ShieldHeart

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Everything posted by ShieldHeart

  1. Mod's been updated to version 4.50. You can follow the same instructions above to update it or simply get the latest mod file if you already have it installed. Added a new feature for fish population decline over time, similar to the Wildlife decline feature - configurable/toggleable as all features. Some bugs were fixed as well. Enjoy and take care!
  2. Yes definitely @piddy3825, in fact I am planning on doing exactly this for not just these features but others as well. Though even now you can essentially configure the mod settings and shut down all features other than the exact ones you want. You just want to play with carcass moving for example? You can shut down day lengthening, the endgame, and every other feature you see above, and essentially have a sandbox run with just that feature, through the current Relentless Night. I should also note that you cannot convert an existing vanilla sandbox game to a mod run, you have to start fresh using Relentless Night if you want to play with any of these features. This is to ensure your vanilla saves wont get corrupted in any way between updates to the game with unexpected changes. Like you mentioned, the future plans to break down Relentless Night to submods is in part to address this and bring in the ability to use these features in current vanilla saves. Yes this is a great idea @Catlover, one that I plan to implement, or at least leverage as much as I can for carcass moving. Relentless Night's current carcass moving feature came about before episode 3, so it's using a different system, though now there is a lot of value to adopt parts of this where/if possible, I'll be exploring it.
  3. Hey fellow fans of The Long Dark, It's been ages since I checked back here, but it's great to see some mod discussion. First, a huge thanks to the Hinterland team for being open to mods during continued development, I hope and believe that decision will do a lot of good for the game and community in the long run. As a modder myself, I will keep that openness in mind and do my best to bring about mods that are worthy of the game and mesh as seamlessly as possible to vanilla content. As suggested by some other players, I've decided to post the latest release of Relentless Night here. I look forward to your thoughts and feedback, this has been a mod that's been in development for over 5 years, and it's now become one of the most extensive gameplay mods offering a lot of replayability for the game, and thanks to your feedback, it's become quite a success in the modding community. First I will note that for those who use the mod, please report any potential bugs you find to myself at our mod discord group, we do not want to take time away from the Hinterland development team with potential mod issues, only go to them with bugs if they persist with a fresh run and all mods removed. You'll find the discord group useful for any mod questions and announcements as well. So What is the Relentless Night Mod? Relentless Night is a gameplay mod introducing a new sandbox scenario where the spin of the planet is slowing down. Slowly but surely, days and nights are getting longer, leading to a world with continuously changing temperatures, weather patterns, wildlife changes, and more. As the world slows, each longer-dark brings even colder temperatures to the Canadian North, the resulting temperatures give way to stronger winds and blizzards, even adapted wildlife slowly start to disappear as they succumb to the worsening conditions of the frigid nights. Realizing what is happening, you must take advantage of the longer days and the warmer temperatures to prepare for the next even longer, and colder, darkness. All of this eventually leads to the final challenge where all your preparation will really determine how long you survive - the planet finally slows down enough to become tidally locked with the sun, with the survivor now left in the perpetual darkness of the new “dark side of Earth”, and its ever-worsening and frigid conditions. The mod will add a progress difficulty into survival mode that at first doesn't seem any different than a regular run, but the effects will slowly add up and bring about conditions that make gameplay harder, leading to a world that's incredibly harsh and difficult to survive in for even expert survivalists of the game. Under the right mod settings, nowhere will be safe from the cold. Mod Features and Configurable Settings What you see above are the classic Relentless Night settings, though you are free to configure your games as you like. Detailed descriptions of each setting/feature are below: How Fast Days And Nights Get Longer Controls how fast the earth's spin slows down, and so how quickly the duration of days and nights increase. Perpetual Night Endgame Enables the Relentless Night endgame where the earth eventually becomes tidally locked with the sun and