Posted April 17, 2018
Hey survivors,
It's Matt, the lead game designer of the game!
Dead In Vinland just released, and we're super excited to see you guys struggle for survival! However, we want to support the game post release and add new features! So, I want to ask you: what feature would you like us to add/improve in Dead In Vinland?
I want to gather all the popular features wishes from the community on one single place: here.
I'll update the post anytime I find new wishes. Don't hesitate to make yours in the replies of this thread.
I'll certainly make some ordering/priorities here as well, so you'll see what is feasible in a short time, and what is not.
Happy surviving!
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We have listened!
Things from the wishlist which made it to the game.
- Tweak "no more tributes" end
- No crit resistance level up traits for sturdy characters
- Bulk crafting of healing items
- Dehydration revamp: v1
- Balancing: dryer v1
Currently working on
These things should be implemented in the next patch. Or not. But I'm 90% sure they will (so they won't)
- Overview screen (skills) / click workstation and see who is good at it
- Quicker animation speed options
- Instant display of dialogs texts option
- Send everyone to shelter button
- Inventory sorting options
- Giving food more easily during night
- Post battle XP
- Normalize RNG generator
- "Save" activities composition for quick set up
- Keyboard shortcut: add a character to a station with number key press
- Share the drinks: shortcut to quick give rations to everyone
- Tavern party mode w/o beers => relax mode
- Safety check when bowling water, to prevent losing fire
- Remove level up traits duplicates
- Split combat\civilian lvl and perks.
Community wishlist
No ordering for now, just keeping track of everything.
Big & Small Tweaks
- Widescreen support (?): almost impossible.
- Linux version: we'll test if the current build works without too much hassle.
- Food overview and/or overview for every basic needs: the new inventory should help.
- Another option to craft fishing baits: not really an issue atm.
- A way to regrow natural resources faster (plant, prospect,...): breaks the core concept of the attrition system. But could be interesting.
- "Feast phase" during the night instead of cooking pot: interesting, but very costly to do.
- Dehydration revamp (?): already done some tweaks. Hard to completely change the system just for realism's sake (and not interesting). The balancing may change at some point.
- Balancing: depression at start (?): it's one of the challenge for the first days, but after it gets really manageable.
- Autoresolve battles: don't like that, and hard to do. A "run away" option could be possible though.
- Rewards for not losing a "red" HP in battle (?): it's already a reward to get 0 injury ;) no reward that would make sense, apart from special traits.
- Summary screen for traits gained/lost after the night (?): we tried to avoid these big pop ups with walls of texts, in profit of direct feedbacks.
- Difficulty start checkboxes: why not at some point.
- Job enjoyment/hate => depression: I like the idea, but it also specialize even more the characters. But I'll give it some thoughts.
- Level ups focused on character "class": I don't like the idea, makes them hyper specialized. Breaks replay value.
- Music playlist: not easy to do. Muting the ingame music and playing your songs playlist already gets the job done.
- Check character skills before recruit: not easy to do. Since you can kick out a character just after recruiting him/her, don't know if it's really that useful.
- Allowing feeding the fire during nighttime: breaks some of the challenge/rules we set up.
- Externalizing most of the data ranges to easily mod them: like it a lot, but may prove very hard. Will have to check with the coders.
- Auto mute music/sound when alt-tabbing: if possible, yes.
- Check character sheet during the night: could be useful, yes.
- Breeding chances for each sheep age: why not, if easily possible.
- Crafting queue: hard to do in the current state of the game, but useful.
- Skills level up progression on UI: we removed that because it was not really clear, but we can think about it again.
DLC Wishlist
- More craftable items with passive perks: easy to do.
- Camp action: train skills (bookcase): I like that.
- Character creation option at start: hard... but maybe.
- Persistent/Bigger World: yes.
- Grow to a full village: if too big, too much micro management?
- Things that "regrow" in the map: hard, but cool.
- Characters aging: impossible... but a DLC or short sequel where you play the characters "a few years later", maybe
- Nearby settlements: trade, ransom, etc...: lot of work but not hard, so yes.
- Construct a boat and explore/raid/fish other areas: may be the theme of a whole DLC/story
- New characters: yes
- More branching paths with the existing characters (family): yes
- Other game modes, more replayable (endless? Random start? total random stats?): why not
- Deities/faith centric additions (shrines to craft): why not
- Characters who tutors other characters: maybe, I like it
- Equipments system: hard and long to do, but very cool
- Tastes for food (with trait system?): i like that a lot, but not easy.
- Alternative penguin outfit for Knut: must have ;)
- Camp station or alternate use of workshop/forge: repairs: i like it a lot!
- Camp station: training center, gain combat perks.
