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rereretrograde

Vintarian
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  1. that is fair enough, the eeriness of the game is definitely quite subtle. I am mostly just spitballing when it comes to what could possibly be in store for us when it comes to a combat overhaul, and I think it would have added to the dripping atmosphere this game has.
  2. Current combat systems are good, just needs some more variety in weapon choices. As an avid souls fan, VS does not need anything Dark Souls has. Dodgerolls and parries are really not necessary. The current loop of baiting attacks and managing knock back is pretty fun IMO. Some simple additions like pole arms, 2h swords and maybe stealth and power attacks would be pretty cool. If we got any deeper, I think it would be tied to the effects system, and maybe add effects that the player can do to certain enemies. Dismemberment would be an interesting idea and add to the horror of the game. Imagine a player dismembering a drifter with a critical hit and having the drifter play a panicked or depressed animation for a bit, then have their AI get more aggressive afterwards. Maybe certain weapons have overhead swings with a chance to KO a bear or something, allowing the player to escape. Nothing too new has to be added either. The axe already looks like a polearm, just adjust the moveset for it, and make it context dependent which animation itll play. The Forest was able to do this back in the 2010's, I'm sure the talented developers would be able to pull it off too. You could gear the knife to stealth. The game already has enjoyable fight fantasy in it. Plate armor is so insanely cool as you really feel like a walking tank. Just needs to lean into some of the fun of small, big, medium weapons too. As for ranged, I think different arrowhead shapes would be really nice to add variety for people who like ranged weapons. Again, to add to the horror of the game, there are some hunting arrowheads that were designed to behead small necked animals. We could have this, and have the player look mortified as a bowthorns head gets completely blown off by the arrows they toss out.
  3. I prefer the old logo's style, and add it to the new logo. The painted look is incredibly distinctive. Bringing out the more mechanical components of the game into the logo is also a good choice.
  4. building roads, improving bases. That stuff actually takes a long time to do unlike other block games. Most of the time I feel like I always have something to do. I guess I just havent reached steel yet, but I have a large abundance of meteoric.
  5. 16gb is not enough to play this game as far as i am able to understand. I regularly max out my 16gb to play this game with only 1 firefox tab and discord on at the back. It is incredibly memory hungry. I plan on trying to find a deal for another 16gb kit (lol) just so i can stop stutters on this game.
  6. One day, I was just starting up the game normally, and all of the sudden a bunch of missing blockIDs are in generated structures, like NPC homes, chapter 1 location, random translocators. I tried a few things, people say it could be related to mods, however I haven't disabled, or renabled any mods recently at all. I tried all sorts of combinations of mods to try and fix things, but nothing ever got fixed. I tried the blockmapping command, it also didnt help. The only thing that seemed to work, is the regen command. However, this seems to break some things, like NPCs resetting, or making my elk disappear. I also notice it seems to be an issue with chiseled blocks and aged wooden blocks. I played the chapter 1 location just normally. It was never an issue before. When I return, the place seems entirely unplayable with how many broken blocks there are. mods: tree tapping projectile tracker firewood -> sticks 4x calcified flint auto map markers more info
  7. It's been at 0 nearby flowers since november
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