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  1. Here is *written* advice on how to beat the Escape the Darkwalker Challenge released with the Hesitant Prospect (2020) update. (Get all 10 diary pages, banish the Darkwalker). I was able to beat the challenge in 3hrs, 32 minutes (suffered some minor setbacks ) There is already some published guides out there, but most that I have found are long videos, and who has time for that? Also, many of them refer to the Escape the Darkwalker Halloween 2020 event, which has different different conditions than the Challenge released with Hesitant Prospect. For detailed information about the conditions of the Challenge and the behavior of the Darkwalker (DW), read the Strategy and Tips portion of the wiki for the Challenge: ( Escape the Darkwalker | The Long Dark Wiki | Fandom ). The following advice is based on my experience and experimentation, more specific advice than what is on the wiki. I also referred to the Detailed Region Maps provided by Whiteberry ( Steam Community :: Guide :: Detailed Region Maps - The Long Dark ) Here's how I did it: My route, and when I grabbed the diary page as required by the challenge: Hushed River Valley (grab page) -> Mountain Town (grab page) -> Forlorn muskeg -> broken railroad (grab page) -> Forlorn muskeg (grab page) -> Mystery Lake (grab page) -> Ravine -> Bleak Inlet (grab page) -> Ravine -> Coastal Highway (grab page, or wait until you need to backtrack to grab it) -> crumbling highway -> Desolation point (grab page) -> crumbling highway -> Coastal highway (grab page if you didn't before) -> Pleasant Valley (grab page) -> Timberwolf Mountain (grab page) -> Ash Canyon (Banish the DW!) Hushed River Valley is a tough region to start in, but it works out well because you can take two climbing ropes to use later, one in the Ravine on route to the Bleak Inlet, and the other in the Bleak Inlet to climb down the cliff (a more direct route to the diary page than walking around the mountain in the northeast section of the map). To you get the diary page from HRV, just shimmy down the waterfall cliff next to the green campfire. To get to the cave that takes you to Mountain Town, use the climbing ropes already laid (indicated by red rope icons in Whiteberry's map) to climb up the cliff faces. As you go, grab these two ropes on your way up. This route also puts the last diary page in TWM, which is conveniently close to the entrance to Ash Canyon (where you banish the DW). The goal of this route is to minimize backtracking. Backtracking is dangerous if the DW is following behind you, especially near region transitions where routes are often narrow and winding. Other tips FOCUS ON GETTING TO AND FROM THE GREEN CAMPFIRES. Unless you need to strafe around the DW or are in desperate need of warmth or supplies, don't waste your time searching buildings or hunting animals. There's a 30 min timer on how long you can be in a region due to toxic fog, and you want to save your spray paint for Lures, Wards, and the Banishing. Also, you should constantly be trying to put distance between you and the DW. Don't waste time mending clothes, you won't be using them for long anyway. ONLY CARRY WHAT YOU ABSOLUTELY NEED. Critically important to keep your carry weight down to maintain a good movement speed. Only carry the revolver and/or the emergency flare gun as weapons. Only carry just enough food, water, etc., because once you reach the next green campfire, there will likely be enough food there to keep you going (lots of MREs, Maple Syrups, etc. spawn there). You can boil water while you sleep if you sleep for 1hr at a time (using a can as the water vessel). Only stop to pick up supplies that are along your path, don't go searching. Don't carry extra clothes or mending supplies. EVEN IF YOU ARE COMPLETELY EXHAUSTED AND YOU HAVE COLLECTED 10 DIARY PAGES (the DW moves faster the more pages you have) YOU WILL STILL WALK FASTER THAN THE DW MOVES IF YOU ARE CARRYING LESS THAN 30KG. That is an amazing advantage. If the DW starts to corner you or cut off your path, just KEEP MOVING. Unless you walk straight into it, moving in any direction will put distance between you and the DW. Once you've gotten enough space from it, you can go back to your pre-planned route. This kind of thing happens more often near region transitions or in mines/caves. DROP LURES CONSTANTLY. They help you track your distance from the DW, and they keep the DW from beelining toward you, which is especially helpful if you are faced with obstacles and winding paths that the DW can just cut straight through. I only used Wards when I was climbing and needed to catch my breath/warm up, and the DW was nearby. I never needed to use the de-fog ward. Use your Lures, but MAKE SURE YOU SAVE A SPRAY PAINT CHARGE FOR BANISHING. This mistake I actually made on my successful run, and it was a pain in the ass because I had to run around with the DW and wolves chasing me to find a new can of spray paint. SAVE YOUR WEAPON AMMO TO KEEP WOLVES AWAY. Crossing paths with wolves is inevitable. Firing the revolver in the general direction of a wolf will scare it away, which is usually sufficient if you just keep moving. Lastly, MAKE SURE YOUR CHARACTER IS WELL RESTED. In terms of the distance between you and the DW, is a minimal penalty for sleeping, and being well-rested is critically important to keeping your movement speed up. Also, climbing is necessary for the route above, which means being well-rested is important to proceed. ONLY RUN IF YOUR LIFE IS IN IMMEDIATE DANGER. Don't waste your energy! Best of luck all!
