Ruruwawa

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Posts posted by Ruruwawa

  1. 1 hour ago, Boneviolin said:

    yep i went to check the safe at hibernia processing for another time and found one there, so it seems to be a guaranteed location.

    Also I found two bottles from just normal milton houses.

    I went to hibernia twice, and no syrup in the safe.  Not guaranteed.

  2. On 6/27/2020 at 2:40 PM, Admin said:

    Fixed an issue that prevented feathers from spawning on carcasses after long amounts of time have passed. 

    I have a feathers problem in my Winter's Embrace playthrough, so I wanted to ask if the above fix is supposed to apply to WE too?

    I started in HRV for the satchel, then moved to Barker's farm in MT to craft up some warmer clothes.  And to use the local wolf pack as a never-ending meat buffet. :D  I've killed several wolves -- crows galore, but not a single feather.  I've tried waiting until it's sunny blue skies to harvest a kill, and done walk-about to all the carcasses every time the sun comes out - multiple times per day sometimes.  Nothin'.  WAI or no?

    I've since moved on to look for feathers in other zones.   The static human corpses seem to have some.

  3. 2 hours ago, manolitode said:

    I also liked cold fusion and efficient machine as standard and replaced the latter with blizzard walker when finally unlocking the perk. Sure, it takes a little more effort to stay fed but then again, starvation ain't anywhere near as lethal as lingering in the cold. Not having to run when facing wind makes up for it anyhow. The perhaps most significant advantage about BW, it decreases the risk of getting caught up by the wicked wolf when the wind is blowing in your face. Perhaps it slows the wolf down to some degree too, but I'm pretty confident it gives him a vantage point. Unfortunately haven't received the snaremaster badge yet, don't see the need as there are plenty of stones to go around.

    How fast do you walk with the BW feat?  I might go for it if the speed increase in windy weather is significant.

    And I agree about the -10% calories feat.  For normal interloper I just push for a bow and arrows asap, well before the cattails run out.  Thereafter it's meat-nanza. 

  4. I really enjoyed Ep3 -- quite a bit more than Ep1 or Ep2.  The side quests felt more organic to the region, and more rewarding.  Just stumble over a clue and follow it's trail to some light lore and useful items.  I also liked carrying the survivors.  Yes, it was hard until I figured out the wolf pack mechanics, but to me it felt like survival with a worthwhile purpose -- my kind of challenge, and something I often miss when playing survival mode. 

    TBH my only disappointment with the survivors arc was that the loved ones who begged me to find them never thanked me, or indeed expressed anything at all about their rescue.  Likewise, I felt the fed ex missions for Fr Tom could have been improved by having the health of folks at the town hall improve a little.  A few of them sitting up on their bedrolls with a small "thanks" dialog, for example.

    • Upvote 3
  5. 56 minutes ago, Sceh said:

    Also, the game actually rewards you for doing the side quests early on before tackling too much of the main story line, because some of the loot you get as a bonus is AMAZEBALLS and helps out tremendously later in the episode, what with the wolves and the weather etc.

    Yep.  I chose to do the side quests ASAP, and I really felt rewarded for it.  Got some nice stuff to make the journey easier.

  6. 1 hour ago, indianajonas said:

    Just progress in the story (Story Missions). 🙂

    By the way: The Game lets you know when the point of no return comes. So do not worry. 

    Any idea where to find the Pleasant Valley Collectible #1 (non Forest Talker, I have all Forest Talker notes and all History of Pleasant Valley notes.)

    Thanks!  I guess that experience of playing Ep.1 over and over to try to get the achievements left its mark. ;) It's good to know the point of no return is obvious. 

    I also have not found Forest Pleasant Valley Collectible #1.  Nor PV History #1, although I have 2 and 3 for both sets.

  7. 16 hours ago, Sceh said:

    Let's pool our knowledge about those collectibles ...

     

      Reveal hidden contents

    that you need for the Forest Talker side quest. So far I've found one on the upper floor of the Barn and one in the Radio Tower. Another one where I don't remember the location, might have been the new hut next to Point of Disagreement. Still missing the other 3 though.

