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Everything posted by LadyWYT
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Honestly, forgot that was a thing, since I always pack a ton of pie when going on expeditions. Pie stacks ridiculously well(but make sure you cut it before heading in to story locations!), and in the case of redmeat pie is especially filling. However, the main issue with packing a practical fridge's worth of pies...is that about half of it spoils before I can manage to eat it, even as a Blackguard. I always pack way too much food for the Archive. Does beat the alternative though.
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Haha, sure, why not, in regards to the bears. Bears are basically the boss entities of the surface and early game, so having a class that's stronger at confronting them could be interesting. Very interesting. Especially if the Noble is rather foolhardy in a multiplayer scenario--could see a lot of shenanigans develop as a result. I had considered that as well, since nobles would have more refined manners and thus have some advantage in negotiating. However, I think it's a benefit that's better leveraged by the Tailor, since tailors would need to have good business sense and nobles...generally have so much money that they don't care about prices. If anything, paying outrageous prices for nonsense would be ideal for a noble in some ways, since spending lots of money on frivolous things is a method of indicating your power and status. Assuming that NPCs eventually offer more reactions to the player's class though, I think Noble would be one of those that's either well-liked for their manners, or perhaps despised for their arrogance. Or perhaps they're simply treated like the village idiot, since nobility may be a completely foreign concept in the present and the Noble otherwise proves a bit inept at common labor.
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I see you've not found their giant counterparts yet. I'm not so sure that Jonas is responsible for creating the rusty gears, or the temporal gears, for that matter. It's possible that he did, and the process used has long since been lost to the ages. However, I suspect that the rusty gears, and perhaps a portion of the temporal gears as well, actually come from the Rust world dimension. It's been described as a wondrous land filled with giant, impossible machines, that also turned into a dark and dreadful place not long after Jonas began his work(it's also rather heavily implied that Jonas essentially copied a lot of what he saw there). Of course, there's also the theory that rusty gears are simply the remains of temporal gears that have been used up. Either way you look at it, I think the main idea is that the gears are special because their design is too exceptional to be the work of human hands. I'm not so sure that Falx made a pact with any otherworldly entity. It's possible, but as it currently stands, he just seems to have found a way to peer into the Rust world and simply copied the things he saw there, for the most part. I don't think there's yet been a concrete reason given as to why all the automatons went rogue, other than it probably has something to do with whatever turned the Rust world into the horrible place that it is. I think it's also implied that the shivers, drifters, and bowtorn may be the unluckier victims of what Jonas's grand Salvation Engine did to the Old World. Given how prominent of a figure he is in the lore, I would be surprised if we didn't run across him(or what's left of him) at some point, though I would expect it to be an encounter that happens more towards the end of the story. I'm certain he's still alive though, based on some dialogue from chapter 2, though in hiding and wanting nothing to do with his inventions or other people.
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Welcome to the forums! I guess it kind of does, since your latitude affects your climate and day length. Building something like Stonehenge would be relatively simple, but building it to be functional...I'm not sure how one would go about doing that in game. You'd definitely need to consider how many days per month you have it set to in your world; by default it's 9, but it can go as high as 30.
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I think it's just for variety, plus I suppose if you wanted a more difficult cheese to make, it fills that role nicely.
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I was contemplating that, giving them a bonus against tier 4 enemies as well. Still very situational, but allows them to deal with major threats very quickly. I'm not sure I would go lower tier than that, as Blackguard should still be the best overall warrior, in my opinion. The key distinction between Blackguard and Noble is that Nobles don't have the penalty to hunger or ranged damage. Interestingly, the buff to weapon durability means that not only will melee weapons last longer, but so will ranged weapons as well. The main idea behind the Chivalrous trait though is that they make short work of the really tough stuff, but are otherwise fairly average(though solid) fighters. I'd use that for an Alchemist class, really. Not that nobles aren't capable of crafting, but they aren't really ones for menial tasks or manual labor. While they'd make decent fighters, they're otherwise more of a challenge class.