  2. I recently have been dabbling with the ChatGPT Artificial Intelligence Chatbot. As an experiment, I asked it to speculate on things that will be in future updates to TFTFT. In this instance, I asked if about the travois and the cougar. I’ll let the AI speak for itself now:
  3. Animal Husbandry Wolf Raising & Trainingfor Sled dogs SLED for travel Pack Relationships & MGMT I have basically a book on this idea that would be an amazing DLC/Expansion planned as part of the next 9 months of Far territory or W/E comes after. Like idea after idea of fleshed out "Story/Region" for sandbox survival mode to support a multitude of Ideas,Mechanics improvements,Wolf behavior improvements bc IMHO the wolves need a major overhaul. They are at best food really just a nuisance that decreased enjoyability as time goes on.
  4. So I've had an interesting war with the Trapper's bear at ML. I decided to transport some unneccesary items over to the Trapper (The camp office is my base). On my way I bumped into the bear. I avoided him but be charged me and left me bruised. No matter. I escaped with my tail between my legs. He ruined my clothing though. So I've spent some time here, killing rabbits, deer and wolves to survive and cure some pelts. I decided to also attempt to kill Mr Grizzly. I have level 3 archery so unfortunately isn't great but I managed to pump 2 arrows into him. The first hit his foot. I tracked him. However second time round ... I also hit his foot. I lost him and so gave up. I was ambushed by a wolf that was waiting over a blind hill, so I killed it, took the meat and headed back. I was beginning to freeze and had no wood for a fire, so my plan was to gather some wood and cook the meat in the shed opposite the Trapper. I completely potato'd my brain and forgot I had 3 bars of scent so .. My Grizzly came to say hello. I was encumbered after logging the wood due to fatigue and so .. round 2 went to Mr Grizzly. I managed to escape back to the Trapper with the bear charging again for me at the dootstep. The next day, with clothing at 30% or less now I decided to have a crack at the bear as my hides were almost cured. I tried to cheese the kill on the ledge but again I just hit his foot and he ran. I now only had 2 arrows left with low condition on them. I didn't see him again for a while. Just now however, I was cooking the rest of my deer meat at the shed and crouched under the crouch area and Mr Grizzly came by again. He couldn't hit me, but he had me trapped. My clothing could not take another hit. I managed to find a spot to stand and I shot him in the head. He ran ofcourse, but as he did a blizzard began so I couldn't track him. It's now been a day in game since that event. I hope, Mr Grizzly, that you survived. I hope you are also injured from the multiple foot shots and the headshot. Don't die on me old boy. I need to know your okay as this poor soul needs your hide ..
  5. I've mostly been a PC player but now own the game on PS4 as well. I've found the controls a bit clunky on the gamepad, mostly due to an overly large deadzone on the sticks, and the inability to use the Dualshock 4's gyro controls to fine-tune aim. I guess the suggestions here are: -add a deadzone adjustment slider in the control options; and -add an "enable gyro while aiming" option, along with adjustable gyro sensitivity. Cheers!
