Jump to content

Fistandantilus

Very supportive Vintarian
  • Posts

    43
  • Joined

  • Last visited

Everything posted by Fistandantilus

  1. Just wanted to say I’ve been having a great time with Vintage Story so far. The game’s been a blast, but what’s stood out even more is how helpful and welcoming everyone here has been. This forum’s more supportive than a full set of linen armor. Every thread I’ve jumped into, people have been quick to share advice or ideas, which makes the whole experience that much better. I was expecting drifters, but found friendly neighbors instead. I cannot stress how VALUABLE it is to me to have a forum where people can agree to disagree, and still engage in conversation to better the game and the community, seems rarer online than surface tin these days. ☻ Glad to be part of this community, looking forward to more good discussions. Its great to see this much activity for the game. So far I have been having a blast trying to recultivate my acacia forest biome into an ebony tree forest. P.s, What's your favorite fruit (or veggie) tree?
  2. P.s. Also I am curious if any lore about the Traders has been filled out? obviously their must be larger cities due to the dialogue they have about living alone and on their own being preferred. Thanks yall.
  3. Back in 2016, Tyron made a post (screenshot provided) mentioning several undead-type mobs appearing during the nighttime cycle. Earlier, I posted a suggestion about fishing and necromancy, which got some pushback from people saying it wouldn’t fit the lore. That left me wondering—why exactly is that the case, when undead mobs have been discussed before and Jonas literally built an eldritch machine god? It makes me feel like I’m missing some key piece of lore—a book, a note, something—that explains this resistance. Or is it simply that many players aren’t as involved in the lore and story development side of the game? Honestly, the lore is what drew me in to begin with. Some lore videos popped into my YouTube feed, and before I knew it, I was hooked as a proud Vintarian. So here’s my question: what part of the lore am I missing that makes people so opposed to the idea of magic? Between the Rot, Rust World, the third unnamed dimension, the machine god, and the previously mentioned undead enemies, it really doesn’t seem like that much of a stretch. Can somebody fill me in with in-game evidence or something?
  4. I have recently learned that skeletons, skeleton horses and ghosts were discussed or intended as nighttime enemies back in 2016 during a devlog video thing, interestingly enough perhaps i will see something more ethereal in vanilla someday.
  5. Minecraft also has pixelated particle based critters as ambiance as well like fireflys, however they only added them in recently and lets admit that Mojangs development pace is abysmal. I don't think this should really be Mojang vs vintage tbh.. I am 99.5% sure that these are just ambiance and there will be more fish to be added as fishing is fleshed out. It seems pretty well known in the community that fishing and ocean development is a goal of the developers, so I wouldn't hang your hat up too soon on the coral reefs.
  6. I am absolutely all for the idea of underwater flares and colored fire, as it would aid me in my dream of constructing Carcosa someday, not to mention i am for any and all vanilla aquatic feature updates to this game.
  7. I agree, that's why I looked up and found that Cattails grow in negative temperatures based on variety, it really is the simplest solution. I used Alaska as my example but there were many others. Plenty of blocks have a seasonal color palette change but even that might not be necessary.
  8. we can agree to disagree but i think we are going in circles at this point. Again i differ on the fact that the temporal anomalies and eldritch monsters are very much at the heart of the world and why it is the way it is. There are great lore summaries out there online. However, just because we disagree doesn't mean it a problem. Have fun out there!
  9. Very understandable take, I think the implication of the multiverse so to speak allows pretty much anything! ☻
  10. Hey all, ☻ I searched the forums (maybe not well enough,apologies if this has been brought up already), but I couldn’t find a clear answer to this. Are there any reliable ways to get cattails or reeds in colder biomes? In my experience, once you move into climates colder than temperate, cattails just stop showing up entirely. Yet in real life, several species of cattail are extremely cold-hardy, some even grow in central Alaska, surviving winters down to -31°F (-34°C)☼. That suggests a biome-specific variant could make sense. I bring this up because starter storage, like hand baskets and reed chests, is definitely preferred during the early Stone Age phase. Having to rely on luck or travel long distances for basic storage feels rough and breaks the otherwise strong "every biome is viable" design philosophy that I felt Vintage Story generally sticks to. Would a cold-weather alternative recipe or resource make sense here? Maybe an alternative like bark weaving, snowgrass, or conifer-needle mats? Just something to allow players in cold regions a fair shot at early-game QoL without needing to relocate. Pine-needle weaving would absolutely suck to do in real life, Haha. Would love to hear if others have Vanilla, unmodded workarounds, or thoughts on balancing this. Thanks!
