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Everything posted by EnbyKaiju
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Just toying away in creative and stacking rusty gears in piles up to 64 is so satisfying. No longer will we leave dinky little piles around the place we have to break to pick up. The flaunting of post-apocalyptic wealth is upon us! It's these little changes, like being able to remove single candles at a time from placed batches that make every update feel special
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Very true. And we already use the animal aggression side to bring in angered pigs & rams, so it just means working the other way if they aren't going hostile mode. I think pigs are still going to be the easy win, especially if you find a protective boar around piglet season. I'm gonna miss early generation sheep staying put though, haha. We're going to start needing sheep bells.
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This is very much akin to real life handling of fruiting plants. Orchards are kind of a set and forget thing, given they can take multiple years to ripen IRL all you really need to do is prune & occasionally propagate. Berry bushes get like a yearly fertilization as having a lot in one place can strip the nutrients bare (if that plot even has the right nutrients which is unlikely with a lot of introduced varieties (can you tell I'm excited to have my own blueberry farm in VS instead of working in one IRL? lol). I just really appreciate the balance. Taking cuttings means whole process takes longer, but you can make a lot more of them if you're willing to not just 100 days the game. It also means berry bushes are a renewable resource that you can set up at different bases, just like fruit trees, without stripping areas. It's not harder for difficulty sake, and it's not just realism for realism sake, it's realism for game immersion sake and it's so good. Having more animals just try to avoid the players is going to be interesting. It's going to make domestication a little more challenging and again require players to put more work in to get them up to a decent generation. I'm here for it.
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Oh yeah, they said it was very undercooked, but this is a great indication where the new version is going and I love it. I've personally always disliked how easy it is to make a massive berry farm & kinda bypass early game food survival in part (and the kind of metagaming that results), and I hate how in doing so players would strip areas bare of fruit growing plants. This not only encourages folks to take it slower, but to leave the plants there for later foraging and for the wildlife (even trash pandas need to eat). So now planning out berry farms will be the same as regular orchards. You need planning, time, and commitment. And as someone who has worked on berry farms in the past and seen how long they take to bring to fruition I am so here for this. Can't wait for full implementation!
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Question for people who play with monter spawn on day one....
EnbyKaiju replied to vinnland's topic in Discussion
I start exploring from day one, with monsters turned on from the start, those early days are great for just wandering until you find somewhere nice to settle down. Since forage is so freely available. The monsters don't really worry me that much, as if you're playing with lore content on you can always bunk down with a trader if you need to, or a little dirt shack and a hay bed only take a few minutes to put together. I honestly find being eaten by bears and wolves to be a far more common occurrence in those early days than monsters, haha -
Absolutely!! A reflection of 15th century bighter-coloured attire would be incredible! Especially if you need to go hunting for dyes that were on the more tricky to obtain side like indigo or those really rich red & purples. While I love having access to many of the dyes we have already in the game they are a bit vibrant compared to what they would be, so expanding those out from duller hues to the really vibrant ones in the later game would be such a wonderful experience and make for great personalisation. I think the closest we have to a high-tier dye in the game is cinnabar. As there are multiple methods for getting the same kind of blue (maybe make the lapis blue more vibrant too?) Lots of possibilities!
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Yeah, makes total sense, and I appreciate that the devs are slowly working more different cultural aesthetics into the game in a way that makes for a very personalisation-based approach. With all the styles currently in the game, and what it looks like is coming, I can imagine folks making villages that have completely different cultural aesthetics even using the vanilla collection. And even if those more East-Asian influences only stay on the periphery I think there is enough already in the game to say "We haven't forgotten them, and they aren't being ignored." to give me starting points. I know what you mean about the homogenization of cultures from an American viewpoint too. By making different cultures more visible in media like games it definitely helps to normalize them & make them something folks become familiar with. We see a lot of othering when it comes to different cultures, so I'm absolutely here for Vintage Story going "oh hey, Slavic culture is actually amazing, so here's some artistic/aesthetic/historic includes to make you want to learn more." And I think that's part of the power of Vintage Story as a game and piece of art, it gets you interested in learning. I hecking love games that make me want to learn more.