  6. Is it just me or is it strange how the earn rating for this game is T (for teen/13+). but in episode four the convicts are pretty trash mouthed. I know you can turn it off but wouldn't it still be considered "heavy language". Which would put it under mature. I've never seen a teen game rating with "heavy language" and never seen a M (mature/17+) without it on the rating. I know this is such a small thing but I just feel like the esrb have given up on properly rating games. Hello neighbor 2 is E10+ and although is has no violence or use of profanity the concept of children being kidnapped and held in cages is not very child friendly. This is a very small thing but I just had to point it out.
  7. I wanted for them to be added for a long time. When I first saw this concept art of Ash Canyon, I thought "wow, this will be so much fun!". Even if it was just a platform you could move back and forth, there would still be a lot of level-design potential in this idea. Unfortunately, this idea was bound to remain on paper, not added in Hesitant Prospect or any following update. But I still think, the addition of ziplines and platforms like the one on the picture would greatly improve the long dark. The most obvious use for ziplines is using them as shortcuts. It might be a long and difficult road to reach some point of interest, but if you want to backtrack after reaching it, that would only take you a few seconds. Hinterland already utilise this shortcut type. There are slopes too steep to reach the top, or rocks that you can jump down from, but can't climb up. But they are a bit unrealistic. My survivor can climb 15-meter long ropes but can't climb a waist-high piece of stone? On the other hand, going up the zipline from the wrong end would be realistically impossible. But why would there be any ziplines on Great Bear? This island isn't particularly known for its tourist attractions. Sure, there's the Mystery Lake camp office, implying that some people would visit for a vacation near a lake, or some ice fishing, but pushing it further would go against realism. Well, ziplines are not only used for recreation, they are also a means of transport for both people and cargo. They would certainly fit a mining region that has many different elevation levels. Perhaps, when you initially explore this region, you can't use the cables, and you'd have to climb ropes and walk in long zig-zags to move further in. But in a mineshaft at the very top of the map, you can find a harness that would allow you to ride on all the ziplines. This would not only allow for faster backtracking, but also further exploration, as some remote and low parts of the region could only be accessible by zipline. Some of the cords could have carriages full of ore and coal stuck on them. You would have to stop your ride to reattach the harness, while the small carriage sways hundreds of meters above ground as you move. A bonus use for the harness is that it would aid you when climbing ropes. It would give you more second chances when you run out of stamina, and if you fall, you will land mostly unharmed. As long as you have a harness in your inventory, you would use it for climbing, with an animation of the survivor attaching themselves to the rope indicating you're safe.
  8. I have been pretty tired or maybe dissapointed of the wolf ai lately. My ecperience shows that there are many flaws and glitches, and it doesn't quite feel balanced to me. Now I'm a rather experienced player and know the games mechanics very well. With a gun of any kind I can deal with a wolf easily. A flare, which there are plenty of, will render them harmless, and the flare can also be thrown at the wolf na dscare it. I don't think that would be my instinct exactly during a wolf attack. And if there are neither of those, you can literally just walk away from them. With that said it really draws all the challenge and danger from a wolf encounter. I'm sure this has been discussed many times before, but here's my take on it anyways. So what I thought of is a pretty simple system. If a wolf is around a player with a flare (Or torch!!!) it will stop like it does currently in the game, however at some point it will charge at you. maybe give it a warning by making the wolf bark for a moment before attacking. I'm not sure but I think there was a mechanic at the early-access stages of the game when you could swing the flare in the air to scare a wolf. I think it is a great mechanic and could be reimplemented in some way. If the player swings with the flare during the wolves charge it will retreat, but not get scared away. However after a few times it eventually will. A wolf would also not just follow you directly if you are walking or running away, but would try to get in front of you to stop your escape and attack from your sides, frocing you to defend yourself. It could also work with multiple wolves at a time, surrounding you. This could make the scene in the intro where Astrid is surrounded by wolves an actual thing that could happend in the game. The wolves will one at a time do their attack, making you really pay attention to survive. This would be a rare occurrance however and would happend only in areas where there are multiple wolves around. To balance this, sometimes wolves would be alone, but can rarely wander in small groups of two or three, like in the intro! Wolf rich areas would still be a thing, but does make you think if you want to go through or around. Lastly, a gun is a gun, but could be hard to make it fit with the mechanics above. Maybe lone wolves follow a similiar behavior as they do now and groups will always follow a similiar behavior like with a flare. A whole group has a chance of getting scared away if a shot is fired or a wolf is killed. And if a wolf gets scared, it won't turn straight back around at you even if you smell. Let me know what your thoughts are and what would you change about my ideas or the games current wolf mechanics.
