Riotintheair

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About Riotintheair

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  1. I certainly don't know having only looted the region once, but I did get a hammer. I feel really bad, but I didn't note where I found it and I've forgotten where I grabbed it. So maybe a new set of locations to add to the tables. What's irritating is I can remember thinking I need to remember where it was...
  2. I mostly play on PS4 so no mods (I have it on steam but my laptop wasn't really up to it when I started playing). I've killed plenty of Interlopers before 5 days and it's been ages since I did a start and I suspect with the changes I'd kill quite a few more now. Once you get to old age, Interloper gets easier - sure the weather's awful and the animals scarce, but there's a big difference between how hard a wolf tussle punishes you on day 5 and when you're fully kitted out. Never mind how much easier wolves are to kill with a bow at level 5.
  3. I definitely don't have any good tactics for timber wolves pre archery 5 (other than avoid them, and that's not possible at the cannery itself). I think I'd stay away from BI before that. Rosehips, reishi, and OMB is quite sparse compared to other regions. There is birch bark in a stand of birch West of the FM transition cave. I think I hauled ~40 cattails out of the region and left 10 behind. They're more spread out than other regions, but there's quite a few locations with a couple.
  4. So I've recently completed 106 day tour of Bleak Inlet on my very long term Interloper character (he's now spent 100 days in each major region - this is his 2nd time recalled to active duty to add a new region). BI was definitely much easier than HRV was, but here are my thoughts on the new region: Timberwolves - ultimately I found it pretty easy to dodge the packs. The pack behavior makes it easier to not encounter them because they move as a group. I don't usually carry scent and wasn't much of a bait user in the past and I usually kill wolves from stealth proactively if I need to create an exclusion zone before moving meat (after bow 5 at least). I occasionally killed packs from stealth to generate space in BI as well, and I had one fantastic close moment near the hunting blind at the birch forest. Otherwise the zone's generally open plan and decent sight lines allowed me to stay away from wolves unless I was there to shoot them from stealth. I think they would've probably been more annoying in the early game with short respawn times, but in day 1150+ respawn rates are so low exterminated wildlife stays dead for ages. Bears - I had one bear behind the cannery residences. Hunted him from a tree twice. Not the easiest bear to get a safe shot on based on where I saw him patrolling and I took quite a bit of cold damage luring him into position. Moose - There are a lot of moose around the frozen delta. I killed 3 in about 15 days and they served as the core of my food supply. Quite a few good opportunities to hunt them safely - no broken ribs! Kind of felt they were a little thick on the ground, but given the very sparse dear... Deer - very few deer to hunt and I never encountered more than 1 at a time. I killed 2 up top near the lookout, and 3 down below the climb across the entire 106 days. Mostly they served my staging locations (lookout and cabin beneath the climb) for the resources I was pushing back out of the region via the rope climbs to the dam - my core base is PV Farmhouse and the choicest loot will be heading back there eventually. Rabbits - I only trapped 4 rabbits to repair clothes, so no real opinion on them. Fishing - I mostly used the hut at the cannery residences and generally had excellent results. The Cannery - getting into the workshop the first time was pretty fun, but I do wish we could establish a short cut into it after the first time. I found the repair function on the press to be pretty good. I can see myself planning to return with my worn tools instead of the periodic forging trips I've used before. My most agressive wolf culling was definitely removing them from the yard. The wolf in the workshop was a damn surprise, we had a tussle but I was fresh and he didn't like getting hit with an axe (then we had a Benny Hill moment where I chased him around shooting at him badly before I finally got him). Good bases - like most zones I had caches in many place, but I generally felt the Cannery Residences was the best base of operations. It's close to the cannery, it's close to the bear cave, it's not near any wolf spawns and it's got a fishing hut out the front. It's also got rabbits relatively close in 2 directions. I never had the bear right on top of me when leaving, but the bear was pretty dead for most of my stay, so YMMV. I also used the Washed out trailers and the cave WNW of there as a base. All 3 moose spawns were relatively close to these, but the interior