    I'd also appreciate some pointers for the Tall Tales side quest. I've found the books for the Sasquatch (LOL btw, that was so great!) and the Ghost Stag. Missing two more it seems.

    I can't in good conscience finish the main story without getting those.

     

     

    Re: Radio Tower

    I've been right around the zone to every building, prepper cache and named location -- even most cars, trucks, outbuildings, and caves.  The Radio Tower is still locked for me... obviously I missed something.  Any hints? :)

  8. 11 hours ago, Sashamorning said:

    I guess the question I have is at what point do I need to have everything before it's too late? I only have 1 survivor left for the community center. 

    I don't the answer as I'm not done with the episode myself.  But...

    The survivors are a side quest -- I finished that with no change to the main quest.  The main quest step I'm on is gathering supplies for the community center prior to a big storm (sort of like the Whiteout challenge).  I'm holding off turning in the last supplies until I've cleared up all the side quests I have, in case the storm is the end of the episode.

  9. 3 minutes ago, Sceh said:

     

      Hide contents

    There are bunkers in this episode?? Oo Do tell please! I've been to all the regular bunker spots, yet nada.

     

    This is pretty spoilery, so beware!

     

    I recommend you check out the little store near the town hall, by the bridge.  There might be a side quest starter (or two) in there, and one might magic bunkers into existence in helpful places, with the usual goodies inside.

    ;) 

  10. 10 hours ago, ManicManiac said:

    I don't know, I thought it was pretty clear.   After each encounter at the radio towers it ran off faster that I could generally catch it... after that repeated two more times I thought, "alright old bear... practice for the boss fight, huh?"

    It didn't click for me this way, despite playing plenty of fantasy games with boss fights.  In TLD you pick up a knife, or prybar, or rifle, then you discovered by doing when and where to use it -- anywhere in the world (even the story version of the world).  I thought the spear would be similar; I even tried it on a wolf.  During the "practice" fights, I just figured I was still not doing it right. :)  If I'd found the spear in the cave, the "this-is-a-special-boss-fight-mechanic" thing would have been obvious.

    Like @ThePancakeLady I still prefer the new spear mechanic to the bear fight in the original Wintermute -- by a lot!  I died a couple times learning the new cave mechanics, especially (again) that I couldn't just use the spear on the bear anywhere in the cave.  But was definitely more engaging and fun.  Plus no fog.  Yeah, I get it, fog is one way to create suspense in TLD but (for me) fog also feels tedious.  Being trapped in the cave with a super bear was far more exciting.

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  11. I'm in the camp that believes the majority of players are just fine with the changes once they adjust.  Each major change does rejigger the tradeoffs, and some folks have a hard time adjusting their gameplay. 

    9 hours ago, MarrowStone said:

    I also agree that workarounds do not make an issue ok either. For example, on high enough cooking levels it allows me to smash open cans without losing calories. I don't need a heavy can opener anymore! But if I have a knife or hatchet in my inventory (almost always) I have to drop both of them in order to benefit from my cooking skill since it defaults to my tools. Is dropping my tools every time before I eat canned food fun? Sorry to say, but It's not.

    This is -- by far -- my #1 pet peeve with the game.  Even after reaching cooking 5, I have to drop my tools before opening a can.  Forever more.  Hundreds of days later, I'm still dropping my tools.  I can choose "hand" for many other actions, but not this one.  Better still the game could just assume I always want to smash the can once I get to the "no calories lost" bonus -- similar to how tinder works in the fire building interface after fire making 3.

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  12. @selfless Much respect for your opinion (and thanks for all you've taught me over the years).  But coming back after a long break I have a different perspective now.  Recently I've played a fair bit of Oxygen Not Included which is very math and mechanical engineering intensive... it's pretty much impossible without a solid understanding of specific heat capacity.  A spreadsheet open on the other monitor is often necessary too.

    It was wonderful to come back to simple ol' TLD and just lose myself in a game without math.  I find I rarely need anything but the HUD to assess my needs and risks.  Feels more legit too, since I've never backpacked with precision, real-time measurements of temp, windspeed, carry weight, calories consumed and expended, etc. 

