thekillergreece

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Posts posted by thekillergreece

  1. Just now, Mroz4k said:

    I am pretty sure that The Long Dark doesnt have official mod support yet. These few mods were created by the community unofficially, and players use them at their own risk. I dont expect the Hinterland will respond to this and if they will, not in a very friendly manner.

    I am fairly certain mod support is one of the most commonly requested community suggestions, and as such is probably in Hinterland´s own wishlist for future, but as far as I know, TLD does not have mod support yet.

    But I could be wrong, just a regular forum member here. You could probably search around the forums for other Mod related threads and see there what their stance on the subject is.

    The big problem is, there is a program that is used to collect PNG pics from the TLD code and they are used on TLD wikia. For example:

    https://thelongdark.fandom.com/wiki/Hunting_rifle

    https://thelongdark.fandom.com/wiki/Wolf

    And ton of more. That program apparently doesn't work anymore since this update.

     

    If Hinterland is taking way too damn long to implement even the very basic mods, why should they flip off unofficial mods as temporary workout? Makes no sense, tbh.

  2. That's Scraffy.

    Fluffy is in, most likely, Hushed River as there is a wolf in some of the caves. Hell, Raphael even said that they moved Fluffy to elsewhere so there can't be a doubt the fact that the Fluffy is in that cave.

    • Upvote 1
  3. I deleted a previous question of mine because I needed to rewrite it correctly.

    1. I was wondering if NPCs will ever happen in survival mode?

    2. I remember that you expressed your interest to make all-seasons The Long Dark at some point but that would be a totally new game and won't be free which is totally fine. I was wondering if you are still considering that idea to happen or is it now on shelves? I understand it will be very very time consuming but just a concern. :)

    3. Since you are adding the revolver, I assume you will not implemented more firearms anymore? Shotgun does seem to fit well, especially for Hunting but like what you said, it would turn the game into action-shooter.

    4. Finally, I was wondering if gunpowder making is still planned?

    Thanks in advance! Sorry for the number of questions.

  4. 1. Any plans for Wildlifes NPC vs NPC fights? It would be really cool to see a pack of wolves attacking a bear.

    2. Any plans for survivor NPCs for us to encounter, partner with or even fight against?

    3. Any plans for dogs as companions? ;)

    4. When will we know if savefiles will be confirmed NOT to be affected by the upcoming survival update?

  5. Hey Raph! I have a few questions.

    1. Estimated time of release on next sandbox update? Or are you focused on delivering Episode 3 first?

    2. Will NPCs ever make an introduction in Sandbox mode? If so, how would they behave? Hostile? Friendly? Neutral? Like... Would we see human patrols who would shoot you on sight and perhaps predators attacking them. Open-area shootout would attract deadly predators but I dont think this sounds good idea for this type game.

    3. Will there ever be wildlife fights? Like.. a pack of wolves attacking a bear or even the moose. I remember this was in the roadmap but I was just wondering if this is still being considered.

    4. Have you ever thought implementing a region inspired from... The Thing? :) - Or even a region based in something more city-like. Obviously this sounds quite a lot resource and time consuming.

    5. Will the vehicles ever be more.. useful during Aurora? I have seen in some trailers as well as wallpapers that:

    - There was a bridge area where it was filled with more than 20 vehicles something which apparently will not happen or it was for future region.

    - All vehicles would flash their car lights and sort of stuff but none of these happen in-game.

    I would really love Aurora be something useful. Make fridges usable, ovens usable, radiators usable and so on.

    That's all, thanks!

  6. 6 hours ago, LucidFugue said:

    Yeah, the first person presence were things like implementing the hand holding animations for the rifle, bow, torch, matches/light sources and so forth. More complex interactions might be considered reloading the rifle, or if you're ambitious things like placing objects in the world and collecting loose items from the world.

    Oh. I assume what you said is Improved first-person presence (low-hanging fruit) while the complex one havent been implemented (yet?).