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I would say avoid combat if you can, and for the situations that you can't, try to fight at range. They're probably one of the weakest for melee, as they have penalties to both melee damage and total health, so it will take more hits to kill a target while not being able to survive as many hits yourself. For ranged damage, you might try out the malefactor's sling--it may not be as fancy as a bow, but it uses rocks as ammunition, so you should never be running out of ammo. Overall, I'd say that Malefactor is a class that is very strong in the early game, but weakens by a fair margin in the late game, largely in part to the combat penalties.
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While most of Falx's allies were common folk, there were a few among the nobility that believed in his cause and lent their aid to his endeavors. Unfortunately, there's not currently a playable class that properly reflects that background, so here's an attempt at what a class like that could look like: The Noble Martial: (+25% weapon durability, walk speed penalty for armor reduced by 25%) Much like Blackguards, Nobles are trained fighters, able to move more easily in armor and get more service from their equipment. However, they don't find themselves in combat quite as often, so their weapons tend to last a bit longer as a result. Chivalrous: (+30% damage to boss enemies, -15% damage to mechanicals) Nobles prefer to face worthy opponents in combat, rather than fighting for the sake of fighting, making them more distinct from the Blackguards. They're also rather clueless when it comes to working with machines, and have issues countering mechanical creatures as a result. Highborn: (exclusive craftable Forlorn Hope estoc and shield) Much like the Blackguard, they have their own sword/shield combo they can craft. With a further tweak, allow the Noble to craft the Forlorn Hope armor, while allowing the Blackguard to craft the Blackguard armor. Claustrophobic: (-15% ore drop rate, -10% mining speed) Nobles don't like stuffy confined spaces, and have no talent for hard labor. Civil: (-10% loot from foraging) While decent at hunting, Nobles aren't particularly adept at otherwise fending for themselves in the wild, preferring civilization to nature. Finicky: (cannot eat spoiled food) A Noble's refined palette makes them a lot pickier about what they put in their mouth. Don't expect them to touch spoiled food. ---- Overall, I expect the Noble to play similar to Blackguard, being stronger in combat than most other classes and specializing in slaying epic monsters. Much like the Blackguard, they also have issues foraging for food, though in the Noble's case they have problems with mining instead of hunting. The Finicky trait is an odd one, but it seemed fitting. At a glance, it doesn't seem like it would affect much, since it tends to be relatively easy to avoid spoiled food to begin with. However, in the early game it could prove to be an obstacle, since food is somewhat a luxury. Likewise, it could present a big problem later if all the food you packed for that big expedition begins to spoil mid-journey. Other classes could just eat the stale food and be fine, but the Noble will need to turn their attention to finding new supplies lest they face starvation.
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If you play multiplayer, get yourself a Blackguard friend or two and I guarantee those pies will disappear.
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That doesn't really help when there are walls that are just over one block high that you normally can't jump, but could with the ability to climb. There's one spot in the Archive that's particularly bad and would 100% need a redesign, as otherwise the player would be able to avoid a certain encounter entirely and skip straight to the end. One of the locations from chapter 2 would also end up trivialized completely, since it requires some fancy footwork that would no longer be necessary if the player can climb. I think if climbing were implemented in the base game, it'd be better to either implement a version like you suggested now, so that there's not as much to rework, or even better implement something like this: Requiring special equipment to scale walls and things would be a better way to handle such a mechanic without needing a complete rework of existing locations. The existing protections would still apply, preventing you from using items to tamper with the blocks within. Of course, that might lead to a bit of immersion breaking, since you should logically be able to crawl/climb through certain bits, however, we already kinda have that kind of immersion break due to gameplay constraints.
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The really sad part is that going by foot ends up being roughly on-par with traveling by elk, although it does depend on the terrain. The elk will outrun a seraph on foot with ease, however, a seraph traveling on foot can quickly cut through forests and climb over mountains that the elk will otherwise have to go around. It is a problem, yeah, though I would say the elk is still overall an upgrade. You're a lot faster on the flat areas and the elk autosteps up to two block heights. The elk can also carry a lot of stuff for you, and given some of the tweaks to the locations there are likely goodies you'll be wanting to bring back. Overall though, I do agree with your sentiment--the elk needs some refining to feel like an especially comfortable way to travel. Tightening the turn radius and smoothing out incline traversal would help significantly.
