Admin Posted December 14, 2023 Share Posted December 14, 2023 Hello players, We have just updated THE LONG DARK to version 2.26, build 126828. This is a Hotfix to THE LONG DARK and THE LONG DARK: SURVIVAL EDITION and contains fixes for issues introduced with our Part Four release. **Spoilers Below** Known Issues The team is currently aware of the following issues in the game. If you encounter one of these issues, there is no need to report it to the Support Portal. When starting a new Custom Survival game, Scurvy will be active if ‘Start Gear Load Out’ is set to anything but ‘Very High’. When switching to a fresh Canister with the Respirator and a lit light source equipped, the light source will temporarily extinguish. When placed in areas with steep inclines, the Travois can fall under the ground layer and become unreachable after the player transitions to or from an interior. Players will be unable to transfer stacks of items to a Container if the stack weighs more than the remaining capacity of the Container. Sometimes players will be unable to equip the Respirator from their Backpack. The Respirator can still be equipped through the Radial Menu, under the “First Aid” option. Bug Fixes This Hotfix includes fixes for the following issues: CRASHES Fixed an issue where entering or exiting the Langston Mine in the Zone of Contamination from any entrance could result in a crash on Xbox and Playstation. Fixed a rare crash which could occur when interacting with the Security Chief's remains during the completion of the Buried Echoes Tale. GAMEPLAY, UI, CONTROLS Fixed an issue where time spent in the Langston Mine portion of the Zone of Contamination was not reflected in the Survivor's Journal > Stats. Fixed an issue where the Insulated Flask would never be damaged during Struggles. Adjusted Vitamin C content in Fish, so fish of the same species provide more consistent values. Fixed an issue where Polaroids in the Zone of Contamination would not reveal their associated Vista location when picked up. Fixed an issue where Bears would not spawn in multiple locations where they normally should. Fixed an issue where after a Bear Struggle, notifications for new Afflictions would not appear. Fixed an issue where the Buried Echoes Badge would not appear on-screen upon completing the Tale. Fixed an issue where Broth could not be consumed and displayed no Calorie value.. Fixed an issue where Broth was no longer needed to Craft Recipes which should require it as an ingredient. Fixed an issue where Broth weighed twice as much as intended. Fixed an issue where Poisoned Wolf Carcasses could disappear after Harvesting them. Fixed an issue where exiting the First-Person Harvest UI for Rabbits or Ptarmigans caused the Carcass to disappear. Fixed an issue where some containers could not be searched in the Langston Mine. Fixed an issue where the Respirator could lose Condition and and in some cases be found in a Ruined state. Fixed an issue where some randomly spawned corpse and container locations would reset or double upon entering and exiting the Concentrator Building in Zone of Contamination. Fixed an issue where the camera could temporarily dip underground when interacting with a Timberwolf Carcass. ART & ENVIRONMENTS Fixed an issue where Travois trails would disappear upon entering and exiting an interior. Fixed an issue where Chemical Hazards would change their level of detail too abruptly, making it look like parts of the pool were appearing and disappearing. Adjusted the tank rail car to better visually match other rail cars. Fixed an issue where a portion of the ceiling in the Langston Mine could appear and disappear based on the Survivor's location. Fixed multiple locations in the Langston Mine where the player could force themselves into terrain, resulting in being able to see out of bounds. Fixed an issue in the Zone of Contamination where the player could climb out of bounds and become stuck. Fixed an issue where pipes could be seen intersecting through the wall in the main entrance to the Concentrator Building. Fixed an issue with an exit door inside the Concentrator Building, which resulted in a seam through which the player could see out of bounds. Fixed multiple issues with terrain in the Langston Mine which resulted in gaps through which the player could see out of bounds Fixed multiple issues where terrain and objects intersected in the main entrance to the Concentrator Building. Fixed an issue where collision was missing from a wall in the Concentrator Building, allowing players to fall out of bounds. Fixed multiple issues in the Zone of Contamination to Airfield transition cave where missing or misplaced terrain could allow the player to see out of bounds. Fixed an issue where a toxic barrel could be found suspended mid-air in the Zone of Contamination. Fixed multiple issues in the Langston Mine which could cause the player to become stuck. Fixed an issue which caused a Toxic Gas warning sign to appear and disappear based on the Survivor's location. ANIMATION Fixed an issue where sometimes when Harvesting a Timberwolf with a Knife, the Knife would be missing from the Survivor’s hand. AUDIO Fixed an issue where the sound effect of turning off a Flashlight was delayed. Fixed an issue where Chemical Hazard ambience and audio would trigger at incorrect times. Fixed an issue where Canisters provided no audio feedback when picked up, dropped, or moved to and from the inventory. Fixed an issue where ambient audio suppression was never disabled after listening to Foreman's Site Report Collectables. Fixed an issue where no sound effects would play when automatically reloading a Canister. Summary & Reporting Issues Thank you for reading. If you encounter issues with the game, please report them to our Support Portal at hinterlandgames.com/support. If you would like to provide feedback or discuss your experiences with the game, with the development team, or other players; please post your feedback in the Official Forums: hinterlandforums.com/forums. If you encounter a crash or issue with the game post-update, please contact us as we can often help players address their issues, and we always strive to! This is more productive than jumping to a negative review. Please remember that Hinterland is a small independent developer. Our Support Team strives to respond to all reports as quickly as possible, but as you can imagine, releases are our busiest time. We appreciate your patience, and please know the team is looking into your issues and we will resolve them as soon as we can. Unfortunately, we are not able to follow-up with every individual report that is submitted. But we appreciate them all. Many thanks for your support. 8 8 Link to comment Share on other sites More sharing options...