you are left to survive in perpetual darkness for the rest of the game. If disabled, the earth's spin will simply keep slowing down forever. Endgame Start Day The endgame will start during the next nightfall after this many days survived, measured in 24 hour days. Permanent Aurora At Endgame The aurora borealis will be present throughout the endgame, ensuring you some light at the new dark side of earth. Minimum Air Temperature The minimum air temperature that will be reached at the endgame or during a sufficiently long night. Outdoor Affect On Indoor Temperatures Controls how much of an effect outdoor temperature will have on indoor temperatures, with a high enough setting no place will be completely safe from the cold. Carcass Moving Add ability to haul medium sized kills such as deer and wolves around the world map, including indoors. Electric Torch Lighting Add ability to light torches using live wires and household outlets during auroras. Fire Heat Retention Fires indoors will keep the building warm for much longer, even after the fire has burnt out. The hotter the fire, the longer it will keep the place warm. Better insulated indoor locations will keep warm for longer. Realistic Freezing Damage For temperatures below a 'feels like' temperature of -40C, the rate at which you suffer freezing damage will be increased. Wildlife Final Minimum Population The wildlife population and respawn rates will decline over time as longer nights make temperatures outside harsher for you and wildlife alike. This setting determines the minimum population that the wildlife population can fall to. Day Wildlife Decline Reaches Minimum Day at which wildlife populations will reach the minimum value set above. Fire Fuel Burn Time Extends how long books, wood, and coal fuels for fires will last after being placed in the fire. Lantern Fuel Burn Time Extends how long lantern fuel will last while in use. Torch Burn Time Extends how long torches will last while in use. Installation Instructions 1. Ensure you are using the latest game version, as shown on the top-left of the main menu, currently 1.99 is supported. 2. Follow the intructions at the top of Xpazemen's Hosting Website for TLD Mods. 3. Ensure you have placed both the ModSettings and Relentless Night mod files into the "Mods" Folder indicated. 4. Launch and enjoy! Best of luck! Your survival skills will be tested to the extreme in this eerie cold world 🥶
  4. Alright going to leave me 2 cents here, I really hope it helps add more productive dialogue to the conversation. I've been modding the game for the last 2 years now, and since the very beginning I've been hoping and advocating for an end where we, as both big fans and modders, could find a way to work with the studio and integrate our mods into TLD in peace and for the mutual benefit of everyone - for Hinterland, modders, and players alike. I'm not sure why we cannot realize this wonderful and obvious potential that so many games seem to be able to achieve coming right out of the gate. Yes it's been heartbreaking loosing my "unofficial" mod along with roughly 1000 hours of development, it's even more heartbreaking to see this seeming hostility between the studio and the modding community as it exists today. I feel like such a massive potential is being wasted and realizing this win-win-win potential for all parties is becoming more and more distant. There exists today, by our estimates - 73 mods, 9 English-speaking modders that we know of, at least 5000+ hours of additional external development for the game, and probably at least 200,000+ lines of C# code bringing new gameplay and tons of new content which have been wished for by the community. I now understand the switch to IL2CPP and it seems to make a lot of sense for the studio. I would just like a genuine consideration and reply to the following, if @Raphael van Lierop you can kindly spare the extra time, I can understand addressing all this can be both frustrating and exhausting. It seems like an incredible tragedy for the modding content out right now to go to waste, would there really be no acceptable means of integrating these mods with the game again one day? I'm sure there would be many of us willing to spend the time to think this through and explore different methods, even if you cannot spare any associate to work with us. There currently exists modders ranging from beginner C# coders to seasoned software engineers working professionally, and if there was an olive branch extended and a direction we could take, I bet we can accomplish much for the win-win-win potential that I believe is there. Whatever the answer may be, I'm grateful for the awesome experience I've had with the game, and the genius and selfless modders who've helped me with Relentless Night. I've gotten a lot out of this game, the price on steam really doesn't do it justice, especially with how far it's come and the content that's been added. Cheers and best of luck with the future development!