LucidFugue

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Everything posted by LucidFugue

  1. Something that hasn't been mentioned is time of day. Even with the best clothing, you will likely be below zero at dawn. With just a few clothing upgrades, you can be above zero just past midday. Pay attention to which clothing contributes more wind protection and ensure that is in the slot furthest from the paper doll.
  2. I thought this was common knowledge. They will close distance at a reasonable pace until they are close enough to charge. Your walking speed is actually faster than theirs ,so you can get to safety reasonably well. I look back frequently as I have been pounced on from behind before. If you manage to break line of sight, you can sprint. Get enough distance and they'll lose you completely. Otherwise, just walk to shelter.
  3. Ah, sorry. I misunderstood. I'll give that pathway a try. I don't think I've been up that way.
  4. Coming from broken railway you cannot hug the edge. You need to go into the muskeg a ways and route back onto the path leading to the pier. The edge pathway leads to a dead end surrounded by weak ice. That said I'm not game to dash across weak ice too much.
  5. I just selected "resume" when the game pushed me to the main menu at the end of ep1. Can you load your ep1 save? I think once you unlock each episode you have the choice of starting the story from there. So selecting "new" is doing that instead of taking your character all the way through.
  6. Weird. I had no issues interacting with it. I guess post it as a bug. Any chance you can restart from a checkpoint? I went to the lookout pretty early on and found it there before I knew what it was for... So hopefully it isn't permanently bugged for you.
  7. So glad they fixed the bear struggle so that it doesn't cause a crash anymore.
  8. Forest Talker Cache is on the back side of a rock uphill from the logging camp. If you start from the camp and head up the slope towards the new lookout, it'll be right up near the saddle of the hill. I almost froze to death trying to find the Mystery Lake cache near the forlorn muskeg entrance. I've walked back and forth on the downhill side of the railway line and explored all along the rocky outcropping but I can't locate it. Where did you find it?
  9. My guess is limited playtesting compared to the usually sandbox gameplay updates, in order to prevent spoilers. The aurora changes animal behaviours, and lot of these issues seem to be tied to the new behaviours. Quest triggers/scripting bugs are an issue for any game that isn't completely on rails.
  10. You can also apply medicines directly from the inventory. For example, when you have a bandage selected in your inventory, you can choose "apply". Important! First Aid no longer responds only to the effective treatment. It is possible to waste medical supplies by applying the wrong treatment to the wrong affliction. So if, after a wolf struggle, you have a blood loss affliction, an infection risk affliction, and a sprain affliction, you need a bandage for the blood loss, antiseptic/old man's beard for the infection, and painkillers/rose hip tea for the sprain. When using treatments, if you select the wrong affliction, you'll use the medical supplies but receive notice that the treatment was ineffective.
  11. I concur with your thoughts re: the tutorial not teaching sleep, then throwing the player into an environment that is honestly more deadly than most sandbox starts - no bedroll, and the nearest shelter half a day's trek through wolf infested territory. Heck, wolves don't even spawn in on Voyageur until after day 1 if I'm not mistaken. There was no need to contrive a situation to make players deal with wolves that early in the game. The environment, the weather is the primary antagonist in the opening moments of the game.
  12. Good pick up... If it's not listed in the config it might not exist yet. The crafting option used to be buried under the journal as part of the new UI so it wasn't initially given its own hotkey.
  13. Thank goodness you don't need to wait for them to cure! Don't ignore sticks, either. Very easy to come back with a trust level's worth of those in a day's adventuring.
  14. FM if you have everything you need and are already in ML. Lugging all that equipment through CH and the 2 transition zones on interloper is no small feat. I used to avoid FM as well, but you'd be better served learning how to deal with it. Just watch the skies and always be thinking of exactly what your plan is if you see signs of a storm. FM is uncomfortable because there is no shelter or windbreaks on the muskeg. In a blizzard it's death. You can't even stick to the edges. You'll go mad backtracking once you realise you're surrounded by weak ice and have to turn back. Basically you nerd visibility. On a clear day you're golden. Make the journey often enough and it'll become a more comfortable zone.
  15. N. B. There is a setting for RSI or arthritis sufferers that turns the interactions from click and hold to just click. Nothing can be done about the click as fast as possible scenes like this one though.
  16. I haven't found a way. Even the ability to re-watch cutscenes from the journal would be great. I had the same thing happen to me twice in a conversation with grey mother.
  17. I was a little upset that McKenzie didn't reflect the clothing I had changed into during cutscenes. Now it all makes sense.
  18. I haven't found the back garden one either. My map markings are bugged out. I still have the distress pistol one and the chapter 2 mark highlighted despite having fulfilled both those objectives. No marker for the back garden and I can't review /reread the clue.
