ajb1978

Members
  • Posts

    2,386
  • Joined

Everything posted by ajb1978

  1. Should you get trapped in the lower Cinder Hills Coal Mine after the aurora ends, as the day rolls on the cave is surprisingly well lit. Also, the water remains electrified even at high noon. On the bright side, you can use this light to saw down shelves without having to use lamp oil. At this rate, I think I massively overprepared for this expedition. I've already broken down all the shelves and crates down there, and I've got enough coffee and birch bark tea that I should be able to survive over two weeks without sleep if cabin fever hits.
  2. This is normal. When you drop below 10% condition you start to lose control over your character, stumbling and staggering. The closer to 0% you are, the more profound the staggering is. Edit: To clarify this is not a bug, this is the result of you being very near death. You're barely hanging on, and can't even walk properly.
  3. Actually that's not a bad idea for Story mode. I honestly don't see any practical functionality for this in Survivor mode. But say in Story mode you need to read some old microfiche film or something to advance the plot, and need to find a mag lens in order to make out the text.
  4. The storm lantern's condition doesn't affect its operation in any way. As for whether to use a torch or storm lantern...well I guess that depends on what you have more of. A crafted torch costs 1 cloth, however it only costs .10L of lamp oil. In turn it burns for about an hour and a half. Compared to the storm lantern that burns exactly 4 hours on 1L of lamp oil. This means if you need to stretch your lamp oil to its maximum potential, torches are the way to go. 1L of lamp oil will provide 15 hours of light via torches, and only 4 via storm lantern. That said, lamp oil is far more renewable than cloth, torches require a separate source of ignition, and can be blown out in high winds. So I will always prefer the lantern.
  5. That's a bug. It also affects the gun racks at Paradise Meadows, so I kinda think it's every gun rack in the game.
  6. ajb1978

    Timberwolves

    Yeah I dunno seems pretty effective to me. Wolf and Flare.mp4
  7. I haven't played Episode 2 in a while but did you actually take the rifle? I don't think it automatically enters your inventory after the cutscene where he talks about Spence and the spear. I haven't played Episode 2 in a while so my memory is a bit fuzzy on specifics.
  8. You can also take the long way, by crossing the Raven Crossing bridge to the east, then swing north to the little isolated cabin near the Lower Raven Falls, then head west and straight to the rope. That path has been clear of wolves from what I've seen. Of course you have wolves up by the lookout to contend with, but at least it avoids the majority of trouble.
  9. It's pretty solid, but is lacking one critical element: A workbench. The closest one is the cannery. That said though, since the ammo crafting station is right next to it, you can methodically pacify the cannery and then just replace that ammo after you use the workbench. That outdoor six-burner stove at the collapsed lighthouse is hands down the most efficient cooking station in the entire game. You get the advantage of 6 burners, AND the advantage of outdoor fires lasting longer.
  10. Are you playing a time capsule game? The current version, Jeremiah gives you his rifle during the main questline, and you find a broken bear spear in the hunting lodge instead. At the end of the main questline you keep his rifle and he keeps the spear.
  11. Yeah when I went to loot Milton of its batteries, I stupidly lugged them all back to Paradise Meadows intact, then harvested them all at once. That took FAR longer than if I had brought a hacksaw with me and simply harvested the battery from the safety of the car I had taken it from. Incidentally you don't need to harvest every single battery in the world. By my calculations based on the amount of gunpowder I found and crafted on a custom game with loot tables cranked to the maximum, I can craft 500 additional rounds and that's it. So that works out to 14 batteries needed to make full use of all the gunpowder in the world. Probably fewer on a low-loot game.
  12. Just two trips. Drop clothes, climb up, drop lanterns, climb down, get dressed, climb up, go to the hut and rest. And they weren't fully fueled, I did a bit of fishing and filled them on site.
  13. I can't imagine harboring so much animosity towards anyone or anything to actually bother to come back and reply to my own post 2 years later, just to continue to dump on them.
  14. The wolves in Episode 3 aren't the same wolves as 1 and 2. The black wolves in 1 and 2 are solitary, more skittish, and on Green survivor will flee more often than not. (Come to think of it I don't know that I've ever been attacked on Green..only Capable or Hardened.) The wolves in Episode 3 are Timberwolves, and when traveling as a pack their morale is much higher than solitary wolves. They attack even on Green Survivor, and as was stated above you have to break their spirit before they will leave you alone. A lone Timberwolf in my experience will always run away from you, mainly because you just killed all his friends and he's learned his lesson.
  15. Hunting blinds have never been a safe spot. Wolves, bears, (confirmed) and most likely moose (unconfirmed) will drag you out and tear you a new one.
  16. I made the climb up and returned to the hut in under 4 game hours using a bajillion stims and coffee. I did that so I could see what the mountaineer's hut looked like from the summit when you have 14 storm lanterns going at once. Then I just goated my way back down, and all of the lanterns were still lit when I arrived so it was definitely under 4 hours. Screenie taken at the summit, because it was neat.
  17. Sounds about right, at least from a visual appraisal. The mechanic seems to be more to prevent players from abusing cars to get the drop on wolves/bears. i.e. enter one side while crouched, exit out the other, and the critter is magically oblivious to your presence.
  18. ajb1978