  9. Hey everyone! The Long Development is a small team project and a collaborative community effort to expand Great Bear Island in a beautiful and balanced way. We are focusing on creating as 'hinterland-like' regions as possible to ensure that they can fit in the vanilla game and not feel out of place. That means we will not be out to make the perfect base locations, but rather the most balanced locations. We consist of a couple core team members that all bring their own talent to the project. The variety of work that each person brings allows this mod to be as expansive and unique as it is, featuring brand new regions that connect to the larger world of Great Bear filled with custom 3D modeled structures to really make these regions stand out in their own ways. Last but not least is tons of new music that not only fits the region's feelings, but also fits in seamlessly with the rest of the great tracks featured in survival mode. As of now, there are a couple major regions, and a handful of transition regions in development with more planned for the future... but we take our time when creating these regions as the entire team has lives of their own and this project is all on our own time. This mod is totally free, now and forever." In order to not flood the entire forums with our DevLogs, I have decided that I will just post them down in this thread over time. This might not be a totally perfect way of doing things, but we work with what we got. Just a handful of reminders: Everything shown is subject to change. Due to the complex nature of this project, our team is not documenting every step of region creation. This means no, people will not be able to create their own regions. If you would still like to contribute to this project in any way, our discord has spots for you. We have many areas that need community input, such as names for landmarks in the regions, and even beta testing the regions before they are released to the public. So if you would like to contribute, have questions, or even just want to see some more sneak peeks, come join us! The Long Development Discord Link
  10. It would be awesome if the Hinterland team with their great narrative and dialog wrote some filler stories for these cairns who state "this story is not yet written...". It would be fitting to give a voice to all the donors who forgot to tell their tale. Always an option to update the text if the donor ever decides to speak up. It would mean a lot for this survivor to read more as I journey.
  11. I've noticed for some time now how HL uses RH to get your attention - a cave, a climb spot, a path, etc. I kind of wish they weren't used quite so much. This is related to a "Discovery" discussion we were having in another thread with @JoeBar. IMHO, it makes it a little too easy. Thoughts?
  12. I was playing a long time yesterday and I happen to watch a wolf kill a deer. The thing I noticed was the wolf kind of just bit the air a couple feet away from the deer and then the deer fell over and randomly a giant hole appeared in the side of the deer. This broke the immersion within the games world and made me feel more detached. This is the first time I ever have seen a wolf kill a deer. What I’m suggesting is that take down animations are added for wildlife that is hunting. For example I would like to see the wolf enter a chase with the deer, and quickly jump biting its neck causing it to fall down. This simple animation will add a new immersion into the long dark. I would have a different animation for the bear considering it is much bigger. I would also add in an animation for a wolf attacking a bunny. Maybe it just runs up and snatches it in his mouth and runs off with it. anther thing that has bothered me since Mooses were added and I’m not sure this has been changed but when a wolf and A moose are passive to each other. Shouldn’t they fight each other if they came into contact for granted I did see this A long time ago and could have been changed, but I doubt there is any form of attack animation. If not I would like one to be implemented. If so I would love to see it. these are the things that I noticed that really broke the immersion of the long dark. I am open to feedback and would be happy to know if anyone else has noticed this.
  13. In The Long Dark, I have always loved the idea of the Aurora borealis powering up electrical technology. But I feel like this could be expanded upon. The addition of the flashlight, I started thinking that more electric devices could be added to the game. One of my ideas is make appliances such as the oven and the microwave usable during the aurora borealis. This could be used as an alternative to cooking in survival Mode. I would have the electronic appliances cook your food faster than a wood-burning stove would, just to make the Player want to use these appliance. I would have the heat pad usable to boil water, make tea, and coffee. And have the microwave cook foods the fastest, but diminish the amount of calories given. And finally, when the power is on do to the Aurora borealis, can we have running water inside of building, after 2 hours of the lights. This would be a Detail that could help survivors get fresh drinking water. these are my ideas that I would like to see introduced to the game, I am open to feedback.
