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257 Pathfinder

About KinoUnko

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  1. better as a counter for Timber Wolves... baiting them with wolf lichen laced meat reduces their pack morale making them easier to drive away.
  2. alien werewolf with 5 heads 3 tails 11 legs and tentacles, and a space ship. I'm up for that.
  3. find anything good down there?
  4. Perseverance Mills. A bigger Milton with more NPCs I expect. Desolation Point will probably become a transitional region like Crumbling Highway and Ravine.
  5. if you don't know, MacGyver was a tv series from 80s to early 90s starring Richard Dean Anderson where he gets dangerous situations and finds creative solutions by using common items in inventive ways. Rule is simple, create crafted item that aids McKenzie and Astrid's survival in TLD using existing resource items. I'll start with a few: Improved Head Wrap: 1 x Cloth + 3 x Cattail heads. Game effect: 1.5x warmth and wind bonus over basic Head Wrap. Not repairable, Accessory item. 30min crafting time Arm wrap: 2 x cured leather + 2 x fishing line + Sewing Kit (or fishing tackle). Game effect, 0.5x damage from wolf struggles. 25%~50% damage from each wolf struggle, Arm accessory. 3hr crafting time. Repaire 50% with 1x Leather + 1x fishing line. Flare arrow: Arrow shaft + Arrow head + Crow feather + Flare or Marine Flare + Fishing line. fired from bow, must be manually lit first. Game effect: continuous Morale damage vs Timberwolves for flare duration if arrow sticks to the TW, plus standard arrow damage. otherwise same effect as thrown flare. Flare can be attached or detached.
  6. Modding was never officially permitted. there's nothing to bring back.
  7. A TW pack covers the span between the rope and the long bridge road. usually 3 to 4. A large boulder just past the burnt down cottage gives good vantage point above the road to survey the open span and you can easily spot them most the time.
  8. the intent isn't realism but to introduce alternate uses for essential and limited resources, to keep in line with core tenet of TLD of having to make tough choices for survival. New crafted items are nice, but introducing single use resources like sulfur, nitrate, scrap lead only makes the game feel like exercise in collection and not decision making that may have dire consequences in the long term. Maybe spending a few too many matches today for some extra ammo leaves you a match short to start a fire in a blizzard next month. Typical survival game has pyramid style resource availability, most abundant resources also have many different uses while rare resources are for creating specific items. I don't think that resource scheme serves TLD. Instead the resource availabilty scheme should be flatter or even somewhat inverted. With limited set of basic materials with multiple uses, as in the case with scrap metal being used for several things and somewhat difficult to obtain, or with matches being required for fires but also for ammunition making.
  9. there's one next to the fire barrel. wasn't available initially but patched in the latest update.
  10. while most reloading ingredients are readily available, primers are not. Most appropriate available material for making primers are match heads.
  11. I see what you mean. Yea I've looked all around that building too but have not seen anything that maybe a hidden shortcut. The only place on the upper level connected to the outside is the large broken window facing the water just after you climb in from the shipping containers. On the lower level the snowbanks under the floor lets you get up through the floor to about chest level, but no option to climb anywhere that I see.
  12. closest thing I see to a hint in the launch video is the rope at the lookout tower, to go from upper to lower bleak inlet. That would technically also be a shortcut to the cannery workshop I suppose.
  13. KinoUnko


    just simple inventory item is enough. like the can opener, automatically use it if you got one. it wouldn't be useful for anything else in game besides ascending/descending ropes.
  14. KinoUnko


    Plenty of threads pointing out the problem with those buggers so I won't repeat them here. Here are couple suggestions on how they may be turned into something that feels little more than furry death machines with singular focus of making life difficult for the player. They compete for territory with black wolves and bears. I don't know if this is the case or not, but so far I've not seen Timberwolves in conflict with anything else, other than myself. I did see a dead black wolf when first entering Bleak Inlet, presumably this is indication that TW are hostile to something other than the player. Black wolves scatter at the sight of Bears. Timbers should stand their ground, have a little scuffle here and there, either drive off the bear or scatter themselves. This segues to my next suggestion TW familiarity. They are obviously more intelligent than any other animals in the game, or at least that's the intent I think. That would suggest possibilty of non-zero sum encounters. I'm not saying go rollicking about in the snow with the new fam. Just bribe them with enough venison and rabbits so they ignore your presence. I'm suggesting a bit more than standard bait and run that works with black wolves. TWs should be much less common than black wolves. One pack per region. Player have to observe their patrol route and leave food in their path without aggro. They remember player's offerings, and after sometime may become familiar enough to let the player pass unmolested. There is still a minimum distance that will aggro the TW regardless of how much the player have left for them before. Behaviour here would be similar to approaching a black wolf with a fresh kill. If the player is really really really lucky they maybe saved from a bear by a pack of TWs.
  15. just photomerge in photoshop. take a series of screenshots like you would shooting a panorama with a digital camera then feed it all to photoshop.