    • Upvote 1
  13. 5 hours ago, k0s0ff said:

    I like that idea. You can measure survival in kilometers. I wanna play.

    Me too!  Experience has taught me to be cautioun s about random gen; often it changes the gameplay to "a long search for what your prefer".  But this would be truly challenging -- especially for experienced TLD players because we know where the dangers and resources are in the static maps.  Measure this challenge in distance from the start and we'll be motivated to keep moving forward into unknown territory.

    • Upvote 3
  14. Cool challenge, I'm in for the ride wherever it leads!  :) 

    On 5/22/2019 at 5:31 AM, Drifter Man said:

    I put the pure Deadman mode to rest. Living on a fixed amount of condition is no longer naturally possible, unless I put the artificial condition on myself that I cannot drink birch bark tea.

    I appreciate you feel strongly about this but, respectfully, I don't follow the logic.  It seems to me that Deadman is the artificial thing.  Not a part of the game, just a challenge cooked up by a handful of streamers.  It seems to have run it's course in that crowd too; I just checked both YouTube and Twitch and found only 3 guys making Deadman videos in recent months. 

    So, what's the expectation of Hinterland here -- undertake development work to support a community-designed challenge played by just a few people?  Don't get me wrong, I really enjoy following the community challenges -- yours in particular, @Drifter Man.  But I'd prefer Hinterland stick to it's knitting and deliver on its own goals and commitments first.  If manipulating game settings is included in mod support in the future, great.  That would give the community the means to directly support the challenges it creates.

    Until that happens (and unlike the well fed buff) there's a simple workaround:  don't use the new tea in the Deadman challenge.  Why is this so impossible?

  15. On 5/8/2019 at 6:55 AM, BareSkin said:

    Deadman basically became easier condition-wise than the hardest sleepwalker (+3%/12h awake) then, right? Trapper's full of birch nearby.

    Well, at least a deadman can choose not to use birch bark tea (unlike the well fed buff).

     

  16. Whoa!  Congrats to the whole team on the new update!

    I'm THRILLED with the development cadence you've achieved since Redux.  Of course, I'm looking forward to playing Steadfast Ranger, but if I'm honest I care even more about your 5 episode commitment being finished so that Hinterland can branch out to new things. 

    12 hours ago, Raphael van Lierop said:

    If I had to make a decision on paid DLC right now -- Jeremiah side story OR partially-procedural road-journey  (ex. you have to travel 100 kms on a procedurally-generated section of highway to get to [???], mostly survival-focused but with occasional story bits along the way).

    I'll take one of each, thanks!  :D  I think I'd play the second more, however, because the partial-procedural element helps replayability.

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  17. I'm happy to see you give it another go, @Drifter Man.  Best wishes for good loot and logistics!

    22 hours ago, Drifter Man said:

    I get a heart attack from the "wolf board", a wooden board that looks a bit like a wolf on the snow and scares the hell out of me every time I pass through this climbing area.

    Me too, every time I come from the MT direction!

    2 hours ago, Drifter Man said:

    The winds don't stop and keep blowing from the direction where I want to go.... After a while it looks like they would stop but they are only adjust direction to continue blowing in my face.

    For @BareSkin it's the stim collection game.  For me, it's the sentient wind that keeps me from playing Deadman (and TLD in general, quite often).  This heavy-handed mechanic isn't interesting or immersive for me -- instead it's more like a tax, and about as fun.

    • Like 1
  18. I'm really enjoying the pro deadman run so far.  Go go Drifter Man. :)

    7 minutes ago, Drifter Man said:

    I make a short trip to see if I can find the bear. I think I can make out the carcass lying on the path by the edge of the map, in the direction to the Rail Tunnel. I think I can get to it tomorrow and grab the hide.

    Do deadmen risk the occasional piece of bear meat?  Sounds like you are flush with shrooms, and in addition to calories it's more carcassing and cooking skill ups.

    For normal 'loper (I'm no deadman) I quarter the bear if conditions are favorable.  I may or may not use all the meat but it's fast way to get the hide and guts, and have optional meat on hand.

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