artmunki Posted December 14, 2023 Share Posted December 14, 2023 I dropped in here after booting up the game, only to be told there was a required update I hadn't expected, to find this message waiting to explain things for us. You guys run a tight ship! 2 1 Link to comment Share on other sites More sharing options...
Renn Posted December 14, 2023 Share Posted December 14, 2023 19 minutes ago, Admin said: Fixed an issue where Broth was no longer needed to Craft Recipes which should require it as an ingredient. I like to think my survivor enjoyed their meat-and-flour stews while it lasted 😂 3 Link to comment Share on other sites More sharing options...
Improvised Distress Pistol Posted December 14, 2023 Share Posted December 14, 2023 I'm *REALLY* gonna miss not needing broth lol 1 Link to comment Share on other sites More sharing options...
Leeanda Posted December 14, 2023 Share Posted December 14, 2023 Thank you for your quick work on these issues..much appreciated 😊 1 1 Link to comment Share on other sites More sharing options...
GothSkunk Posted December 14, 2023 Share Posted December 14, 2023 50 minutes ago, Admin said: Fixed an issue where Broth was no longer needed to Craft Recipes which should require it as an ingredient. Well damn. So much for those free Venison stews I was enjoying. 1 Link to comment Share on other sites More sharing options...
hozz1235 Posted December 14, 2023 Share Posted December 14, 2023 Thank you for the quick update! 1 1 Link to comment Share on other sites More sharing options...
Enigmaecho Posted December 14, 2023 Share Posted December 14, 2023 1 hour ago, Admin said: Hello players, We have just updated THE LONG DARK to version 2.26, build 126828. This is a Hotfix to THE LONG DARK and THE LONG DARK: SURVIVAL EDITION and contains fixes for issues introduced with our Part Four release. **Spoilers Below** Known Issues The team is currently aware of the following issues in the game. If you encounter one of these issues, there is no need to report it to the Support Portal. When starting a new Custom Survival game, Scurvy will be active if ‘Start Gear Load Out’ is set to anything but ‘Very High’. When switching to a fresh Canister with the Respirator and a lit light source equipped, the light source will temporarily extinguish. When placed in areas with steep inclines, the Travois can fall under the ground layer and become unreachable after the player transitions to or from an interior. Players will be unable to transfer stacks of items to a Container if the stack weighs more than the remaining capacity of the Container. Sometimes players will be unable to equip the Respirator from their Backpack. The Respirator can still be equipped through the Radial Menu, under the “First Aid” option. Bug Fixes This Hotfix includes fixes for the following issues: CRASHES Fixed an issue where entering or exiting the Langston Mine in the Zone of Contamination from any entrance could result in a crash on Xbox and Playstation. Fixed a rare crash which could occur when interacting with the Security Chief's remains during the completion of the Buried Echoes Tale. GAMEPLAY, UI, CONTROLS Fixed an issue where time spent in the Langston Mine portion of the Zone of Contamination was not reflected in the Survivor's Journal > Stats. Fixed an issue where the Insulated Flask would never be damaged during Struggles. Adjusted Vitamin C content in Fish, so fish of the same species provide more consistent values. Fixed an issue where Polaroids in the Zone of Contamination would not reveal their associated Vista location when picked up. Fixed an issue where Bears would not spawn in multiple locations where they normally should. Fixed an issue where after a Bear Struggle, notifications for new Afflictions would not appear. Fixed an issue where the Buried Echoes Badge would not appear on-screen upon completing the Tale. Fixed an issue where Broth could not be consumed and displayed no Calorie value.. Fixed an issue where Broth was no longer needed to Craft Recipes which should require it as an ingredient. Fixed an issue where Broth weighed twice as much as intended. Fixed an issue where Poisoned Wolf Carcasses could disappear after Harvesting them. Fixed an issue where exiting the First-Person Harvest UI for Rabbits or Ptarmigans caused the Carcass to disappear. Fixed an issue where some containers could not be searched in the Langston Mine. Fixed an issue where the Respirator could lose Condition and and in some cases be found in a Ruined state. Fixed an issue where some randomly spawned corpse and container locations would reset or double upon entering and exiting the Concentrator Building in Zone of Contamination. Fixed an issue where the camera could temporarily dip underground when interacting with a Timberwolf Carcass. ART & ENVIRONMENTS Fixed an issue where Travois trails would disappear upon entering and exiting an interior. Fixed an issue