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Everything posted by LucidFugue

  1. Day 7: Since the weather was clear in the morning, I head out, but not to Signal Hill. Instead, I make the shorter dash toward heartbreak bridge, mapping it from the safety of a car close by. I return to the farmstead to warm up. The weather begins to turn, so I hold off on Signal Hill for the day and loop south of the farmstead, passing the abandoned barn where I find a good quality wool toque. Freezing, but not wanting to turn back just yet, I duck across to the hay storage visible from this spot. The detour was worth it, as a deer carcass is waiting for me. I've run out of cat tails and have 2 tins of pinnacle peaches and 1 box of crackers. With no implements to open the cans I'd risk wasting a portion of the contents, but if it comes to it I'll bust them open. I start a fire andmap the area while waiting for the carcass to thaw. The meat staves off hunger only for the time taken to get the gut and hide. I herd some deer in the area closer toward the farmstead as I head back. I hope I get an opportunity to get a full deer carcass soon. In the meantime, 2 more rabbits fill my belly for the night's rest and I am now a novice at carcass harvesting.
  2. Day 5 (cont'd): In between processing the rabbit carcasses, I make use of the remaining daylight to make a trip up to Cinder Hills Coal Mine, in order to map the transition point. Evening brings an aurora, and the flickering light of the mine is unfortunately insufficient for navigation. Being wary of the wolf in this area, I make haste back to the crossroads house, finish processing the rabbits, and sleep until morning. Day 6: I've hit 80% condition and am blessed with another clear day. I decide to head to the old barnyard to get my map of the location done, and collect firewood along the way. I'm out of water by the time I hit the barn, and also freezing, so I boil up 3 more litres and add to my map. A blizzard comes in and 2 wolves have closed in on the barn. I play hide and seek with the barn exits to lure them to one side, and sneak out the other side, making for the fenceline and road. There are deer here and I consider the merits of chasing one back toward the wolves, but decide against it for now. Instead, I happen upon a neat opportunity. The blizzard clears and mid-afternoon temperatures are such that I can warm up inside a roadside car. I can also survey from this location, and so pass the time adding another blotch to my map before scooting across to the farmstead. The car also contained some simple tools. Once I organise my inventory I have 60 sticks, 2 cedar firewood and 1 reclaimed wood, 4 books, 3 skill books, 2 toolsets, 4 sewing kits and 2 whetstones. I still only have the heavy hammer, which I'm carrying in case I have a run in with a wolf. Weather permitting, I may trek across to signal hill tomorrow. I have 1 cured rabbit hide but no cured gut as yet.
  3. I can concur. Bear crows used to be noticeable from a long long way away. It was distracting and weird. There were no physical crows. It was just this ambient, looping noise that was centred on the Bear. I thought they had been removed entirely, to be honest. Now I hear the bear's snorts and grumbles and use that for pinpointing and evading/locating them.
  4. I think I tried to travel extremely light to reduce movement burden and exhaustion. No rifle, no hatchet, raid houses along the way primarily for coffee so you can minimise sleep and get up the mountain. That and blizzards are probably the most luck-based elements. If you get enough coffee and clear weather you can make the run in under 3 days I think.
  5. I'm not sure herbal tea allows you to recover energy faster from sleep. At least, I haven't noticed this. It does increase the amount of condition recovered per hour of sleep. Recovering condition from sleep works like so: For the first 2-4 hours of sleep you recover slightly less condition per hour. Every hour of sleep beyond that will give a higher percentage of condition recovered. The amount recovered is different per difficulty level, from memory. At least, interloper values are: Early sleeo: 1-2% per hour Deep sleep: 2-4% per hour Herbal tea bonus: about an extra 1% per hour. You can sleep up to 10 hours in a single stretch before dehydration sets in, provided you had a full thirst bar before sleeping. Make sure you have enough calories, too! So, for best results, make sure you have a herbal tea brewed up in advance. Make sure you are tired enough to sleep for 10 hours (nearly exhausted. I think your Max carry weigh should be around 18-20kgs). Eat at least 900 calories, drink your herbal tea, top off with water, then have the best sleep of your life. If you're trying to recover condition, avoid short naps as this will slow down your recovery.
  6. When resolute outfitter was in test branch I had a balaclava with a wool toque, except the layering was reversed so the balaclava was shown on top of the toque. It looked super freaky but I don't have the screenshot anymore and the layering bugs have all been ironed out now.