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All this talk of clothing has me really interested to see what styles they include going forward. I was talking with a friend I'm on a server with and he pointed out that some of the new clothes that were shown off looked very Baltic inspired. He's from Estonia and said some of it looks very much fitting with the kind of attire you'd get historically around the Baltic sea. The villager stuff that was introduced in the more recent story build feels a lot more like attire from the Eurasian Steppe. Which makes me wonder if the VS team are going to work to include more cultural designs from around the world. We know that there is some level of interaction historically in the world to at least as far east as Japan, though I don't remember if there's any references to the Americas (pretty sure all the lore events happened before colonization efforts began over there). Personally I'd love to see more Mongolian, Ming dynasty China or pre-Edo period Japan. Get a big more variety in the mix that would make for fantastic immersion. What do folks think? Think they might go that way or stick to mostly Eurocentric styles on top of the semi-fantastical they have in already?
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This is super cute! It feels like the kind of store I could see myself walking into and not emerging until the store closes with arms full of weird old trinkets.
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I think we all do that at least once in our playthroughs. It's kind of a rite of passage and one you learn from, even though it hurts. I like to think of it as a perfect example why houses went from wooden structures to stone & brick as they got closer together and there were more fires around, at least in urban environments, but one miss-placed pit kiln or errant bolt of lightning can really wreck your day. Proud of you for moving on, and hope that you find new gems soon to replace the ones the fire claimed!
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There are definitely a few bigger mechanical bugs that I can imagine would be pushing back the full version release, and that's to be expected when they work to implement so many new systems in one go. But honestly I don't mind waiting a few extra weeks if that means the devs can avoid crunch and get all the issues worked out at their own pace. Heck, they have been doing so much streaming recently for design work for dungeons and that's just making me more happy to wait because the longer they have to tinker with all that the cooler the end result is gonna be. So I can wait for the quenching system to be refined, and all the other systems at that. Though weirdly I've been playing on a friend's server recently and the thing that at this moment is getting me most hyped is the berry rework. Seem to have a new "Oh, this mechanic is going to change the way I play forever!" moment every week, haha.
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How do you intend to prepare your long-term worlds for version 1.22?
EnbyKaiju replied to Vratislav's topic in Discussion
I also tend to play with very small landmasses (between 0-10%), so if I start up and there's nothing decently viable then a full restart is a heck of a lot less time lost than trying to get from island to island trying to find something. But then I also do wilderness settings so a few quick death-respawns will usually land me on a solid selection of nearby landmasses to check out. I think everyone's approach is going to be different in what they choose based on how they play the game. -
How do you intend to prepare your long-term worlds for version 1.22?
EnbyKaiju replied to Vratislav's topic in Discussion
I hecking love winter in VS, and I do 30 day months too so I know the slog. But I tell you what, I ain't doing another snowball earth run. There's such a thing as too much winter, lol. Prepping for a new world I definitely think should include some level of "given the amount of winter this area is likely to have, do I have enough in my plans to keep me occupied that whole time?" Not just food stocks but stuff to keep your mind occupied, especially if you play long months. So I usually leave a lot of stuff that's not so important (like sorting, decorating, sifting bony soil...etc) till the snow starts falling. -
How do you intend to prepare your long-term worlds for version 1.22?
EnbyKaiju replied to Vratislav's topic in Discussion
I've been doing a ton of work in my creative world to plan things out. Not doing the full builds but practicing the techniques, setting up my personal goals, and working out the scale of things I want to be doing, since I want to try and make this my forever world. (closest I've had so far is my 600 hour world, lol) But there's also been a lot of testing for world generation. Mostly because I want to make something that doesn't have giant continents, because I want to encourage myself to get boats going), but also to have the space to actually make what I want to make and allow for a level of areas being no-go because of temporal stability. Think I nailed a sweet spot at about 10% land mass to 90% ocean. Which is still a LOT bigger than my previous 0% landmass runs. So it's come down to 1) big islands (big enough that an elk would be quite helpful, but not mandatory), and 2) I'm gonna need LOTS of blue clay, since that works into my whole main castle town's aesthetic. I'm also watching a lot of documentaries & tracking down source material as reference. Because I'm going absolutely history nerd mode on this run, but still looking at having the whimsy. -
World updates usually take place outside of explored chunks. So if you've been playing in the snapshot, and go to full version, it'll most likely keep anything that was in the snapshot in place, and use the finalised generation in any unexplored areas. Though it can be tough to tell depending on how much they change, it's why they recommend not starting new long-term worlds on the snapshot because they could completely break.