  14. I'm sure the team has an idea of what they plan to release for the next 12 months, but I thought it might be fine to discuss some wishlist items and speculate what it could add to the game and maybe offer some Suggestions to the dev team. As a person who lives in Canada, in what is considered "a remote area", a lot of people have gasoline generators. It would give another use for the jerry cans that we find throughout Great Bear, but also makes you consider when and how to use it. It could also introduce crude oil, which come from dead animal remains. However, on one hand, it takes special refinery equipment to turn the oil into gas and specific knowledge how to do it safely. On the other hand, if Mackenzie and Astrid can craft gun powder, bullets and use specialized equipment, they can handle turning crude oil into gas. The generator could also have a condition and needs repairing, otherwise a low condition generator could cause carbon monoxide poisoning. Besides a gasoline generator, they could introduce a solar generator and/or battery. Which could also lose condition as well. Finally, bone tools would be a nice addition. They obviously aren't as great as the tools we have now, but thinking long game, you'd always have access to bone tools from the animals you kill and it would save the better tools for when you really need them. Or even making some bone weapons, like bone arrowheads. Might be nice for Interloper considering resources are scarce.
  15. Due to the Far Territory being a large disconnect from the rest of Great Bear, does that mean 1 of the new regions will have a ammunition work bench available? Its a long journey to return back to the standard great bear locations, so wouldn't it be more convenient to add a 3rd ammunition work bench to the far territiory?
  16. A deadly hunter, the Cougar stalks the rocky crags and ravines around Great Bear and may be your greatest nemesis yet. This means cougar skins, right? That means cougar-skin clothing, right?? If there is a cougar-skin coat, you'd think it would have a fear effect on wolves? https://www.outdoorlife.com/conservation/cougars-killing-wolves-in-washington/ Cougar-meat steaks!! Wonder if there will be a struggle effect (like wolves), bite n' run (like timberwolves) or full-on assault (like bear)?
  17. I've already reported this issue, I'm just curious if anyone ells experiences it. Simply, upon opening the clothing menu, I experience a massive frame drop, resulting in the menu opening half a second late. This occurs again after selecting a different piece of clothing, before clearing up. This also occurs when opening the clothing tab in my backpack, causing the frame drop. I did a little testing, and it occurs regardless of graphics quality, and all game files are determined to be verified, so it may not be the cause. It's not game breaking, just slows things down a bit, and is the only real issue that I've experienced sense the release of the dlc. Hinterland has done a great job at cleaning up all the bugs so far, and I'm loving the new dlc items! Thank you Hinterland for the fantastic work you've done!
  18. With all of the speculation going on right now about what sort of "fauna" Hinterland are going to add in the Tales from the Far Territory, I'd like to present my idea for a new forest animal. It seems like the wildlife in the long dark is overwhelmingly hostile. Timberwolves, bears and moose want nothing more than to see your lifeless body. Boars and cougars that are being suggested by the community don't sound very friendly either. I wouldn't be surprised if in the next update, even the rabbits would start to attack us. I wouldn't want foxes to pose any danger. Sure, any animal can hurt you when provoked, but generally, foxes are scared of people. And if one were to attack you, it wouldn't be nearly as dangerous as a wolf (and you fight those regularly in TLD). No, I'd like foxes to be harmless creatures, who still wouldn't mind stealing a rabbit you killed. Observant and agile, they would be nearly impossible to hunt in the same way you hunt dear of wolves. I can even imagine them dodging your aim, once they become aware of you. When you aim at a wolf, it tries to flank you, but its path is predictable and you can easily line up your shot. But foxes would do anything not to have the end of your boom-stick pointed at them. So, how do you hunt foxes then? You'd have to use decoys, a rabbit, a fish, or a piece of meat will surely make a fox lower its guard. No, it won't come anywhere near you, but it will become careless enough for you to take a shot. But you better be quick! Once a fox grabs your decoy, it will run away to safety. Why would you hunt them? A fox's fur could be used for a long warm scarf. I do feel like scarfs are not treated fairly in the long dark. I can't recall a single time when I'd leave my home wearing two hats, but going outside in winter without a scarf? That is not a good idea. Still, in TLD scarfs are an inferior type of clothing, which can be fixed with this addition. The relationship between foxes and other animals is simple. They hunt rabbits and avoid everything else. If you find a fox running through the forest, it might be smart to follow it instead of pulling out your gun. It will either lead you to a rabbit growth, or to its den. I suspect, with the new animal spawning system, rabbit growths will become more random, and thus, harder to find. If you're quick enough you can flip the script and steal a fox's kill by scaring it off with a stone when it kills a rabbit. Fox dens are little holes hidden between rocks, or under the trees, inside them, you can find some rabbit carcasses. You shouldn't expect a lot of meat to be left, but the guts and the pelt might still be intact. What do you think about this idea? I'd love to hear your suggestions for how foxes could function in the long dark.