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I like this theory too, however, the main hole I see in it is the time and skill required to build all the stuff we see at the Devastation. Granted, maybe Tobias also built several eidolons and other robots to help, since we see eidolon parts floating around the area. But otherwise it seems like it would have taken too much time for the 500 years that have passed, for the Nadiyans to also completely forget what actually happened there. Perhaps those involved simply refused to talk about what happened with anyone else, and the truth was eventually forgotten, but it seems a stretch. The other bit I have a tough time wrapping my mind around is how did Tobias and anyone else survive the resulting explosion when the machine blew up? That's part of the reason I lean towards it being the Salvation Engine. I don't think it's too important to reveal in the second chapter, as it silently answers the question of how we got to where we are to begin with. I suspect there are much grander machines in the works, that we will either be finding or building later. Fantastical machines aside though, it's Jonas Falx who will be the biggest reveal, unless I'm mistaken. Hmmm...I didn't consider that. That's very possible, though I still lean toward using the Lens in chapter 3. If I'm recalling correctly, I think Tyron mentioned playing around with the pocket dimension mechanic more in the near future, although that could also be in reference to fleshing out the sailboats more. But sticking at least 2 of the 3 locations into chapter 3 would make a lot of sense, as well as make "The Journey" feel even more epic. Not that we don't already do a lot of traveling in chapter 2, but more travel in chapter 3 turns it into more of LOTR-style grand adventure. We'll see! I agree, though it's possible they could opt for multiple endings depending on player choices and that could be the "good" ending. In regards to Jonas sacrificing himself, I think that would be a bittersweet end and rather fitting for his character...not that we've seen him. The poor man's been through so much, and given so much of his own time and resources to trying to make the world a better place only to see his plans almost backfire completely. The worst end for him I can think is if he decided to follow in the footsteps of the Old World nobles as a result of his trauma, and become a tyrant in the New World.
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I've jumped off a cliff to avoid a moose at spawn before, on apocalyptic rift activity. It's quite the experience. The other issue that occurred to me about stopping hostile spawns near the world spawn, is that it's really only a temporary fix. If a player is temperamental enough that they're going to immediately ragequit and never try the game again because they got really unlucky with spawn, sure having no hostile creatures at world spawn might mean they play the game a bit longer. However, there's plenty of hostile wildlife and other ways to die elsewhere, which they will almost certainly find in short order, so what happens then? Not to mention that it's a lot more difficult to get geared up in Vintage Story than it is in other titles.
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I don't recall who mentioned procedural dungeon generation recently, but I know it's been brought up a time or two in the past, and I've been thinking... I think the Devastation from chapter 2 was a test run for some procedural generation work that we may or may not see harnessed for minor dungeons in a future update. Reason I say that, is that while I know all the story locations are hand-built from scratch(or at least I figure as much), it doesn't make sense that the entire Devastation area is 100% made by hand. It could be, but more likely there is some kind of generation algorithm at work that utilizes pre-built set pieces instead to flesh everything out, given that many of the details repeat over the entire area and there's really only one or two locations aside from the Tower that stand out as unique. That being said, it's still impressive work, and I'd wager a precursor to procedural generation of more complex structures. I'm guessing we might see some of it come to fruition in chapter 3, if that's case, as I'm guessing that we'll be using the Lens to travel to the Rust world or a different dimension. If that ends up being the case, a potential reward could be using the Lens every once in a while to re-enter the other dimension and complete a small dungeon challenge in return for a few goodies, although I'm not sure how well that kind of gameplay loop would mesh with what we have already.
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Slice-able foods, sandwiches, toast, and fried food.