    shotgun??

    The only reason a shotgun would be added is if it addresses some concern we don't currently have. The revolver was only added because it was a deterrent to timberwolves. And the revolver came first so they could tune it and iron out the bugs, before releasing the threat it was designed to deal with. (Imagine the backlash if they released both at once...and the revolver was bugged.) So we have two defensive weapons: The flare pistol as your guaranteed get-out-of-jail free card, and the revolver as a way to respond to multiple threats. We have two hunting tools: The lightweight but trickier to use bow and arrow, and the heavy hitting (and just heavy overall, really) rifle. And we have distraction/deterrent tools, like thrown rocks, torches, and flares. A shotgun firing slugs would basically be the same thing as the rifle we currently have. There's a reason the Lee Enfield 303 was so widely mass-produced: It is extremely effective at killing things.
  19. When I saw the broken rifle in Ep 3 I was kind of hoping they would introduce the possibility of a catastrophic rifle failure due to a squib load. Because yeah...that's a thing that can happen if you fire without clearing the blockage. And imagine how freaky that would be the first time it happens. You line up a shot, pull the trigger..thunk. Chamber another round, pull the trigger, KABLAM your rifle literally explodes in your face, instantly ruined, and you take damage on top of that.
  20. If you watch the Errant Pilgrim release video, at 3:14 you can see an example of the rifle misfiring. It kind of goes "pthink" instead of "BOOM" and doesn't actually inflict any damage. Did you hear anything that may have fit that bill? Were you aiming at animals or just shooting the snow?
  21. Just had a thought--introduce dysentery as a possible consequence for eating 0% food. Right now, maybe you eat some bad fish, and you feel like crap for a day. If you're in good health already, you don't need to treat it. Just sleep it off, deal with being at low condition the next day, and the day after that you're fine. No medicine required, strictly speaking. Eating 0% should carry a risk of serious food poisoning, in the form of salmonella dysentery. Now you're faced with something that requires medical care or you will die. And it uses content that already exists in the game.
  22. I think it's intentional. There's far too many for me to think it an accident.
  23. I had a Pilgrim run that went to 1300 days. I just wanted to get a character to 10 full years survived, not interested in challenge. But there's only so much "pass time, sleep, pass time, sleep" you can do before you begin to question what you're doing with your life.
  24. It's kind of a rare situation, but Milton or Coastal Townsite are your best bets to replicate the situation. Any time where you're within detection range of wolves, but they don't see you because you're crouched, and you enter a car while crouched. They'll come trotting over to investigate the sound. And if you exit the car before they are sufficiently far away, that sound will send them trotting back to investigate all over again.
  25. Yep. They react to car doors in much the same way they react to stones hitting the ground. They go from passive patrol to active investigation, and once they reach the source of the noise, they resume their passive patrol. Basically if a wolf is already pretty close, that sound will bring them right to you. But if they're already a safe distance away, they won't hear it.