of the washed out trailer is a depressing dump even by TLD standards - and on my 1200th day of winter I need a nicer place (objectively I think it's a good spot, it's just ugly). Terrain - like a lot of new regions there's quite a few places that need a little vertex smoothing, but Hinterlands usually smooths these out in the patches after new regions are added. The area around the cannery residences and the lighthouse island are probably the places most in need of a touch. Overall I liked the map and I always like places I need to climb to - I do wish the secret passage through the bastion of rock the radio tower is on could be reached in both directions (perhaps a climbing rope point near the final waterfall?). I thought the lighthouse and mostly wrecked cannery were a lot of fun to explore even if I didn't find much of material value. Weather - baring in mind that it's late game Interloper, the weather was generally cold, clear and windy. Lots of mag lens opportunities on this map, and Aurora were very frequent, which made using the new equipment less frustrating. Loot - 6 packs of matches and 6 sewing kits were the main highlights. Got another heavy hammer, and quite a few prybars (3 I think). Otherwise the zone was sparse on loot and I was sad to not score a whetstone - the one I invested in this trip before I knew about the press will be missed. There's a lot of scrap metal, reclaimed wood, and a fair amount of cloth in the zone (though nowhere near the cloth you can get out of some other zones like CH or MT).
  5. I don't give into whims. They kill me. When I go out, I know what door I'm going to go through next, what specifically I need to accomplish, and how long it will or can be allowed to take. Then I do that thing and only that thing. I also have a specific plan for what I'll do if I encounter hostile wildlife or weather (wether I'll turn back, detour to a second location, or soldier on, and how many resources I can use relative to the importance of the goal). I like to move around and travel, but I don't move on a whim - each leg of each journey is planned before I ever set out and I plan around knowing I don't want to endlessly sit in one region.
  6. In Interloper it has a spawn point for the Makinaw Jacket and more importantly Combat Pants* - definitely the best inner layer pants in Loper (outer layer has more competition). * Not sure these spawn a 100% of the time, but I've found them everytime I've fully explored the region (ie haven't gotten killed).
  7. I almost always use a wolf hide coat and ski jacket. My goal is a 22 C warmth bonus with a total character carry weight of 27 kg or less when leaving home for the rounds (sticks and meat, it's always sticks and meat). Other arrangements I use are moose/wolf, moose/ski. I generally don't think the bear items are worth the weight increase, especially as they lead to me having a voracious appetite for bears, but loads of people like double bear and maybe someday I'll give it another try... I hate being slow and the reduced carrying capacity makes me heavy a lot more on the return trip to base, and both of these make it more likely I'll need to wrestle with a wolf, which is awful with the bear coat because it's such a pain to maintain even without wrestling wolves and the bear coat looses some of its warmth edge with every slide in its condition (it's pretty much trivial to maintain a wolf coat at >95% as the repair components are always on their way, so my bear coat is always competing against essentially a 100% wolf skin coat). I do usually craft a bear bedroll for colder wilderness regions, as with it I can confidently sleep through the night in warm zone outdoor caves without a fire, even in post 50-day Interloper. Maintenance of the bear bedroll requires diligent, but not extravagant, bear hunting when it's in heavy use, and a 2-bear region is sufficient to maintain it in working order even after bear respawn times have gone to 50 days.
  8. If I use the little back room it's protected from most directions, at least for the one at Trapper's, the one at PV Farmstead, and the one at the PV outbuildings. I've cooked in these locations regularly (in pre-1.33 play) and the wind directions that blow out my fires are pretty narrow and seem to line up with visible gaps in the structure at all 3 sites. It's not safe for a good long sleep and they can get reduced if the wind swings through a wide arc, but unless I get super unlucky and have the wind settle in the gap, I can refuel the fire and go on. I believe I've only lost 2 fires before finishing my tasks in those sites over a couple hundred days and a huge majority of sessions don't face any difficulty even when a blizzard blows in. They're not as good as a cave, Spence's, or the Lighthouse summit (which is also a perfectly safe outdoor space you can light a fire in despite all the broken glass), but they're better than other outdoor cooking spots.