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Is it just me that wants a full devlog to drop just so we can have a new forum thread? I don't think I've ever seen one go on this long before and I'm ready for a bigger news drop, haha.
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Lovely looking starter home! By the shape I'm guessing it's a patched-up ruins? It's a lovely place to start out.
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I mean...sneaking up on bears and putting bells on them would stop them sneaking up on you. lol
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Oh yeah, I wouldn't like an "get this and your character dies" type effects. But ones that deliver some kind of debuff would be interesting to see, think it's all a matter of the direction that the VS devs decide to take things in. This is the one I also think would work well. Just some kind of variety to the medical system already in game to encourage folks to do more than just spam bandages. Maybe make some warming or cooling herbs as well. So many possibilities!
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Goat & bells would be a pretty great include. Livestock grazers around the world use them to keep track of their flocks over open spaces and I think they would work great, especially if you didn't keep your livestock in pens but more free-roaming. There's something delightful about the idea of tracking down a sheep that wandered too far into the orchard by its bell.
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Love the all-in on herbalism so far. Been playing on a friend's modded server recently (usually I play with almost no mods except Carry On & Farseer (which I consider just practically essential), and playing as an alchemist has felt extremely rewarding so absolutely on board with that. Especially if we get to do stuff like dry mushrooms, and have to treat different status effects. Just imagining what it would be like if the status effect system also includes illnesses. Things like heatstroke would be a great polar-opposite of the freezing system, and maybe something like scurvy if you don't keep up a diet that has at least some kind of fruit in it (which would make winter a lot more challenging if you don't keep up on preserving fruits)
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Heya fellow Seraphs, time for a little friendly pondering session. Build 1.22 is bringing with it quite a few long term goals from the roadmap, with plenty that we've been anxiously awaiting for quite a few years. Though of course these new systems are going to be regularly updated & improved. The VS team are fantastic at working on systems to make them more immersive. In one update we're getting fishing, water wheels, procedural dungeons, more distinct flora & fauna, and quenching & tempering. Honestly enough to make if feel like a whole new game in ways. So here's the question for folks, feel free to go into depth on your response: What are the next couple of things on the Vintage Story roadmap that you'd most like to see. I say pick your top 2 or 3 that would really enhance your experience based on how you play. For me it would have to be more food preparation options, and cloth weaving. The cozy agricultural life is calling to me and I think those systems could do with going harder for immersion & long-term play.
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Yeah, I agree the point that there should be a version of that part of the block but at the top of the block so it flows on from the block adjactent to it There are some blocks that do that with edge pieces, but I don't think we've got a simple "it juts out, continuing the ramp" feel.
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You're looking for an "aged bed" specifically, they usually don't require repairs. Those that do are the "short aged bed or the one that looks like a bunk bed. Those are just decorations. You'll know the right one because you should be able to pick it right up and it lets you sleep for I believe 9.5 hours. Plenty to get you through those long cold winder nights. Good luck out there!
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The time speed one? No. You still get the same number of hours asleep. Not sure about the number of hours in a day. There's probably some adjustments you can make in the back end but I'm not good at those unfortunately. My recommendation is to make yourself a proper bed as soon as possible if you can't luck out on an aged one in a ruin, and only go to sleep when it gets properly dark. If you head to bed at sunset you'll wake up at 4am wondering why it's still dark outside (my sleep pattern in Vintage Story is as bad as my one in real life, haha)