LadyWYT replied to WaltzingPhantom's topic in Suggestions
No no no, you see, the last time someone tried it, the world kinda got scrambled and now we're left with all these little grey hobos shuffling about, moaning about their desire for those fabled goodies. . . . In all seriousness though, I could see sandwiches being slipped in to a future update. -
I would try the whistle in the hopes that it's just the elk icon that bugged out, and that the animal itself is still somewhere nearby. Otherwise, you'll probably need to use creative/spectator and fly yourself over to wherever the elk ended up, switch back to survival, and soldier on from there.
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Your initial spawn in the world will always be at, or close to 0:0, regardless of starting climate. The Polar-Equator Distance in world settings is what affects how far away the arctic region is from the equator, and thus how quickly the climate zones transition from one to the other. The default value is 100k, meaning that if you start in the arctic you'll need to go about 100k blocks before you hit the equatorial zone. You just need to head south for the climate to warm up. If you're having to travel further than you'd like to reach the warmer zones, you might consider starting in a warmer climate, or shortening the polar-equator distance when you create a new world.
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First off, welcome to the forums! Best left as a mod. The temporal gears are more in line with the lore, plus it's more interesting than just "sleep in bed". I also agree with the design philosophy on making resetting your spawn more costly; resetting one's spawn point is a powerful mechanic, and one that shouldn't be treated lightly. The current gear method means that you'll generally need to put more thought into when you reset your spawn and how often you want to risk your life. Somewhat already a thing in regards to domesticating animals. However, not all animals can be domesticated, nor should they. I think I'd rather have more efficient recipes in certain cases, such as being able to forge two knife blades from one ingot. Otherwise the metal waste isn't really that bad, at least in singleplayer, and gives the player more incentive to go searching for ore instead of finding one deposit and being set for the game. It's not the most realistic, but for similar reasons stated above...the material loss isn't that bad, and acts as incentive for the player to go interact with the world by seeking out more ore. True, but you can do that already via mods. Would be neat, but would also likely require too much processing power to be worth it. Lanterns. I think more crops is on the roadmap, but not a priority right now since we already have a good variety of food to work with. Now this idea I like, however, bloomeries also aren't that expensive either. Could be interesting for a small survival challenge, however, I could also see it winding up as more hassle than fun. Probably in the same vein as more crops--likely to be added later as time/resources permit, but not currently a priority. You can have this, you just need to adjust the world settings when creating a world until you get the kind of generation you want. Also already exists. Flax twine, linen, and sewing kits can all repair clothes. Armor you can already repair yourself. Tools and weapons can be repaired at the village(found by playing through the main story), as can armor, but it'll cost you some gears. As far as repairing tools/weapons yourself...eh...I'm fine with them breaking. Gives the player incentive to upgrade their equipment, as well as the need to seek out ore every once in a while. Will probably happen at some point along with dogs. Until then, it's covered by mods. Better handled by mods for those wanting that kind of challenge. While I've enjoyed playing with thirst mechanics, I think for the general game it would end up being too much of a chore to keep track of for most players, and it's a significant enough mechanic that it would be a disservice to just have it toggled off by default. This idea makes more sense than the straw dummies, really, but both in tandem would be fine. I think Alchemist and Noble would be better fits, as those are both class types that were also allied with Falx but aren't represented properly by anything currently playable. Farmer and cook are already covered by Commoner, essentially, and mining bonuses are already covered by Blackguard.
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I say throw the new seraphs to the wolves and be done with it. Dying immediately to hostile wildlife is somewhat rare, and when it does happen it sucks, but hey, it's easy enough to try again on a different world(or come back later in the event one is frustrated). There's nothing like the adrenaline rush of outrunning a wolf pack and living to tell the tale on a fresh new world, and one acquires those escape reflexes fairly quickly. On the flip side, if I were to make the initial spawn point safer, the most I would do is give a small radius of protection to stop any entity other than the player from spawning, until the player leaves that radius. Then entities can spawn as normal. For multiplayer, it could simply be a toggled feature in the server settings. Which I'm also guessing this is probably why some new players have certain complaints--they came in expecting something like the other block game, and that's not what Vintage Story is. Vintage Story doesn't pull its punches, nor should it; let Vintage Story be Vintage Story, and those who like the game will either develop their skills and season it to their individual taste via settings/mods, or decide they don't like it and move on. Both results are perfectly fine, in my opinion. This is true, but I would also note that the other block game isn't immune from the issue either. You might not be lunch for the local wildlife in that case, but it has its own bad spawns(though "bad" is somewhat relative). The chances of getting one of those spawns is still fairly low, but it's possible, and a new player who happens to get one could decide that game isn't worth their time either and quit.