     

    3 hours ago, MarrowStone said:

    Wellbeing lockets: implemented

    Not being able to craft or read in the dark is in, reading with low statuses is denied, use of weapons with sprains is prevented, climbing while encumbered or sprained is blocked, these actually fit into well-being lockets in my books.

    Injuries and Hinderences kinda count to me. 

    Improved infections and sprains have been implemented

    But don't forget this roadmap was called aspirational, which means nothing was promised to us. They stuck to the plan pretty well though!

    indeed, they did a phenomenal work. I dont understand the meaning about wellbeing lockets but I will state as implemented to some extend. I will place the improved sprains/infections as implemented as well.

     

    NOTE: I cant seem to edit the thread anymore.

  7. Remember back May 2017 when fans began accusing Hinterland for hidding stuff and for not implementing most of the stuff from the roadmap? Many of them stated "they will not implement most of roadmap stuff". Of course, what they missed is: Most of them wont be implemented in time and would be implement at later time.

    I decided to scavenge a bit and found the old roadmap. Whatever was left of it. I am gonna tick whichever got implemented, confirmed not to be implemented and which are still yet to be implemented or confirmed not to be implemented.

     

    Moose - IMPLEMENTED as of Dec 2017.

    Cougar - MOST LIKELY IN THE WORKS. Has been talked several times and hinted by Raphael on twitter right before and after Moose release. Might be wrong.

    Improved Cooking; more of the cooking action happens in-game (vs. in menus); cooking happens in game-time (i.e. not accelerated time), so you can multi-task. - IMPLEMENTED as of June 2018.

    Frostbite affliction - IMPLEMENTED as of Dec 2016.

    Axe (tool) - UKNOWN.

    Wellbeing system (i.e. mental/emotional cost of survival; “willpower locket” fits in here) - CONFIRMED NOT TO BE IMPLEMENTED

    Aurora gameplay effects & hazards - IMPLEMENTED as of Aug 2017.

    Widespread narrative collectibles - IMPLEMENTED as of Aug 2017.

    Backer naming and writing rewards integrated into game world - IMPLEMENTED as of Aug 2017.

    Primitive firemaking skill (ex. bow-drill) - UNKNOWN BUT A SKILL OF BOW HAS BEEN IMPLEMENTED.

    Improved first-person presence (low-hanging fruit) - UNKNOWN

    Improved Sprains - APPARENTLY IMPLEMENTED OR UNKNOWN

    Improved Infections - APPARENTLY IMPLEMENTED OR UNKNOWN

    New Clothing system & all new Clothing assets - IMPLEMENTED as of Dec 2016.

    NPCs in the Sandbox - MOST LIKELY IN THE WORKS. Has been talked several times on Raphael's twitter and there was a hint to raidings by raids. Most likely a gameplay option prior starting a new save file.

    Parley system - UNKNOWN.

    Improved firemaking (blowing mechanic; first-person presence) - UNKNOWN.

    Revolver - LIKELY DENIED OR IN THE WORKS. Raphael had stated once that new weapons would be added but it is unknown if revolver will be one of them aside of a bear spear.

    Non-map based Navigation system - IMPLEMENTED as of June 2017.

    Knowledge system - IMPLEMENTED as of Aug 2017 ONLY for STORY MODE. UNKNOWN if it will go to SURVIVAL MODE.

    Improved first-person presence (more complex interactions) - UNKNOWN.

    Snowshoes or Nordic skis? - UNKNOWN, presumably DENIED.

    Steam Trading Cards - IMPLEMENTED as of Aug 2017.
    Mod support - MOST LIKELY IN THE WORKS. Has been talked several times by Raphael.
    Spring Sandbox - WONT HAPPEN. This is due to the fact it will need a complete game overhaul which is more like creating a SEQUEL (TLD 2) rather than an update.
    Moving water - PRESUMABLY DENIED.
    Full-season survival Sandbox (transitioning from season to season) - SAME FOR SPRING SANDBOX.
    New travel options: Canoe, Horse - UNKNOWN.
    Seamless world streaming - UNKNOWN
    Long-distance travel - UNKNOWN

     

    Now, let's see. Where is the "most of the roadmap stuff wont be implemented"? Of 30 roadmap stuff, 10 have been implemented, 2 are probably implemented (the improved sprains and infections), 4 are in works, 10 havent been talked about anymore and 4 are denied (namely the season sandboxes).

