stratvox

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Everything posted by stratvox

  1. I have long thought that a mode where the temps in inside locations vary with the outside temps would be a great addition to the game. Make the indoor locations like caves in that they're +x to ambient temp, and run the weather simulator to determine temperature while the player is indoors, but I don't think that's a massive weight on computation for this game. Would make houses that have stoves/fireplaces/barrels much more valuable compared to those without. This would mean that (for example) fan faves like Jackrabbit Island and Misanthrope's would get seriously nerfed, but then again a late game player would still be able to use them successfully as shelter during a blizzard. While at it... most if not all of the buildings in the game have "burned out" versions of themselves; allow for the possibility that a building can burn because of a player running the fireplace. I've also thought that maintaining the stove/fireplace etc to prevent a chimney fire from taking out the building would be a possibly good mechanic for this.
  2. More than from time to time; it happens a LOT. Running the Windows version via Proton under linux here.
  3. As I recall, that change happened because people on the consoles couldn't use it; trying to navigate that interface with a mouse and keyboard was a snap, but using a game controller was almost impossible. I agree though, it looks about a thousand times better.
  4. I wouldn't go that way, that's for sure. They hate you over there.
  5. Yes. In a real situation (ha! like anything about this game is real; I think "magic realism" really describes it best), where winter goes on forever, the end game is basically a mass extinction event. My head canon for what is happening is that the earth took a double whammy on crash night (i.e. day 0 of a sandbox run), with a CME hitting that makes the Carrington event look like a firecracker, and Yellowstone erupting, bringing on the supervolcano version of a nuclear winter. Things would get very very dire very very quickly in such circumstances for everyone. Heck, I'd like to sit down and design a mode that uses this as a starting point, with the game starting with a week of auroras and glimmer fog followed by a limited set of weather (basically, no clear days, always cloudy and/or foggy). After fifty days when it's starting to get really cold the storms start to come, with blizzards starting as lasting for some number of hours to them lasting for some number of days a hundred days after that, with frequency set to high. Start with very high levels of wildlife, but set wildlife decline to max as they die off due to the never ending winter. Let people have the firearms, because they're gonna need them with wildlife set to high and wolves set to max damage. Then around day 1500 things start to get better, with clear sunny days finally appearing after years of a milky sky of stratospheric sulphur aerosols. I'd also like to try a mode where the aurora activates the player sort of like it does the wildlife, by a) making it possible to wake up when an aurora starts when you're asleep, and b) by making the fatigue bar irrelevant while it's active, so the player can run and run and run. N.B. running would still peg your calories, so you want to keep an eye lest you lose your well fed bonus by starving yourself. Blah blah blah. Lots of fun to think of ways to extend this place.
  6. Sounds like the ol' bear spent the night loading for bear down at the local and is paying the usual morning price.
  7. This looks great. Looking forward to it! Hoping this will address some of the stability issues I've been experiencing in the linux version.... but besides all that this looks like a really great update, and I can hardly wait to fire it up.
  8. Interestingly I recently switched back to proton for linux tld because of this; even to the point of crashing the game or even sometimes the machine... which kind of indicates that maybe the root of the problem is video related rather than something else. At any rate, there are some serious issues with the linux version, esp. since the last two or three updates which have basically rendered the game unplayable. I have no idea what to do about it, other than that I've reported it via the support portal.
  9. Might be a good idea to tag @Raphael van Lierop as he's the dude that can give the definitive answer.
  10. I have also experienced this, while running the linux version. About an hour in the perf tanks and if you keep playing long enough (usually while I'm trying to get to a save point) it'll CTD. Even worse, when I'm playing the windows version under linux using proton, it can take the entire machine down with it, necessitating a power cycle. I should note that I have in fact submitted a couple of reports about this, and that the other games I run using the proton compatibility layer don't behave in this way, nor do the other linux native games that I have.
  11. Do you happen to be close by snow shelters (I know there are several) when you hear them? I find that approaching all placed snow shelters result in a sound being played.
  12. I suspect that they were probably exceptions created for specific locations; like back when Mountaineer's was the only exterior interior in the entire game... and also that given the engine updates (IIRC there have been two major Unity engine updates that have been done, and there may have been three wrt TLD) those exceptions may no longer exist; I ran that particular experiment a LONG time ago.
  13. Actually interior fires have been affected by the outdoor burning bonus, and the reason why is because it's calculated based on *where the player is*... with some caveats; having an interior fire extend won't cause food to burn if the original run time of the fire was within the limit, and that's true whether or not the fire is indoors or out, but based on the player. So, for example, if I have a fire in the barrel outside the trailer in MT, and sleep inside, and the fire is long enough to cook the food but not so long as to burn it, it won't burn. OTOH, if I roll out a sleeping bag next to the fire and sleep, it can. It's an interesting aspect of how these things are actually calculated in the game, and can be exploited. I've known of this for many years now, and have used it to save wood. Try this, and see what happens: light a fire in Mountaineer's, feed it up to the full twelve hours, and go sleep behind it next to the chimney (where you will be protected by the fire) outside and track how long you're out for, and then go in and look a the time remaining on the fire. When I do that, they don't add up because the fire in Mountaineer's got the cold bonus. Serenity has the mechanic exactly right.
