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The Long Dark Updated - ERRANT PILGRIM [1.64]

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On 12/12/2019 at 9:35 PM, stratvox said:

Long time @Blinkin! Good to see you back!

Thanks! :D
It has been a while since I've been reading the forum. I see I've got to read a lot of Milton Mailbags haha.

On 12/13/2019 at 5:38 AM, RegentRelic said:

How much and why?

40 Canadian dollars. I got very intrigued by the pure survival aspect. Back then the 3 proof of concept video's that existed where prototype footages of a dead deer, the inside of a house and a tent in the middle of a frozen forest. While approaching the dead deer a text comes onto the screen "Would you eat?". Walking towards the tent you hear 2 people inside having an argument and one screaming "Shut up! Shut up!". In the house (dark with fire as lightning) you're looking at a door at the other side you hear wolves barking followed by a man shouting "Open up!" followed by smashing on the door and a woman screaming for her live. Text on screen: "Would you open the door?". After each of the 3 video's a text appears "How far will you go to survive?".

One of the things that intrigued me a lot where the open world, the full control you have as a player and the survival factor "Willpower". Willpower never got made into the game because it's something difficult to implement along with the other survival factors like hunger, thirst, temperature, etc. Willpower was going to be the mental and emotional state that surviving requires the most. The idea was that you would have a photo of your family inside a locket or a Polaroid photo. Looking at the photo slightly wears out the photo but it reminds you what you're fighting for and gives you the strength to go on with surviving. You would only use it sparingly and events in the game could 'recharge' the photo, but it could be a game changer when in danger. I kinda miss this aspect in the current game but at the same time I don't as I understand how difficult it would be to introduce something like this. Especially without making it a boring feature which is only about looking at a photo every once in a while.

But yeah, this was one of the many aspects that got me into backing this game. Mostly the decision making you do as a player; "How far will you go to survive?". Looking at the ways you can survive and fail...man the game has gotten really far! I remember playing the beta and being overwhelmed by the fact that I got killed by what turned out to be my most intriguing enemy: cold temperature. I never expected that this game would get an open world with the size I could only dream of. Let alone the huge amount of surviving skills, objects to interact with and the huge amount of crafting. Looking back at it, if I would have known, I seriously would have thought about backing it for 80 or maybe even 120 Canadian dollars. Which is extraordinary for me as I tend to say that $60 is a whole lot for a computer game.

In case anyone of Hinterland reads this: thank you for the great journey so far! Both the game and the whole community around it. Happy holidays!

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1 hour ago, RegentRelic said:

Forty Canadian dollars is a pretty low price for a nearly endless prestige in the long dark community.

Not sure exactly what you mean by that, or are trying to imply. If it were not for the Kickstarter backers, this game may never have happened. 

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On 12/14/2019 at 2:53 PM, Hawk said:

Well call me impressed and surprised. :o Errant Pilgrim is now available at GoG for PC too. The hotfixes aren't there yet but I'm guessing they'll be along shortly - hopefully. :)

I agree. This is the shortest wait for a TLD update at GoG.

 

Perhaps it's the Christmas spirit that made them (GoG) being extra quick. I am downloading the Linux release of v1.67 from GoG right now. I am again very pleasantly surprised. :)

Cheers!

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Yea, I got the 1.67 patch for PC this morning too. Very surprised and impressed. :)

I hope this is something they [GoG] continue to do.

 

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On 12/13/2019 at 12:56 AM, odium said:

as excited and appreciative as i am for any update, im not overly thrilled with the direction 'errant pilgrim' took.  personally i was hoping for more improvements to 'improvised' or handmade tools and clothing.  a revamped clothing system that allows more variety in hide choices, repairs across different animal types, modifications that require research or level to achieve, bowdrill, sled etc.  to me, grinding to craft just a few more bullets to kill yet another wolf/deer/bear just isnt that appealing, when the choices of what to do with the hides is relatively limited past 50 ish days when you are well geared up.  imo players enjoy customization, take fallout for example, one of the main attractions is building the player the way you see fit from apparel to weapons to skills, and i believe TLD could benefit from borrowing some of that model.  either way, im very excited to explore the new territory and experience timberwolves for the first time (survival only player)!  and a closing question, what can be crafted with timberwolf pelts? 

TW pelts are just 'wolf' pelts like normal, so no new crafting options.  main difference I've noticed is they seem to be on average a bit bigger than 'classic' wolves- so more meat but the trade off is a hassle to harvest if the rest of the pack is lurking...

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It's confirmed - cartridges and firearm cleaning kits doesn't spawn when Baseline resource availability is set to "Low"(Medium or higher works as usual) but rifle and revolver are enabled in Custom mode. I've reported this issue to their support, hope it will be fixed soon because I really like Custom mode with hard settings but with firearms to able to use new craft mechanics.