where Chemical Hazards would change their level of detail too abruptly, making it look like parts of the pool were appearing and disappearing. Adjusted the tank rail car to better visually match other rail cars. Fixed an issue where a portion of the ceiling in the Langston Mine could appear and disappear based on the Survivor's location. Fixed multiple locations in the Langston Mine where the player could force themselves into terrain, resulting in being able to see out of bounds. Fixed an issue in the Zone of Contamination where the player could climb out of bounds and become stuck. Fixed an issue where pipes could be seen intersecting through the wall in the main entrance to the Concentrator Building. Fixed an issue with an exit door inside the Concentrator Building, which resulted in a seam through which the player could see out of bounds. Fixed multiple issues with terrain in the Langston Mine which resulted in gaps through which the player could see out of bounds Fixed multiple issues where terrain and objects intersected in the main entrance to the Concentrator Building. Fixed an issue where collision was missing from a wall in the Concentrator Building, allowing players to fall out of bounds. Fixed multiple issues in the Zone of Contamination to Airfield transition cave where missing or misplaced terrain could allow the player to see out of bounds. Fixed an issue where a toxic barrel could be found suspended mid-air in the Zone of Contamination. Fixed multiple issues in the Langston Mine which could cause the player to become stuck. Fixed an issue which caused a Toxic Gas warning sign to appear and disappear based on the Survivor's location. ANIMATION Fixed an issue where sometimes when Harvesting a Timberwolf with a Knife, the Knife would be missing from the Survivor’s hand. AUDIO Fixed an issue where the sound effect of turning off a Flashlight was delayed. Fixed an issue where Chemical Hazard ambience and audio would trigger at incorrect times. Fixed an issue where Canisters provided no audio feedback when picked up, dropped, or moved to and from the inventory. Fixed an issue where ambient audio suppression was never disabled after listening to Foreman's Site Report Collectables. Fixed an issue where no sound effects would play when automatically reloading a Canister. Summary & Reporting Issues Thank you for reading. If you encounter issues with the game, please report them to our Support Portal at hinterlandgames.com/support. If you would like to provide feedback or discuss your experiences with the game, with the development team, or other players; please post your feedback in the Official Forums: hinterlandforums.com/forums. If you encounter a crash or issue with the game post-update, please contact us as we can often help players address their issues, and we always strive to! This is more productive than jumping to a negative review. Please remember that Hinterland is a small independent developer. Our Support Team strives to respond to all reports as quickly as possible, but as you can imagine, releases are our busiest time. We appreciate your patience, and please know the team is looking into your issues and we will resolve them as soon as we can. Unfortunately, we are not able to follow-up with every individual report that is submitted. But we appreciate them all. Many thanks for your support. I noticed about the flask there isn’t mention in the known or resolved bugs about it not being repairable, is that by design then? Link to comment Share on other sites More sharing options...
Admin Posted December 14, 2023 Author Share Posted December 14, 2023 9 minutes ago, Enigmaecho said: I noticed about the flask there isn’t mention in the known or resolved bugs about it not being repairable, is that by design then? Yes, it is by design. Link to comment Share on other sites More sharing options...
Serenity Posted December 14, 2023 Share Posted December 14, 2023 1 hour ago, Admin said: The Respirator can still be equipped through the Radial Menu, under the “First Aid” option. However, I noticed that if you have a lot of medical items in the inventory the respirator won't show up. It would be helpful if you could tick a "add to radial" checkbox to make sure it's always there. 2 Link to comment Share on other sites More sharing options...
stratvox Posted December 14, 2023 Share Posted December 14, 2023 1 hour ago, Renn said: I like to think my survivor enjoyed their meat-and-flour stews while it lasted 😂 Ptarmigan Tenders, the new snack! 2 Link to comment Share on other sites More sharing options...
UpUpAway95 Posted December 14, 2023 Share Posted December 14, 2023 Thanks for the update and have a great Christmas break. 2 1 Link to comment Share on other sites More sharing options...
GothSkunk Posted December 14, 2023 Share Posted December 14, 2023 #JusticeForBroth 1 Link to comment Share on other sites More sharing options...