It's Matt, the lead game designer of the game!
Dead In Vinland just released, and we're super excited to see you guys struggle for survival! However, we want to support the game post release and add new features! So, I want to ask you: what feature would you like us to add/improve in Dead In Vinland?
I want to gather all the popular features wishes from the community on one single place: here.
I'll update the post anytime I find new wishes. Don't hesitate to make yours in the replies of this thread.
I'll certainly make some ordering/priorities here as well, so you'll see what is feasible in a short time, and what is not.
Happy surviving!
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
We have listened!
Things from the wishlist which made it to the game.
- Tweak "no more tributes" end
- No crit resistance level up traits for sturdy characters
- Bulk crafting of healing items
- Dehydration revamp: v1
- Balancing: dryer v1
Currently working on
These things should be implemented in the next patch. Or not. But I'm 90% sure they will (so they won't)
- Overview screen (skills) / click workstation and see who is good at it
- Quicker animation speed options
- Instant display of dialogs texts option
- Send everyone to shelter button
- Inventory sorting options
- Giving food more easily during night
- Post battle XP
- Normalize RNG generator
- "Save" activities composition for quick set up
- Keyboard shortcut: add a character to a station with number key press
- Share the drinks: shortcut to quick give rations to everyone
- Tavern party mode w/o beers => relax mode
- Safety check when bowling water, to prevent losing fire
- Remove level up traits duplicates
- Split combat\civilian lvl and perks.
Community wishlist
No ordering for now, just keeping track of everything.
Big & Small Tweaks
- Widescreen support (?): almost impossible.
- Linux version: we'll test if the current build works without too much hassle.
- Food overview and/or overview for every basic needs: the new inventory should help.
- Another option to craft fishing baits: not really an issue atm.
- A way to regrow natural resources faster (plant, prospect,...): breaks the core concept of the attrition system. But could be interesting.
- "Feast phase" during the night instead of cooking pot: interesting, but very costly to do.
- Dehydration revamp (?): already done some tweaks. Hard to completely change the system just for realism's sake (and not interesting). The balancing may change at some point.
- Balancing: depression at start (?): it's one of the challenge for the first days, but after it gets really manageable.
- Autoresolve battles: don't like that, and hard to do. A "run away" option could be possible though.
- Rewards for not losing a "red" HP in battle (?): it's already a reward to get 0 injury ;) no reward that would make sense, apart from special traits.
- Summary screen for traits gained/lost after the night (?): we tried to avoid these big pop ups with walls of texts, in profit of direct feedbacks.
- Difficulty start checkboxes: why not at some point.
- Job enjoyment/hate => depression: I like the idea, but it also specialize even more the characters. But I'll give it some thoughts.
- Level ups focused on character "class": I don't like the idea, makes them hyper specialized. Breaks replay value.
- Music playlist: not easy to do. Muting the ingame music and playing your songs playlist already gets the job done.
- Check character skills before recruit: not easy to do. Since you can kick out a character just after recruiting him/her, don't know if it's really that useful.
- Allowing feeding the fire during nighttime: breaks some of the challenge/rules we set up.
- Externalizing most of the data ranges to easily mod them: like it a lot, but may prove very hard. Will have to check with the coders.
- Auto mute music/sound when alt-tabbing: if possible, yes.
- Check character sheet during the night: could be useful, yes.
- Breeding chances for each sheep age: why not, if easily possible.
- Crafting queue: hard to do in the current state of the game, but useful.
- Skills level up progression on UI: we removed that because it was not really clear, but we can think about it again.
DLC Wishlist
- More craftable items with passive perks: easy to do.
- Camp action: train skills (bookcase): I like that.
- Character creation option at start: hard... but maybe.
- Persistent/Bigger World: yes.
- Grow to a full village: if too big, too much micro management?
- Things that "regrow" in the map: hard, but cool.
- Characters aging: impossible... but a DLC or short sequel where you play the characters "a few years later", maybe
- Nearby settlements: trade, ransom, etc...: lot of work but not hard, so yes.
- Construct a boat and explore/raid/fish other areas: may be the theme of a whole DLC/story
- New characters: yes
- More branching paths with the existing characters (family): yes
- Other game modes, more replayable (endless? Random start? total random stats?): why not
- Deities/faith centric additions (shrines to craft): why not
- Characters who tutors other characters: maybe, I like it
- Equipments system: hard and long to do, but very cool
- Tastes for food (with trait system?): i like that a lot, but not easy.
- Alternative penguin outfit for Knut: must have ;)
- Camp station or alternate use of workshop/forge: repairs: i like it a lot!
- Camp station: training center, gain combat perks.
Post edited April 22, 2018 by Ulf2016