Edited by Hestonworld

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Has anyone know if the Revolver is now spawning in Interloper?

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Two issues I've spotted since 1.64:

1) While cooking in the PV Farmhouse in Survival during the day, the lighting suddenly flipped to night mode.  I went outside and double-checked that it was still very much daytime (around noon actually) and returned inside.  Lighting in the house was still dark (as at night dark, not daytime dark).  Situation did not correct until after I exited the game and reloaded the save.

2) Sound (not just music) is still completely cutting out for me on occasion even after Hotfix 1.67.  This sitution also does not correct until after exiting the game and reloading the save.  I'm on an Xbox One.

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On 12/16/2019 at 4:30 PM, Hawk said:

Yea, I got the 1.67 patch for PC this morning too. Very surprised and impressed. :)

I hope this is something they [GoG] continue to do.

 

Wow, I'm, impressed too. That's very fast. I think they've been this quick once before though.
But yeah pretty impressive. I'm happy with it! :D

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This update offers little for the interloper players. Please keep true to the uncompromising survival mode.

Suggestions: flare she'll crafting, improvised rifle crafting

Also please check on the wolf bait behavior

 

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Another issue:  The stove bug is back (at least in Trapper's cabin).  I've tested it twice now.  I have 2 pieces of venison, each weighing 1 kg and 2 cooking pots.  I put the venison in the pots and the UI as I'm doing it says that the venison will take 45 minutes to cook.  A moment later, I check the pieces of venison and one of them will say that it has 53 minutes remaining and the other says that it has 41 minutes remaining.  The one adding time has appeared on both the right and left burners (i.e. the problem switched burners after I quite the game, reloaded, and starting the cooking sequence again).  I used this stove earlier in the playthrough (yesterday) and it was working correctly.  No updates downloaded in between, so I'm really not sure what has triggered it.  Right now, reloading is not correcting the problem... it's just causing it to randomly change burners.

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6 hours ago, UpUpAway95 said:

Another issue:  The stove bug is back (at least in Trapper's cabin).  I've tested it twice now.  I have 2 pieces of venison, each weighing 1 kg and 2 cooking pots.  I put the venison in the pots and the UI as I'm doing it says that the venison will take 45 minutes to cook.  A moment later, I check the pieces of venison and one of them will say that it has 53 minutes remaining and the other says that it has 41 minutes remaining.  The one adding time has appeared on both the right and left burners (i.e. the problem switched burners after I quite the game, reloaded, and starting the cooking sequence again).  I used this stove earlier in the playthrough (yesterday) and it was working correctly.  No updates downloaded in between, so I'm really not sure what has triggered it.  Right now, reloading is not correcting the problem... it's just causing it to randomly change burners.

Submitted a bug report?

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On 12/10/2019 at 8:24 PM, Admin said:

By popular demand, we’ve added the ability to break down Campfire rings

What does that mean by exactly? I haven't played in a while and my terminology with this sort of stuff isn't the best.

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12 hours ago, Smiley said:

What does that mean by exactly? I haven't played in a while and my terminology with this sort of stuff isn't the best.

By rings they meant player created fires with the ring of stones. Snow shelters can be recycled too. 

Basically you are able to clean up badly placed fires and shelters. 

 

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2 hours ago, MarrowStone said:

By rings they meant player created fires with the ring of stones. Snow shelters can be recycled too. 

Basically you are able to clean up badly placed fires and shelters. 

 

Ooh, thank you for explaining it to me!

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5 hours ago, Smiley said:

Ooh, thank you for explaining it to me!

You're welcome. Just remember you wont get all the spent resources back on snow shelters.

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On 12/10/2019 at 5:01 PM, RegentRelic said:

More like. For those who don't want to have to see a bunch of burnt out camp fires every time they step outside.

Best part.

What was wrong with "tea" crafting?

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20 hours ago, LessliRose said:

What was wrong with "tea" crafting?

I don't if you have been playing the long dark for a long time and just now joined the forums but, hundreds of camp fires sitting there for ever starts getting to you after awhile. Also I think that since birch bark is infinite making it where you can survive forever in a small area is overpowered.

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On 3/24/2020 at 2:02 PM, LessliRose said:

What was wrong with "tea" crafting?

Welcome to the forums, @LessliRose!

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On 3/25/2020 at 10:48 AM, RegentRelic said:

I don't if you have been playing the long dark for a long time and just now joined the forums but, hundreds of camp fires sitting there for ever starts getting to you after awhile. Also I think that since birch bark is infinite making it where you can survive forever in a small area is overpowered.

May I ask where that much birch bark spawns? I would love to know for my game with sleep regen off.

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2 hours ago, odizzido said:

May I ask where that much birch bark spawns? I would love to know for my game with sleep regen off.

From my experience, the most I've found concentrated in an area is: The Ravine, PV - around Lonely Homestead and FM - Marsh Ridge.  I'm sure there's others.

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