    10 have been implemented and 4 are, to our best speculation, in works. But remember, it was always aspirational. Not all features would be implemented in time and not all would be implemented at all. Yet, at least to my and many other surprises, they implemented 10 major features (from roadmap) into the game, something that we never expected it, particularly the new cooking system.

    I want to thank Hinterlands for continuing updating the sandbox mode and I truly hope they will not stop for a very long time. I imagine TLD having more than 12 regions already with loads of stuff implemented (hopefulyl new animals, dog companions, new weapons, NPCs, horses to travel, etc). 

    If someone could answer, is the seasonal sandbox still being considered or not anymore?

    • Upvote 2
  8. 17 minutes ago, EricTheGreat12 said:

    The tower seems broken and cracked so I wouldn't expect any water at all...

    The new Sandbox maps will not be available on August 1st; because most of use would probably just go to the new maps if they were open on Sandbox and therefore get familiar with the locations, I think that it's a smart idea to keep us in the unknown for now.

     

    And it's winter with snows as well. So even though the water tower wasnt broken or cracked, the water inside would be frozen. Just saying, yeah.

  9. Currently, there is one active DAILY threat in the game. More threats might be added if the roadmap features get added.

    Wildlife.

    Wolves are your primarily concern everyday in the game. Sure, you may want to go out exploring, scavenging, relocating your base and loads more stuff, you need to watch out for wolves who regularly police the sandbox maps. In fact, they are the POLICE in this game. They are often found alone and sometimes in a pack, roaming around the map, sometimes in fixed pattern of patrol. They will begin investigating any form of suspicious stuff such as lit fire, lit flare or even dropped meats. For meats, they will begin consume the meat, be it you dropped or from a deer/rabbit they killed or you killed from. Wolves have EXCELLENT hearing abilities as well as senses. What does it mean? If you do enough noise, be it shots fired or something like that, a wolf may be attracted and patrol to the location you caused the most noise. Crouching and going slow can help you avoid getting unwanted attention from the "authorities" aka wolves. Wolves will catch and chase all preys they spot. They will avoid at all costs from bears, even though it may be unrealistic as in-real life, wolves can still attack bears whenever it's necessarily, they will just avoid them like deers avoid from wolves. According to roadmap, a wolf versus bear fights is planned but may not happen at all as they are not promises but aspirationals. Wolves yield very good ammount of meat, enough to settle down for 2-3 days. Wolves will not roam inside any interior buildings but I can't say much about it to avoid spoilers. It's not recommended to go out in night times because you will barely see anything front of you and wolves are far more aggressive and can even see you from long distances which is obvious as you have to light up your lantern to explore.

    Bears are your secondary enemies to avoid. They are the "SWAT" in this game. They are not an active threat to the player as they often roam around the map (Again, fixed and scripted patterns of patrol) giving less regard to the player. Bears will never attack wolves, deers and rabbits. Bears can be heard from distance from their walking because they are too heavy. Bears can make appearance on all Sandbox maps, some maps will have up to 3 bears, some with less than 3 bears and some 5 or more than that. However, if you get spotted by a bear, don't be alarmed. There is "Spotted" pattern and "Chase" pattern. How do you know if a bear spotted you? It's simple. You did some noise near the bear and the bear decided to slowly change his direction to you and he is now "following" you until you walk away from the bear where he will return back to it's patrol pattern. If you open fire your gun to the bear, the bear will immediately give a chase. If you fail to keep long distance from the curious bear, they will stand up, roar loudly and begin giving chase. No matter your speed, they will always catch up with you. Bears yield meat enough to settle in for 1-2 weeks.