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I feel like stopping people from exploiting the game mechanics is something you can only prevent so much of, as it's something that will always happen to some extent as players figure out the most expedient ways to do things. I also suspect that situations that are "too easy" aren't necessarily bad, as that's in many cases just a symptom of a player playing competently. Tasks should be easier once you have the right knowledge and skills to tackle them. That being said, I get where the OP is coming from. I don't play with cave-ins enabled, but based on his description of it, it sounds like the mechanic could use some extra tuning so it's not so easily avoided .
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I know sometimes the lighting engine will derp and go from a nice evening twilight to pitch black instantly. That also happens during an eclipse, however, an eclipse will only last a couple of seconds before switching back to daylight. As for how often eclipses occur...in temperate climate zones they seem to occur about twice a year for a couple of days in the spring and fall, on standard settings anyway. They're supposed to happen whenever the moon blocks the sun. In my experience, they seem inclined to happen either earlier in the morning, or on towards evening. Yeah, that kind of frequency doesn't sound right. Have you tried going north/south to change your latitude, and see if it still occurs? I don't know that there's a "perfect spot" regarding latitude that you could get eclipses almost all the time in-game, but I suppose it's potentially possible.
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I'm guessing that you probably could, with enough practice. The other block game has a similar concept of avoiding fall damage using well-timed water buckets.
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As long as you're unarmored, it should be possible to outrun shivers. To my knowledge, the unarmored player is slightly faster. I could be wrong though.
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Sealing crocks will extend the shelf life, but otherwise my strategy is to just...eat crocks of food, if I have them. Storing food up for winter is fine and all, and you need to if you live in a climate where it gets cold, but if you never use that food then it's practically the same as having never stored it at all. Most things will keep for a while as raw ingredients--meat, eggs, berries, and some dairy are the only things that don't really keep without processing. Depends on the multiplayer setup, really. For a big server it would be a definite problem. For a small server where the players are working together, not so much. I play with one friend, and while it's not uncommon for only one of us to be on at a time, food spoilage isn't really a problem since we're working as a team. The food that does spoil gets turned into compost, and whoever's online has the responsibility of making sure there is always some kind of food available so that neither one of us starves.
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Finally sitting my butt down and doing a write-up on my thoughts. In case it wasn't obvious from the title, there will be spoilers ahead, so if you haven't yet played the main story and wish the content to remain unspoiled, stop reading now and come back later once you've played through it. You have been warned! And with that being said, let's dive into it... The Resonance Archive While it's the location central to chapter 1, the library message has been altered to include other location names. Likewise, the old alchemist who left the message is confirmed to be Tobias and not Jonas, though that will become obvious later on. In any case, only two of the mentioned locations you'll actually visit in chapter 2--the Lazaret, and Nadiya. The Spoils could be a reference to the Devastation, since the trader mentions it being a horrible place when asked about it, however, I think the Spoils may be something else given that the Devastation doesn't seem to have had its name changed over the years. The Cardinals likely refers to a proper fortified town, quite possibly a religious hub. The Quiet doesn't really hold much hint of what it might be, but I suspect it may possibly be where Jonas might be hiding. The Lazaret The first of the locations that the player will visit, it's not very big but gets the job down, and the atmosphere here is well done. It was a quarantine zone for those infected with Rot, as well as a place for alchemists to study the victims in the hopes of finding a solution. Judging by the loot that you can find in the cells, no one was spared--commoners, children, even nobles and royalty were imprisoned here and used for research. In regards to the scribbling on the walls, some of the marks seem to just be a tally of days, while some of the "writing" outside the cells could just be research notes...though that doesn't really make as much sense. A lot of the writing seems to be nonsense scribbled by infected, given that