  19. I think that rifle variants are nice and usefull, but maybe it would be worth to make at least Curators rifle as different type than bolt-action? Like break action single shot, where fired casing is automatically extracted, but only when rifle is better than 50 % cond. Otherwise, manual extraction by hand is needed. That means rate of fire is changing due its condition. Like different stats are nice, but all of them are bolt actions, which is little bit boring.
  20. It is the first real Video that i made! I collected all my knowledge to make a tips and tricks video about wolfes. Sorry that it is in german I hope some of you find it useful If anything is missing or if you have suggestions, please let me know for future Videos!
  21. General thread for discussion and info on FA. Launches with Expansion Pass on Dec 5, 2022. From the description below, certain "features" will only be available during an aurora. FORSAKEN AIRFIELD A vast open plain hides a remote airfield that once served as a critical transport hub for the interior of Great Bear. Between the Hangar, Control Tower, and the Ranger's Cabin on the outskirts of the region, Forsaken Airfield is one of the harshest, coldest regions yet. What secrets will the Aurora reveal...
  22. I found this while looking at the new roadmap, thought it could be more concrete evidence of what the trader may be... (Notice the boots hanging under the rifle) (Now look at the icon for the Trader) I'm super excited to see what great work hinterland comes up with next!
  23. It is Christmas time and I am thankful for the new map, but I’m a dreamer and there is something in a map I feel is missing and I would like in my wishlist for the next addition. I should preface this by saying I am fan of this game and believe it does not get enough attention and should be recognized as such a complex and beautiful game. Preferably not another dead end map, I think I can speak for many others. But the general theme would be a somewhat small abandoned (perhaps off-season) ski resort. Included would be a cafeteria/restaurant with a locked fridge/freezer to be opened for good food supply. A managers office with a top tier random item “Lost & found” box, which can only be accessed during aurora (much like the cannery). Swiss Chalet cabins around the resort with great scenic views. Of course there would have to be a ski lift to take you up a huge mountain side ( which runs during aurora), the downside is a pack of wolves awaits underneath the loft and patrols the mountain side. If not wolves perhaps another dangerous animal. On top of the mountain is the ski patrol lodge, featuring an extensive first aid kit and some good quality items. Of course you can walk your way to the top of the mountain, however you’d have to navigate your way through a series of cross country skiing and dog sledding trails. Spread around the resort would be some more guest rooms, a gift shop/ ski rental area, a lake and river with ice fishing possibilities, ice skating rink, luge course??? Just some ideas, what would make a ski resort a great addition to the Long Dark? I’m not 100% sure, but I think it’s fits the theme of the cold and would be Great Bear Islands tourist spot. What would the resort also need? Let me know, I want to hear from all the creative people!
  24. Okay, this suggestion is a morbid one, but why are there no dead people in the cars? I think adding them would increase the immersion, and make the long dark more diverse without oversaturating it with content. And now, when survival and wintermute are separated, including this little change is easier than ever.
  25. It is clear, that some of the Tales From The Far Territory features haven't been revealed yet. So do you have any guesses, as to what else that expansion holds? Here's my guess, and it's a bold one. Ziplines! Just think about it. First off, there is a bunch of new rocky regions, that we'll get to explore. Second, TFTFT have already addressed some old wishes like cooking, base customisation, sleds (the free survival update adds a thermos), and ziplines have been heavily suggested in the past. And third, I'm sure everyone noticed how much Hinterland like incorporating one-way "gates" into their level design, and a zipline can serve as one of such one-way shortcuts. What do you think about this guess? And what else do you think is going to be added to the Tales From The Far Territory?