  7. What a ride! You make The Long Dark sound like an action movie! Great job completing the challenge!
  8. Day 4: Having recovered to 66% condition in Pleasant Valley Farmstead, I emerge well rested in mid-afternoon and face a heavy fog. This prevents any mapping, but I've already mapped the Farmstead anyway. With my maximum condition now 80% and around 1000 calories worth of food held, I decide not to relax today. Instead, I trek down the icy river collecting cat tails. My destination is the rural crossroads. I know the river will take me there and I won't get lost in the fog. The journey is longer than I remember, and I'm losing condition to freezing before I'm even 1/3 of the way through the journey. I pick up the pace and leave a few cat tails behind once I've secured 20. That's 3000 calories worth and enough to allow me to rest another day when I reach my destination. I hit rural crossroads with 38% condition and loot the houses. Another box of matches is found, as well as a wool scarf and a further 1000 calories worth of food. I drain the toilets of water and rest for the night. Day 5: I wake up at 73% condition and a clear morning. I left my books back at the farmstead - I have a cooking guide, a bow hunting manual, and 2 rifle hunting manuals. The rifle manuals are useless to me, sadly, but the cooking guide would be good right now to get a kick start on my skills. I've already completed study of a wilderness survival manual which has brought me very close to level 2 firestarting. I decide to brave the cold and explore the cave not far from the rural crossroads house. Being wary of a wolf that prowls the area, I head upstairs. I neglected to mention, but I'd spotted a bear from the Pleasant Valley farmstead, so I know there won't be a bear in this area. The wolf is walking away from the cave and has enough distance I can safely slip around the rocks. It's a great spot. 3 rabbits happily prance in the grove, but there is nowhere for them to run. The cave sits against a sheer wall on one side. A drop on another side leads down to the riverbed, and there is only a narrow passage on a third side. I quickly manage to stun all three, dropping them in the cave. There are enough sticks nearby (plus some more I foraged for on my travels yesterday) that I can start a fire to recover from the morning chill. I set to work, harvesting the meat and cooking it. All 3 are just over a kilogram, and by mid afternoon I have 1200 calories in my stomach. I add to my map and check on the wolf before spiriting the 3 rabbits down to the crossroads house. I will harvest the gut and hides here and leave them to cure. I have 3000 calories worth of food stocked and my clothing warmth bonus sits at 11 degrees. I have explored 9% of the world, but only mapped 3 locations in Pleasant Valley.
  9. It was a toss up between Cartograloper or Interlographer. I can trade a small amount of condition to get a portion of the map filled in. If it's the warmest part of the day I can get the map done without hitting freezing. But the early game is so desperate I haven't actually had the time to make proper maps. I'm carrying the charcoal, but mostly sourcing warm clothes and survival equipment to get a proper foothold before I start getting serious. I have to get myself a checklist of locations per region, too.
  10. With the new Faithful Cartographer achievement, I decided to do something I'd had on my mind for a while - attempt to reach the highest world exploration percentage I can manage on Interloper difficulty. Survival is hard enough, and I'm prone to dying just trying to get improvised tools forged, but the lure of planting a flag on new lands has always been what gets me up each day in the long dark. So off I go. I'm actually up to Cartograloper 4 at the moment. Only one has been a truly terminal start - failing to find matches in Desolation Point and succumbing to dehydration. Cartogralopers 2 and 3 both died of impatience. That is to say, they both stayed no more than a half day in any given location. They treated this challenge like a race. Cartograloper 3s journey might paint the picture best. Starting in Forlorn Muskeg, right near the Broken Railroad end, a decision was made that there was no time like the present to get broken Railroad out of the way. Cartograloper 3 dodged 2 wolves along the narrow path and had to enter the rail yard from the rear to avoid a further 2 stalking around the front entrance. The journey was worth it - a bedroll! By evening the lodge had been cleared out. With 2 dozen matches and plenty of accelerant, that night a nearby carcass was being harvested to provide sustenance. An aurora lit up the night sky, drawing in a lone wolf that had been prowling the area. Campfire and torches kept it at bay, but a short leap over a ledge to make a break for the lodge led to a nasty injury. Sleeping back to a somewhat healthy state, Cartograloper 3 was trapped in the lodge by a blizzard. The day was spent mending clothes and preparing mushrooms and rose hips. But rather than wait for another day, Cartograloper 3 set out late in the evening, determined to get back to the muskeg, most likely to make use of the bedroll in the waterfall cave. But dodging wolves through the narrows proved difficult. Hours were lost manoeuvring a wolf through use of a campfire, and Cartograloper 3 reached Forlorn Muskeg in poor condition, freezing in pre dawn chill. Another aurora struck and brought with it wolves that could not be shaken. Cartograloper 3 barely lasted 3 days and spent most waking hours travelling. Cartograloper 4 by contrast, has had less luck. Starting in Timberwolf Mountain and getting frostbite before reaching the mountaineer's cabin. Finding only a hammer and determining to leave and return later to brave the summit. But this time, spending a day to recover first. This time, allowing the journey to take 2 days. A second instance of frostbite has been suffered on the journey to Pleasant Valley, where finally - a pair of mittens protects what fingers are left. Cartograloper 4 is going to have to play it a lot safer now. I'm going to have to learn more about managing firewood and sitting tight for the right conditions for travel. That might mean learning a few new skills related to surviving in one place for a longer period of time.