the scribbles are somewhat esoteric and seem to depict Rot monsters or other strange images. Which also leads to wonder that given several of the prisoners were likely commoners who didn't know how to write...does being infected somehow give them that capacity? I'm not sure, but it's very unsettling, and given a lot of scribbles are outside the cells, I suspect either the researchers themselves were eventually infected, or there was some sort of jailbreak towards the end. In any case, the location design is solid, though I think it should've been a little bigger, with the clue you need to find hidden better so that players need to actually do some thorough searching to find. The other thing I found worthy of note is that one of the images scribbled on the wall resembles a certain old friend, at least somewhat, though I'm not sure if that's intentional or just a coincidence. Nadiya The name of the village, and the second place you will visit. A quaint little medieval village, though it quickly becomes apparent that the villagers don't really know what happened to the Old World, or what's really going on now as a result. Tobias is a legendary figure that's long dead, in their minds, and the few that know of the Devastation seem to be aware that something horrible once happened there long ago, but are otherwise unaware of what happened and why. To further illustrate that much time has passed since the end of the Old World, all of the villagers have different accents, and none of them can read Old World writing(though they express surprise when you can). The Devastation The main core of the challenge, and likely the third place you'll visit, assuming you didn't seek out Tobias first. I believe the Tower at the center houses the Jonas machine depicted in the Salvation tapestry(which I've dubbed the Salvation Engine), since the Tower machine features a prominent clock-thing towards the top, and several outlying bits of auxiliary buildings that seem to match what's depicted in the tapestry. Additionally, it's made fairly clear that this device is what allowed the player to return as a seraph, as well as what likely wiped out the Rot and started the temporal mess in the present...especially since the entire place seems to be one giant rift and part of it is frozen in a temporal anomaly. In regards to the machine itself, it seems to have been powered by some sort of energy core at the center, which seems to have been overloaded somehow and exploded. The clock-thing at the top is also interesting, since the hands are aligned in the present near the 11 o'clock position, but are in entirely different positions in the past. Though in all fairness, that particular piece might be a device for tracked planets or dimensional alignment, and not an actual clock. Either way, it's interesting to see the differences between the past and the present, and the overall mess suggests that things perhaps didn't quite go as planned when the machine was fired up. As a side note on the Mad Crow--really enjoyed this boss design. I suspect we might see the Crow turn up again at some point, since it's only chased off by the player and not killed. Tobias Tobias's cave is probably the last place you will visit on the journey, although it's possible to visit him prior to going to the Devastation. If you talk to him prior to the Devastation, you can get a little insight into his relation to the player in the Old World, since he apologizes for playing the taskmaster once more. That remark suggests that while the player may not be a close friend, they were at least a close ally in order to be receiving orders directly from Tobias(and perhaps Jonas himself) with relative frequency. In any case, the cave was my favorite of the locations, and the design for Tobias is very smart, since it offers a solid reason for why the player needs to be the one retrieving the macguffins and otherwise doing things. As for why no one seems to recognize Tobias as being the same guy that founded Nadiya...he doesn't get out much, and despite his unique appearance I daresay those that do see him only see what they expect to. That is, a random old man, and not a legendary figure that should be long dead. Tobias's explanation of the player's class background confirms one of my earlier theories, in that the player was indeed part of the Falxian forces and not some random individual pulled from the Old World. Additionally, Tobias also sets the record somewhat straight on how much time has passed since the Old World's end. According to his calculations, it's been about 500 years. The Rot Perhaps the biggest revelation Tobias has to offer...Jonas's experiment failed. At least, mostly. I daresay what happened was an event similar to what happened with the Elder Scroll and Alduin in Skyrim's main story--instead of actually defeating the Rot, the machine simply scrambled time and threw the Rot forward to some point in the future, hence why the Rot is returning now. I daresay it did similar with the seraphs--they're either Falxian forces that died in the Old World and have been