• Content Count

  • Joined

  • Last visited

Community Reputation

850 Pathfinder

About Hotzn

  • Rank
  • Birthday 08/18/1970

Recent Profile Visitors

1,399 profile views
  1. This has probably been asked before, but the Milton Mailbag has become so large that I find myself unable to scan it completely, and due to time restraints (work etc.) I have not been able to follow it for some time. So, that said, here is my question: Since the very first time I played the game (a loooong time ago), the cars had hoods which could be opened, and the car battery would have a very conspicuous appearance, as if it was MADE to be taken out or tampered with in the game. However, that never materialized (at least until I last played the game). Was there a plan to make the car battery a feature long ago? If so, what was the plan? And why was it abandoned? Or is the battery still going to be a thing at some point? Thanks in advance for any potential answer and, yes, thanks for everything in general. Great game.
  2. The achievement will probably be something like "Survive 20 days under these settings". And then some notorious freak frequenting these forums will do it for 200 days. Without using a match.
  3. Muaha. Haven't played in quite a while, but seeing this might just bring me back to TLD over Christmas. The return of Fluffy has been SOOOO overdue. I think that new players should be welcomed by her at some stage into the game. After all, this is a survival game, is it not? Not sure how I like ammunition crafting as a game element (if that is what is coming), since I have always been a fan of dwindling resources. Renewables are kind of taking away from the atmosphere, but that's just me. Anyway, IF we get ammunition crafting, I think we should also get it in Interloper. Together with crafting a rifle from broken rifle parts, oh yes. That would be the super-late-game-reward for Interloper players: Collect parts from broken rifles plus ingredients for ammunition across several regions, collect and study books on crafting rifles and ammunition, travel to the new region, travel around it to its second access, unlock access to the drill, survive the timberwolves guarding access, bring kerosene to fire up the generator and enough food to spend some time in the workshop, craft a rifle plus ammunition... and then bring back everything to your base and put the rifle up on a rack on the wall! It should be designed to only take about 200 days on average or so on Interloper. Also nice to see Deadman coming to the game. Some community challenges are really cool (I still remember when the Lighthouse-TWM Summit-Lighthouse race was on), it's good to see them becoming part of the game. Thanks to @Raphael van Lieropand the team for the continued effort put into the game. Incidentally, recent reviews on Steam have returned to "Overwhelmingly Positive" now. It's been some time. Probably has something to do with the release of Ep. 3 and the new survival mode update in the pipeline.
  4. Hotzn


    Cool, thanks Hinterland! Haven't played in a while due to loads of work, but will get back to it when Ep. 3 is out!
  5. Is it just my impression, or has it become somewhat quiet on the forums? May we expect another dev update anytime soon? Any rumours? Anything?
  6. Hilarious. The wolf on top of it all...
  7. I laughed a lot seeing this reference to the olden TWM run II. The wording is actually from Lords of Midnight - to me one of the best video games ever, with an AI of a couple of bytes steering the forces of evil in a manner which I find baffling until this day. The author and programmer (a one-man team, those were the days) was a phenomenal writer, too. Shame he died.
  8. The dead guy with the laptop is an interesting find. Wonder if the laptop will fire up when an aurora is on. Maybe it will display what the guy was doing there...
  9. Following this, obviously...
  10. Intense ending. Rep handed out, well earned. Due to time restraints, I am currently unable to read survival reports in detail, let alone verify hypotheses according to the principles of TLD science. But I skimmed through it, and the end result speaks for itself - 50 days in muskeg with these settings should catapult you into the Hall of Fame of TLD. Which means your name may also be occasionally whispered at a campfire.
  11. Barkman - excellent. I advocate that future Deadman runs including Birch bark tea consumption shall henceforth be titled 'Barkman'. Should the notorious @Drifter Man start new adventures in this field, a new thread titled 'A few Barkmen' should be opened.
  12. That sounds really interesting. And yes, there would need to be some indication that a long-lasting blizzard is on its way. Otherwise, the risk of being hit unprepared would be too great. Even if you have stashed away enough resources to make it through a long blizzard, you might still be caught while travelling around somewhere else, and that would be it. But 'events' in the sandbox could be cool - there could be an automatic 'story writer' like it is advertised for Rimworld. In other words, the game could make a string of special events which would then occur in a sandbox game (like a long blizzard, or a big bad bear stalking you (like in the challenge), or a message from another survivor forcing you to race across the maps to another location in only a couple of days).
  13. Hotzn


    Candles must be one of the most-wished-for features in TLD overall, second only to multiplayer mode (arrgh) and a sled for hauling around a gazillion items (hrrrch). I remember the devs explained at some point that candles are difficult to program as the game would need to track a potentially high number of candles burning in different places and their current status. But I may be mixing things up.
  14. There should be more variety in toilets. Like there being really filthy toilets with non-potable water, and clean toilets with potable water.