  19. I think the torch burning is correct. But I think the failure to path around torches is not intended. I might be wrong and I have questioned whether this is working as intended. But if this is the design, I would have much preferred the ability to throw torches slightly farther, but wolf AI that walks around them if they are on the ground. I actually only tested this because I heard it was now skill based. It is, if you have to land a torch near a wolf. But that carries significant risk due to how close the wolf has to get to you due to throw distance. Flares are better, but that's sensible. They're lighter and non-renewable. But with this exploit, torches are better than ever. You can pull them right out of a fire once more. They don't lose any condition on throwing. You can light one torch from another. I didn't like brandishing, but this might shift the pendulum a little far.
  20. Hi everyone, I was experimenting with the return of torch throwing and happened upon a behaviour with the wolves. Not sure if this is already known about but have reported as a bug as well as crossposting here and on Steam forums. Wolves will flee if they so much as touch a lit torch. That makes sense and would make for an awesome reward for beaning a wolf with a torch throw. Except you don't need to do that. They just walk right into them. I put together a few clips of my tests on Voyageur, Mystery Lake. Haven't tried on Interloper yet, but I don't imagine this particular behaviour is unique to one experience mode. The Long Dark - Guaranteed Wolf Scare Torch Trick
  21. I know there have been discussions about having precise measures available to the player (ex. When we used to have an exact time of day in the tab menu) but I was wondering if quoted time estimates are accurate or have a fudge factor. I've noted that sleeping with a fire going, you have varying amounts of fire time remaining when waking up. Someone on the steam forums claimed variance in water boiling/snow melting times. I know I've naturally shied away from relying on timers to the minute, but does anyone know the details about how this all works?
  22. Perhaps the challenge is too specific in terms of requiring x days spent in a named indoor location. Spending 12 total days in Mystery Lake seems more reasonable than 3 days each in Carter dam, camp office, trappers and the lookout. Yes, you could conceivably camp out in the one place for 12 days and not explore, but that might actually require some planning/resource management to do. I've found that while I tried to move between locations and mix things up, none of the travel hours count towards the goal, so ultimately you are better off waiting indoors, potentially putting yourself at risk of cabin fever just to secure the challenge requirements. That really doesn't reflect any sort of nomadic gameplay.
  23. Agreeing with everything here. I would love a better mending skill. Perhaps reduce the success chances for fishing hooks so you're more reliant on sewing kits early on, and balance out the skill gains to allow faster levelling. Then it would advance more like the other skills where non-renewable versions are more convenient/beneficial overall, but run out as your skills offset the penalties from crafted/renewable versions. As a perk beyond increased success chances, what about the ability to sew in additional features to clothing? Perhaps reinforcing cloth based pants/torso items with leather? This could either be to add additional protection for wolf struggles, or to increase durability.
  24. One thing I've noticed as the various game systems have come into place is a sort of thematic arc to the player experience. It's entirely speculative at this point, but if I'm picking up on Hinterland's design choices correctly it might help in terms of the sustainability issue. If you think about the way systems have been introduced into TLD and how they interact, most of the "pre-made" objects in the game are impermanent. You used to repair hatchets and knives with toolkits and scrap metal. Now you improve their condition with whetstones that are non-renewable. Those found, manufactured items will eventually break and be lost forever. But you can craft improvised hatchets and knives with scrap metal, which is renewable thanks to beachcombing. Your crafted clothing is not top tier - it has its drawbacks and isn't actually what you'd ideally want. But it can be crafted and repaired using renewable resources. Cloth is renewable, too, but it wouldn't be difficult to switch that off once there were enough crafted clothing options to prevent frostbite. I wouldn't be surprised if that happens at some point in the future. Food, matches, books and ammo all run out eventually. But a bow-drill is on the roadmap and of course we have a consistent supply of food. Natural remedies are available where medicine runs dry. Meanwhile, we now have a skill system. When you first start out, you rely on accelerant and book-burning to guarantee fires. Mending clothes is error-prone and wasteful of resources. You cant shoot a bow straight. As the man-made resources dwindle, however, your skills improve and you gather a series of buffs that make you less reliant on those items. I say it's thematic because the transition fits nicely. This is a quiet apocalypse. The comforts of civilisation vanish into the distant past, and those left are hardy individuals who have adapted to the new reality. Sustainability is absolutely key to this concept. But it's not simply about giving the player avenues to maintain survival. It's about what role each item and mechanic plays in that arc. The stuff you make shouldn't be unquestionably better than pre-apocalypse equipment. In fact, it should probably be worse. But that should also be off-set by the player's improved survival skills. They have to go hand in hand.