Serenity

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Everything posted by Serenity

  1. Those old maps are still accurate if you just use it for major landmarks and to get around. Even the saplings are still largely correct, but there are some deviations here and there. Same goes for other natural loot or wild life spawns (at least until they overhaul that, which has been promised). The polaroid spawns haven't changed. I think some carcasses have been removed here and there, or made semi-random. So for general navigation it's fine, but don't rely on all the details, and don't use it for new features like the changed prepper caches.
  2. There are two kinds of bunkers. The ones with the normal loot are in the base game. Technically they are called prepper caches: https://thelongdark.fandom.com/wiki/Prepper_Cache
  3. The style of the game comes largely from the water color look and the lighting. It's possible to keep that and update the resolution a bit. People aren't asking for realism here.
  4. Higher resolution textures in general are something I'm hoping for with that promised graphical update. There are a lot of things that don't look good up close. Inside buildings too.
  5. Yeah, Mountain Town frequently doesn't have a battery. Last time I think I carried one from Coastal Highway there. But I've also found spares on other maps like PV, BR. Bleak Inlet, or Keepers Path. It's random. I think doing a battery run once is fine. The others transmitters always had one near them for me.
  6. However, I noticed that if you have a lot of medical items in the inventory the respirator won't show up. It would be helpful if you could tick a "add to radial" checkbox to make sure it's always there.
  7. It doesn't cause nausea for me, but I agree that it's very jerky. Could certainly be smoother.
  8. The decay stops once it's cured. Unless you're carrying a hide around in your inventory for days and forget to put it down this is not an issue.
  9. I think the main feature of the Chemical Boots isn't general protection, but that they protect against the chemical spills. But that is undermined by the perverse incentive of just taking off your shoes altogether and walking barefoot. It's similar with the cold water in the mines. Being barefoot is better than getting your shoes exposed to the environment. I'd rather that they massively increase the speed of chemical poisoning risk if you don't wear shoes. Because right now you deliberately have to wait inside the chemicals to even get it. Then you actually have a choice between ruining your regular high protection shoes or wearing the lower protection rubber boots when exploring. I agree about the hat. But that seemed like a bug too me. At least I hope so.
  10. That doesn't help when you can literally walk right over them:
  11. The best place to get support is the TLD Modding Discord: https://discord.com/channels/322211727192358914/ That's where all the devs hang out. The mod list site also says that mods are only compatible with the Steam and GoG Windows versions there. Not sure if it's different when running Windows on a Mac. But normally mods don't run on Macs.
  12. It's fine. Toxic contamination is harmless. You can cheese it by just taking off your shoes. And once you figured out the layout and the different parts there is lots on the map. Did you even check out the wilderness parts? It's huge. There are large areas on the sides with cat tails, wild life and caves. It's almost like two maps in one with different experiences. That's not true. There are geological limits to open pit mining and it can be a good idea to convert them to underground mines. Or to get at certain ore veins with tunnels. That happened even in some very well known mines like the Big Hole in Kimberly.
  13. Has anyone seen similar things: In this case it seems to be reproducible. It's always specific pieces of rock. It always involves snow cover. The problem persists on a reload. This is right outside the transition cave to Forsaken Airfield. This might be related to the map building, as it seems this a lot more common on new maps. I particularly noticed it before in Forsaken Airfield (for example around Shoulder Lake I think). But I've also seen this now and then on other maps. And I've seen it with rock faces too (not just snow). I've also rarely seen entire parts of mountains pop in when it comes to those distant map border mountains. But other instances haven't been consistent, and sometimes it doesn't happen, or it happens in different places. All in all I just don't know what to make of this. It seems to have gotten worse over time, as I can't recall it this frequently in the past. I don't know if this is some systematic Unity engine issue, or if it's specific instances of defective geometry that should be reported individually.
  14. Hacksaws are easy enough to find. I don't see the issue. And you can still harvest ravaged carcasses by hand. The only thing this may slow down a bit is getting some very early rabbit hides going (and there was a time when you couldn't easily stone rabbits). But even then you come across a hacksaw fairly soon.
  15. I wouldn't go that far. One tea in your belly and two in the flask is still lots of time. But it's very disappointing compared to what it appears to be at first glace. Why is it so big when it doesn't keep all its contents warm? And cooking enough teas for it the first time - and you don't know - is just a waste of time.
  16. Definitely. It seems you can drink about two teas that have been in the flask until it gets cold. That just doesn't fit with the capacity. Manually adding and removing teas is fine, but I'd really like to drink directly out of it. Just make drinking from the flask the same as drinking a whole tea. Otherwise it takes too long.
  17. Yeah. I still have to figure out finding a cave that's close to some good hunting. But it's not as hard is it looks once you figure out the basics. And the temperatures are relatively mild in the late afternoon and evenings. That allows longer trips like getting all that cat tail in the river. The chemical pollution isn't really an issue as the buildup goes down very quickly. The more aggressive wolves are a nice change, but manageable. I did notice the lack of flare shells starting in the last update though. I'm all for changing up the flare gun cases and making things more random. But I found several guns and basically no shells. ZoC has basically a full case of shells.
  18. Mhh that seems a lot better than what I experienced when. It felt like they cooled down very fast and that you couldn't possibly drink all the teas. I think I drank two while walking, and the next one was cold.
  19. It doesn't look like days in the region are counted correctly. Or at all. The log shows zero. And when I'm inside and press the map key it shows Desolation Point. But I've also spent time outside, including sleeping in a cave.
  20. Yes, but contrary to the buildup and teasing it's doesn't start in the mine. Was a bit confusing at first.
  21. It looks like fish has vitamin C. So it's not an issue of having run out of resources to deal with it. A lot of people assumed that it only comes from finite stuff like plants. But that doesn't seem to be the case.
  22. I just noticed that the hardhat only has 4% protection. Is that intentional. That's as much as existing soft hats and makes it useless.
  23. It mostly makes sense, but they could make an exception for rabbits. In reality you skin those by hand in seconds. Longer if you want to preserve the fur.
  24. Yeah. You just can't drink that many hot teas by the time they're cold. For ease of use I'd also like to drink directly from it. That would save a lot of time in the menu and clicking around.