  11. Ouch. That's a nasty turn of events! Things get desperate pretty quickly once you've fallen through the ice, and the lack of shelter in FM means there aren't many safe places to recover. Keeping a stock of firewood at the poacher's camp and the forge is a good idea. I hope you'll go back there again and master the environment!
  12. As per Troy's advice. The door hasn't changed. The interior is more cluttered, but it's the same room. From the main dam entrance, head straight in, turn left to head down stairs to the open room with the fire barrel. You now have to navigate around a lot more junk, but you can get to the door in the far corner opposite where you come into the room from. This will take you to a staircase leading down. There is a body next to the door at the top of the stairs. Head down the stairs and in the very first room the door should be on the left. That door leads out to the winding river exit. Remember you cannot get back in aid of from this entrance, you have to navigate around to get in the window.
  13. LucidFugue

    No caches

    Hey, cowardice is known as good sense around these parts!
  14. LucidFugue


    Sad to see the OP hasn't come back. I know I've become frustrated at games before because of a bad experience, but usually that reaction comes from a place of passion. That means once I've calmed down it isn't long before I'm thinking about the game and once again full of ideas and possibilities I want to try.
  15. Have had about 4 interloper starts in the past week. It is very frequent on Interloper. Maybe 3 out of 4 nights on average, though it doesn't necessarily last all night long. It's nasty - wolf detection range is double or more. You have to start spotfires and manoeuvre them until you can scare them in the opposite direction to where you are going. Otherwise they'll revert from scared to stalking you once more. Nights with an aurora are clear, weather-wise. But it's not a good tradeoff. I'd prefer to be indoors and avoid travelling, but on Interloper mid-afternoon through to early night is typically the best time to travel. An early-night aurora suddenly cuts that travel down to a small sliver of usable daylight.
  16. I don't necessarily consider myself to be ever "permanently departing" an area. Logically, I may not intend on going back there. But that doesn't mean it is imperative that I export the contents of the region in whole or part. Usually, I'll pack using the following criteria: Tools (Knife, Hatchet, Hammer, Prybar, Hacksaw, Lantern) Hammer is usually carried if doing so would bring it closer to a forge (e.g. if moving from PV to CH/ML, take hammer). Otherwise leave it. Similar logic for Prybar - if where I'm going doesn't have lockers/trunks, I'll leave it behind. You can convert to scrap if they're a known duplicate, but this usually isn't necessary. Everything else is generally worth taking. Weapons (Rifle, Bow, Flare gun, ammunition) I'll take these if I have them. If I need to make 2 trips, I'll take all 3 on the first trip, and come back with just the flare gun and 2-3 shells. Food I'll leave on a full belly and take about 3000 calories max of the lightest food. So, salty crackers, energy bars, MREs... Everything else I'll leave. Food is not hard to come by if you have weapons and tools. If you don't, you probably don't have weight issues anyway. I'll have 2-2.5 litres of water at maximum for a journey. If I'm making 2 trips, I'll probably plan to leave the majority of the food from the first trip in the new region, and go back with almost zero food carried so I can gorge on what I'm leaving behind and take another load in. Clothing I dress for a mixture of temp bonus and mobility. I ignore protection because I will avoid wolf struggles in the first place. That usually means spare clothing is inferior, and valid to leave behind. I will take about 10 cloth with me maximum. Usually that's sourced from curtains etc. rather than inferior clothing. Clothing can be harvested once it is ruined. Any time before that it's potentially useful in case of bear attack ruining something you have. But I don't lug around a wardrobe. Medical Supplies Bandages are made from cloth. No need to carry more than the 2 I always have in inventory. OMB bandages I might carry 3-4 if I'm transitioning to a new region. But usually I'd just carry the 2 I have standard and harvest more if the need arises. If I have antibiotics/painkillers I will take a bottle. Maybe 2 bottles for painkillers. Natural remedies can be left behind, they're generally available on other maps. I don't worry about water purification tablets. Firewood I'll carry firestrikers/matches, generally enough for up to 100 or so fires. If I still need tinder, about 10-20. Not hard to make more. I will carry 1 torch to light before firestarting. If I'm leaving behind cloth/fuel I'll craft a 100% torch rather than using a sub-standard one pulled from a fire. I'll pack any/all accelerant still available. I won't generally carry fuel. I can get sticks on the way. Crafting materials/other Crow feathers, arrowheads, cured saplings or arrow shafts will get taken, generally. Scrap metal and cured hides get left behind. If I already have enough fishing tackle, I won't even worry about cured gut. Plenty more available. Tools will generally push me over the weight limit. Normally I like to have all the tools available somewhere within the region, so when I'm traversing regions I will carry them all. I tend to pack for my first trip with an eye to carrying stuff I am happy to leave behind as I return for the second trip. So that means taking stuff like the hammer/prybar first if I'm not leaving them.