  11. I think by using prima Materia to magically imbue life in machines with tech from a world beyond our understanding thanks to Jonas Faux is far from "Excluding" magic. I think it is actually implying that the otherworldly forces beyond our control may as well be akin to magic. Most of the lore and even how our characters are reincarnated by an eldritch machine god is pretty magical wouldn't you say? im confused as to how this excludes it, truly im just curious as to your perspective.
  12. |Im confused as to why you feel the lore excludes magic and necromancy as i feel the opposite. between the lens, rot, other dimensions etcetera it seems not only plausible but likely. I must disagree with your lore take respectfully.
  13. Hey thanks for replying! I just mean the aesthetic of necromancy fits well with the lore of vintage story, such as the black rot that overtook almost everything before the seraphim (our characters) were ... I guess showed up again. The drifters themselves look very grungy and decayed as well, I did not say it was in the lore or connected at all, sorry if i implied that, I only meant that the style would fit right in. I'm super stoked for fishing! that would be a great development. ☺ and would redeem my fishing base ☻
  14. TLDR →Fishing and necromancy would each fill existing gaps in Vintage Story’s gameplay. Fishing adds a more peaceful, biome-driven way to gather resources and encourages water-based exploration and downtime. Necromancy introduces a summoner-style playstyle that lets players animate fallen enemies or friends. They wouldn’t just expand the survival loop and fill a few niches, they’d give players new ways to tell stories with their characters and leave a unique mark on their world! a new town role, a new antagonist to play, possibilities abound! Fishing The game's lakes, rivers, and coastlines currently feel a bit underutilized. Introducing fishing would give these bodies of water a meaningful purpose in both the early and mid-game. It could provide a new food source, contribute ingredients for alchemical or healing recipes, and offer a calm, skill-based activity that contrasts with the harsher survival mechanics. Fishing also offers a method of food gathering that doesn’t rely on hunting or farming, which could be especially helpful in poor soil regions or during harsh winters. Fishing could be biome-specific, with different species available in different climates and bodies of water. It could be fun to include collecting a full aquarium, with heat or biome mechanics, who knows. This would reward exploration and create a collection-style mini-progression system. With some chance to find rare items or treasures while fishing, it could provide light risk-free engagement during downtime. It fits well into the current survival loop, offering an optional but rewarding avenue that suits a wide range of playstyles, from solo wanderers to base builders looking to stock up for winter. Necromancy (rust-world related rot magic) |╦╣◘╠╛╞ Necromancy could introduce a new class-aligned mechanic focused on indirect combat and battlefield control. By allowing players to animate leftover intact skeletons as temporary companions or guards, it opens up a new strategic dimension. Much like how the Clockmaker can reprogram drones, a necromancer could reanimate the dead, giving purpose to enemy remains that currently only serve as loot sources or decoration. This would support a new summoner-style playstyle, where combat is conducted at a distance, with skeletal pets drawing aggro or supporting in large fights. Maybe instead they could have utility purposes like the ancient Prima Materia constructs. The mechanic would be balanced with appropriate limitations, such as requiring a rare reagent, limiting the number of active summons, or confining it to certain enemy types. It would be particularly useful for players who prefer support or manipulation roles, want a pet, and would naturally complement survival in hostile zones, allowing for creative base defense or dungeon traversal with summoned help, maybe even farm or trap implications. Necromancy also fits Vintage Story’s darker tone and expands on its otherworldly themes, in my newb opinion. I mean just look at the rot and flesh machine amalgamations. Just as mechanical constructs have a niche for tinkerers and tech-focused players, necromancy could offer a mystical, fringe counterpart for those drawn to the arcane and experimental. In any case, thanks for reading, no idea why i went so hard on this, I’m really just trying to look through the lens and fish some ghosts, and maybe collect a pet skeleton-trader. ☻
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.