pulled back to the land of the living, or they were Falxian forces that were near the machine when it was activated and got flung forward through time as a result. In any case, Tobias makes it clear that such a plan should not be repeated under any circumstances. How he knows that the Rot is returning, I'm not sure. It might have something to do with his time at the Lazaret(poor guy!), though I suspect he either saw evidence of it in his travels, or has heard suspicious rumors. It could also be a result of his alchemy work. Jonas Falx While I don't know where Jonas is, I do believe he's still very much alive given how Tobias talks about him. The two were close friends, practically brothers, and Tobias seems to have crossed paths with him at least once post-cataclysm, since he mentions Jonas being no help when it came to figuring out a solution to the current problems. If Jonas were dead, I don't believe Tobias would be speaking about him in that fashion. I also think it's unlikely that Jonas is corrupted or a seraph, since the player is the first seraph that Tobias has encountered and Tobias doesn't note anything odd about Jonas otherwise. Most likely, Jonas is in a similar state to Tobias--something close to human but immortal--and went into hiding post-cataclysm, refusing to return to society or otherwise have anything to do with his former scientific endeavors. The poor man suffered a mental breakdown from watching his dreams crumble, the stress of the expectations placed on him, and having most of those around him start worshiping him as a god, so it's no wonder he would have that kind of reaction. While I believe he's just in hiding as a result of the mental breakdown, I also won't rule out the possibility that he's died or otherwise been corrupted by something since crossing paths with Tobias. I would think if something like that had happened, Tobias would probably know, since it seems like the two might try to stay in contact with each other given their prior friendship, but it's also possible that Jonas cut contact entirely or that Tobias has been otherwise too busy trying to figure out what to do on his own. Where the story is likely headed For chapter 3, I daresay we'll be returning to Tobias and using the Lens to travel to another dimension in the hopes of gaining some new technology/secrets or otherwise learning more about the Rust, the Rot, or seraphs in general(probably some combination of these). Whether it's the Rust world itself, or whatever lies beyond, I'm not sure, but I expect most of the chapter 3 locations to be those pocket dimensions, though there may be another small location or two added to the normal world as well. There were, after all, three other locations mentioned in the Archive message, that I would assume we would be visiting at some point. I also expect to be crossing paths with Jonas at some point, though I daresay that won't happen until much later in the main story, likely towards the end. I'm guessing we'll end up needing his help to defeat the Rot and set things right, and will probably need to find and navigate whatever trap-fortified bunker he's hidden himself in...and then convince him to help us. Or we could simply be stumbling across his bones and need to piece together whatever fragments of information we can find in his journals. Worst case scenario, we'll need to battle a corrupted Jonas, though I find this unlikely at this time. Another important thing to note, is that if time itself is to be fixed and the temporal storms stopped, doing so may mean that the player character needs to sacrifice themselves to achieve that goal. Now granted, if that ends up being the case, I still expect the player to be able to keep playing their world after the credits roll, as if nothing had happened, since losing a world with a lot of progress tends to make for an unhappy player. But from a narrative standpoint, if you heal whatever "time wound" keeps causing the temporal storms, I daresay you also close whatever rift in time keeps allowing the seraphs to respawn(and by extension, keeps characters like Tobias alive). Of course, such a thing might not be necessary, or the player could be selfish and refuse to go that far...but in that case, the alternative is either having the world potentially fall apart via temporal storm, or being locked away by humanity's remnants if/when they stop trusting seraphs. Those who can't die, after all, would eventually become very powerful, and would therefore pose a significant threat to mortals, so despite the remnants of humanity being friendly now, it's only logical that they will eventually turn hostile. Therefore, the best case scenario, in my opinion, is for seraphs to sacrifice themselves to save the world, either losing their immortality and living out the rest of their now-mortal lives, or simply ceasing to exist in the present and returning from whence they came. ----- Thus concludes my initial thoughts on chapter 2. I think I covered pretty much everything, but in the event I forgot something, I suppose I'll be writing more posts later.