  9. The best found gear I've seen in Interloper - Head: Wool Toque Coat: Mackinaw Jacket/Ski Jacket (I don't generally think the 1/2 point warmth is worth the weight of the Mackinaw - so I generally prefer Ski) Shirt: Thin Wool Sweater Pants: Combat pants (these are clearly the best inner layer pants available, deer are ultimately better outer layer pants I think) Feet: Combat Boots Socks: Wool Socks Leggings: Thermal Underwear (the blue kind) Gloves: Work Gloves? Hard to have an oppion here I get rabbit mittens early in most games. Special: Ear Wraps.
  10. @Drifter Man, there's a warm outdoor cave in the Milton Basin that's a good place to fight cabin fever. It's on the NE shore of the lake (probably east of the moose).
  11. Are you still retreating or will you hunker down on the moose and recoup? Or did you kill it after retreating? Anyhow it's always awesome to get a moose!
  12. I've made the TWM assent once without a bedroll, but that was powered by 15 cups of coffee which your outerloper will never get - there's probably only 5 cups of coffee in the world available to him, maybe 10 if he gets exceptionally lucky at the coffee/tea crate on the TWM map (fortunately you don't need to climb for that one). I think someone has detailed a day one TWM summit climb using snowshelters and ripping apart clothes, but I've never made it work for me. I think it was @Hotzn, and if not it was probably @Ruruwawa or @Drifter Man
  13. My long term Loper has spent 80 days there and stockpiled 250 cattails in addition to loads he ate before he'd figured out where good cooking and hunting spots are. I also got 72 matches, 4 whetstones, 2 sewing kits, 2 hacksaws, a hammer, and somehow an wool toque that hadn't decayed to 0 (all the other awesome clothes were ruined). Overall the challenge is that as @Ruruwawasaid, it's a very cold region Interloper - I take a lot of cold condition hit, even going by quick paths between places I know well. I have made a few day trips back to the trailer for crafting and to drop off loot. I brought 20 cloth for my planned 100 day stay and that plus the in-region cloth has been sufficient (unless I screw up again and wrestle a wolf I should have 6 or 7 left when I leave in 20 days). The north side of the map is a lot richer in shelter and hunting than the south (and a lot of good sites in the south require long paths or climbing to reach). I mostly leave the indoor wolf alone - I killed him once using the arrow to the head method in order to loot the cave and he eventually respawned. The region had a moose (in the valley for me, but it can be at Stairstep Lake as well) and 2 bears, which is sufficient to keep a bear bedroll up. Finally I found deer plentiful, with a pretty good deer/wolf ratio, which could be a real boon before day 100, especially given the relative scarcity of deer compared to wolves in MT, BR, and FM. Reliable deer spawned at Stairstep Lake, Monolith Lake, and at an unnamed lake in the north central part of the region (Monolith Lake and the unnamed lake have nearby caves for easy, safe cooking - there's a depression on the west side of Stairstep Lake that is very wind protected, I'm not sure it's 100% protected but it worked for me). I also lost about a 150 day Interloper in this region - though mostly I blame drinking since it involves my character taking all his clothes off and freezing to death because I dropped them rather than just taking them off... And then it got dark and I couldn't find them again. Don't do this.
  14. Sorry, @Stone - there's an outdoor leaf bed at the crash site in MT (you use it at the start of story mode). It's a hike and you'll need a fire, but there should be enough fuel for a day or two just from the hike in. It's far enough out of the way you'd probably be best to follow @Drifter Man to HRV, since the route to the crash site takes you pretty near the HRV region cave, unless you come up from the radio tower along the stream bed. The path is pretty linear to the crash site - take the road from the church, across the bridge to the east (beware of the bear, he's the only one in MT but he's always here in my experience), then hang a right through a gap in the rocks to an indoor cave, from there it's still a ways to the crash site, but it's pretty much linear, just keep going forward the way you can and you'll come to it. The leaf bed is in a shallow cave at more or less the end of the path (and the very beginning of story mode).