  17. Also playing interloper. Have had 2 aurora events in four nights. It's a great boon when you can suddenly mend clothes at night.
  18. I remember a feature that existed in an old RPG from the Wizardry series - Crusaders of the Dark Savant. There were these NPCs who basically had their own motives and goals. You could do missions for them, or ignore them (none were plot essential, from memory). Anyway, this is a 1992 game. And the game simulated NPCs moving throughout the world independently. If you were trying to track one down, you had the option of asking any other NPCs, who would tell you the last time they passed through and where they were headed. So, what if there were predetermined locations which could host an NPC (predominantly shelters I am thinking). When you arrive it might be empty, or occupied. Being occupied might be as simple as having the NPC sitting in a chair, or bed. Not necessarily filling the place with owned items. Ideally it wouldn't interfere or cause problems if the player had stashed items in the shelter previously. If they are there, you can interact with them (trust building, unlocking side quests and lore, perhaps even trading?) Players wouldn't ever see an NPC out in the world. But the mobile NPCs would have a destination they were headed towards. After a few days in a given shelter, they would move to another shelter closer to their destination. Their destinations could be based on their own needs. So perhaps a trapper is headed out to a specific shelter near a rabbit grove to get some skins. Then off to another shelter near a forge to craft arrowheads. Or a fishing hut to catch some fish. Those needs and goals could influence the value of trade items through the trust system. By implementing a few dynamic elements without requiring the extensive work that would be necessary to fully realise npcs in the environment, I think you could go a long way to give the impression of humans interacting with the world and pursuing their own goals irrespective of player inputs.
  19. So sorry to see the release go this way. I know you were very cautious about releasing too early and always conscious that you only get one chance to go live. I'll second Thrasador's offer. As a long time alpha player and bug submitter (and someone who works in software delivery teams as a job) I'm happy to be involved in test builds etc. if that's something you'd like to explore for future releases. Keep up the good work, and don't forget some of the many stoic passages that accompany the game as you work through this difficult time.
  20. As Monsarona says, this is not strictly true. Story mode has 3 more episodes and while Hinterland were very clear at the start of the year that they were focusing on story mode, changes and improvements were still made. Furthermore, the long term vision is to create a second season. That's dependent upon the success of season 1. Their success so far is phenomenal. Not many independent developers strike it this big on their first release.
  21. Ouch... I don't know for sure, but I wouldn't hold too much hope. The proper sequence is using the hand powered milling machine in the shed, which will trigger a cutscene upon exiting the repair shed. That cutscene results in a time shift to night time with an active aurora. Your quest update directs you toward the lodge at that point. The aurora needs to be present for story purposes when collecting the flashlight and rifle. Did you get the cutscene at the repair shed? What objective marker do you have on your map and what does the journal say? I wouldn't be able to say for sure that lugging the flashlight back would do anything to help.
  22. I noted that I scored a second Jereniah's knife as well, but I didn't notice when it happened. I just checked my inventory and was like "ooh, bonus!"
  23. I spent some time learning to navigate Pleasant Valley via the riverbed. If a blizzard hits and I'm too far from immediate shelter, my go to plan is to aim for the road or river. The river will get you to a bridge. Depending on the bridge itself you can orient yourself towards secure shelter not far from it. The main reason I'm not a huge fan of the radio control tower or draft dodgers cabin as a shelter is that neither are particularly easy to navigate to blindly. One thing I've been meaning to do is to try to find a way to work in the fishing hut. It's always felt very isolated and away from anywhere safe. Not hard to get to the road, but I'm conscious of carrying fish too far over open ground.
  24. Sorry for your loss. Pleasant Valley night blizzards are no fun. Neither are angry Bears!
  25. Not precisely. I had gone to Forlorn Muskeg and Broken Railroad hunting Forest Talker and Mystery Lake supply caches. I can't recall exactly where along the way I got it. Check the dead body in the Forlorn Muskeg cave (entrance at the waterfall up near the radio tower). No guarantees, but my gut is telling me that was it.