograph some gravel, then just change the colours around and touch it up so it tiles right. That's how a lot of textures were done in older games.
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Possibly a mod, or you are just looking at the output slot for the crafting grid. Belts in this game are all purely cosmetic.
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You can do this with mods, or yes by disabling lore content. However, disabling lore content also disables ruins, NPCs and story locations.
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The human-only setting (homo sapiens) is specifically made as an option for hardcore wilderness players who don't want any of the NPCs, story locations, ruins or the village that are all featured in the main 'standard' game mode. The devs don't really design or balance around the homo sapiens mode, as it cuts a large chunk of content from the base game. This is what it is intended to do, however.
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One of the story locations in the game is very parkour-heavy.
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As cool as it is, this would make basing in ruins near-impossible for Malefactor players, which would just serve to limit player freedom in regards to storytelling and building. I think it would need either some way to negate this effect if you base at a ruin, or lean more into their heavy conscience to do with hurting people. Malefactor's subtext indicates that due to whatever they did in the past, they don't want to hurt anyone ever again, which ingame reduces their melee damage. Perhaps it could be the same effect but only applied to humanoid enemies (drifters, shivers, bowtorn), or something of the sort.
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Weaving! I'm most hyped for weaving and alchemy, which are both planned. I know that 1.22 will be a 'mechanical power update' but I'm pretty sure they said they also wanted to add/rework some other crafting systems, which gives me hope for actual weaving being added then too.