ManicManiac Posted December 14, 2023 Share Posted December 14, 2023 Thank you, Hinterland! 1 1 Link to comment Share on other sites More sharing options...
Enigmaecho Posted December 14, 2023 Share Posted December 14, 2023 3 hours ago, Admin said: Yes, it is by design. Oof ☹️ I’ve lost 12% in just over 20 days are they supposed to decay THAT bad? Link to comment Share on other sites More sharing options...
rush247 Posted December 14, 2023 Share Posted December 14, 2023 3 hours ago, Admin said: Yes, it is by design. "Noooo!" Holds Jackrabbit Transport flask tightly. Link to comment Share on other sites More sharing options...
odium Posted December 15, 2023 Share Posted December 15, 2023 how about the bleed out/hunting bug? i reported it. i shot 3 deer confirmed hits and either the bleed out is bugged or the bug where you go indoors and it cancels the hit is back Link to comment Share on other sites More sharing options...
Hinterland Raphael van Lierop Posted December 15, 2023 Hinterland Share Posted December 15, 2023 3 hours ago, Enigmaecho said: Oof ☹️ I’ve lost 12% in just over 20 days are they supposed to decay THAT bad? re: Insulated Flask Condition loss -- will double/triple-check the implementation, but the design was for the Flask to only lose Condition from Falls and potentially Struggles. It should not decay naturally, or at least not noticeably. 10 3 Link to comment Share on other sites More sharing options...
Enigmaecho Posted December 15, 2023 Share Posted December 15, 2023 2 hours ago, Raphael van Lierop said: re: Insulated Flask Condition loss -- will double/triple-check the implementation, but the design was for the Flask to only lose Condition from Falls and potentially Struggles. It should not decay naturally, or at least not noticeably. Maybe I’ve just taken more tumbles/scuffles than i remember, thanks for the reply I’ll keep an eye on them and see if they decay left in storage, I have 2 now 👍 2 Link to comment Share on other sites More sharing options...
Laika Ivanova Posted December 15, 2023 Share Posted December 15, 2023 7 hours ago, Raphael van Lierop said: re: Insulated Flask Condition loss -- will double/triple-check the implementation, but the design was for the Flask to only lose Condition from Falls and potentially Struggles. It should not decay naturally, or at least not noticeably. Now that's great to here! Thanks for clarifying. Link to comment Share on other sites More sharing options...
Leeanda Posted December 15, 2023 Share Posted December 15, 2023 (edited) @AdminGot into the last mine fine but crashed once in the last room . Reloaded and it worked.. Thank you for a great tale, and all the other stuff of course💗 Edited December 15, 2023 by Leeanda 1 1 Link to comment Share on other sites More sharing options...
Leeanda Posted December 15, 2023 Share Posted December 15, 2023 6 minutes ago, BugReportEnthusiast said: from FALLS?? What the hell, it's a flask! no other item takes damage like this Everything else can take damage in some way, seems fair the flask should too.. 2 1 Link to comment Share on other sites More sharing options...
ManicManiac Posted December 15, 2023 Share Posted December 15, 2023 (edited) @Leeanda Agreed... I think the flask losing condition from falls and struggles is fair. Clothing Items tear/loose condition from falls, so there's certainly precedent for it. With recycled cans, cooking pots, and skillets... they lose condition when a food item "burns" or batch of water "boils off." Point is, despite other people's gripes... I agree with you. The tradeoff seems more than fair considering its proportionally massive benefit. I think that the implementation that Raph spoke of is a good one. Edited December 15, 2023 by ManicManiac Corrected... Pots and Skillets are indeed repairable. I had forgotten that detail. 4 Link to comment Share on other sites More sharing options...
Leeanda Posted December 15, 2023 Share Posted December 15, 2023 7 minutes ago, ManicManiac said: @Leeanda Agreed... I think the flask losing condition from falls and struggles is fair. Clothing Items tear/loose condition from falls, so there's certainly precedent for it. With recycled cans and cooking pots... they lose condition when (and are also unrepairable) a food item "burns" or batch of water "boils off." Point is, despite other people's gripes... I agree with you. The tradeoff seems more than fair considering its proportionally massive benefit. I think that the implementation that Raph spoke of is a good one. True.. there is also supposed to be more than one on each run so not a total loss if you lose one. 2 Link to comment Share on other sites More sharing options...
ManicManiac Posted December 15, 2023 Share Posted December 15, 2023 (edited) @Leeanda I'd love it if other potentially fragile items (like say... the storm lantern) could break from falls and struggles too. Of course, bedrolls and clothes also take a beating from struggles... so I suppose there is that. Edited December 15, 2023 by ManicManiac 2 Link to comment Share on other sites More sharing options...
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