  14. Last night I was in BI, entering for the second time to look for that "mysterious signal" mentioned in the SV journal. When I entered I was fortunate enough to find a moose hanging around just west of the Frozen Delta. I crept around for a while trying to find a spot where I could shoot it safely, but every time it got close to either the fallen tree or the hunter's blind it would turn around and walk away again, the tease. Eventually I just decided to eat it and shoot him from the ground. I went up crouched, and put an arrow into his mid-section. At this point, naturally, he spun around and charged. I got two more arrows off, one going into his shoulder and the last one when I could veritably feel his breath on my face going into his head... and taking him down. Just one step and I was able to pull my arrows. It's moments like that that make this game. I'd been through an extended period of low stress travelling, though of course once you get into a timberwolf region the stress level goes up. Now I've got thirty kilos of meat in the cave on the west side of the region and am in a position to stay for the long haul and wait for the aurora so I can fire up the ol' shortwave and find out what they've got for me. Should be super entertaining dodging the timberwolves; I'm thinking I should probably spend my time until the next aurora wandering quietly about the joint and laying waste to the packs, being careful to leave one alive from each pack to carry forward the tale of the apex predator and why timberwolves should run when they smell me. And now, of course, now that I've done the bravado the likeliest end for this guy is to have his intestines splayed across the snow after a bad encounter with a wolf pack.
  15. After close to two hundred and fifty days banging around Forsaken Airfield, I've returned to Lower Great Bear to meander my way through Signal Void. Made my first quick foray into BI, but didn't stick around to tangle with the timberwolves; that'll be my next trip I reckon. Trying to decide if I should go through to the Ravine entrance and look around the radio tower or if I should just go back into the Frozen Delta and wait for an aurora. No glimmer fog since I came back to Lower Great Bear, so I'm beginning to think that must be a FT only thing. Anyway, I'm in the cave close by the transition cave to BI and it's a particularly limpid sunset. Here you go Oh, and here's a link to the imgur version at a full 4K. And here's the one I've uploaded directly:
  16. AC has the best vistas. The stone pillars of AC are in a class of their own. There are a LOT of cool cool places in AC to check out, it's totally worth exploring. N.B. If you have been to that pillar at the end of the series of three by the fallen log, you'll find an alcove/cave that faces across towards Foreman's. I've spent the night in there a few times, but... it's entirely possible for a blizzard to blow in, blow out your fire, and freeze you to death in there. Don't ask me how I know this, just know that I do.
  17. I think that a lot of this comes down to the problems they encountered with the Mac version which became apparent very shortly after TFTFT's initial release. I work in the software industry and generally in small houses and I think it's probably pretty safe to say that the diversion of company resources to figure out and fix the mac problems put everything else back on its heels, because that's what happens in small dev shops when a total "must fix ASAP or company death will ensue" problem comes along. Remember that the actual mac problems only got resolved a few weeks ago. Now obviously people were able to work on parallel tracks, but this would have had strong knock on effects in areas such as regression testing, play testing, etc and absolutely would effect the release cycle because the last thing they want to do is to have to repeat further regression testing after fixing the mac version because a bunch of other features got released for other platforms. Not only that, but while the issue with mac was being resolved I figure it's a pretty solid bet on my part (given that I know _know_ what was happening in their office) that anyone with platform chops would've been pulled off whatever they were doing and assigned to work on fixing the mac issues that were realised once TFTFT was released to the wider public. I do know that the people where I work (distributed numeric computation software) pull their hair out repeatedly because of Apple's insistence on Going Their Own Way wrt 3d graphical rendering standards which means we get to keep a parallel track going supporting that stuff strictly for mac hardware and which basically doubles the amount of dev time devoted to building *and maintaining* the capability and availability of our software on Mac... and that Metal (Apple's 3D api) has been a moving target for a long time now.
  18. FWIW I'm not seeing any of these. I checked each of these container types and I didn't see this at all. Well, I didn't look at the abandoned cache for a floating book, but... lockers, filing cabinets, and first aid kits.... absolutely. Maybe try pulling your mods one at a time; seems pretty likely that one could be interfering with how those work. Heck might be as simple as reinstalling them, depending on how it is they work.
  19. Multiple bases in each region and in all regions. A base basically consists of shelter, a dozen or so litres of water, a few tens of kilos of meat, excess tools, a cooking pot, whatever cloth I gathered from the immediate area that is too much for me to carry, maybe some cured leather, snares, and any top tier clothing as spares in case I get into a tussle with a bear or wolves and get some clothing ruined. I've been playing a long game (I'm 233 days in on a run where after I made my way up to TFTFT and the Forsaken Airfield. I currently have bases at Junker's Paddock, Mindful Cabin, Island Cabin, Brittle Cave (in FA) and the depot in the transition zone. I've been banging around between these locations with the occasional trip to the airport to score stuff. The idea is that I don't have to carry much stuff with me because it's waiting at my destination, along with emergency supplies (clothing etc) so that I'm always reasonably close to a place to scarper if the weather turns nasty or I get into it with the wildlife. This run's an exception, usually I have setups like this in three to five locations in all regions but this particular run is the one I started after the Second Save Enflushening specifically intended to get up to the far territories to explore. I figured I probably wouldn't last that long, but as it turned out I managed to evade death in the early going and my guy's now basically thriving in FA and is waiting for the next FT region to drop. Region by region I tend to have hidey holes at: Old Stone Church in DP Arch Cave in Crumbling Highway That house up on the hill just outside Town Site in CH The lookout in CH Fishing Village, CH Jackrabbit, CH Cave near ML exit, Ravine Camp Cabin, Construction Trailers, and Trappers in ML That cave where you turn off the river in WR Forest Cave, Signal Hill, Farmhouse, that cave on the river down from Thomson's, Community Hall, PV The cave near Three Strikes, PV The Abandoned Preppers Cache, PV Old Spence, cave next to the cave to BI, Cave in the pillar near where the bear spawns near entrance to ML, all in FM Maintenance Yard, Hunter's Lodge, BR Mountaineer's, the cave next to Eric's Falls, Cave in Deer Clearing, TWM. Bricklayer's, Substation, and the pen in BRM. There's more, but you get the idea..... Cheers!