Serenity

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Everything posted by Serenity

  1. I don't mind the multi-step preparation, but 10 minutes per acorn is a bit much. That can take hours for a large harvest. 5 minutes would be fine.
  2. Of course it is. But it doesn't need to be this much. If you get that amount of leather over a far longer time it's still more than enough. Same with fish really. It's nice to find them and they were there before, but they make any other other food source unnecessary. Which would be fine later in the game when you can be swimming in bear beat anyways (though it can be argued that you shouldn't get as many fish from beach combing as with actual fishing). But it really alters early game balance.
  3. I'm not a fan of how glitchy the game currently is. There have been issues that have been present for months if not years with no indication if or when any of them will be fixed. They are small things in of itself, but it has added up. For example now there seems to be a thing where visor notes don't spawn. Animal behavior in particular is very noticeable. There is all kinds of weird stuff going on there. Some of that could always be there, but not with anywhere near this frequency. I'm having fun overall, but some stuff just breaks immersion. Feature wise the game is a decent state and I like most of the additions. Just needs to be balanced a bit better.
  4. I found a battery in the radio hut. And had more than enough fuses and wires for everything. Took me ages to find a hacksaw though, so scrap metal of all things was sometimes an issue. The thing I don't like with the backtracking to the airfield is that it seems so arbitrary. There is nothing in the notes you find that it indicate it. It's just kind of implied maybe, but the goal appears in your journal for no real reason. I think there is a scripted aurora the night after you repair a transmitter
  5. Definitely needs to be toned down a bit. Could be more than previously, but right now it's a bit ridiculous when the amount of fish, carcasses and clothing. The only thing holding you back is not having a mag lens. Would be cool to be able to adjust the frequency in custom mode though.
  6. Carcasses could be reduced too. You get tons of deer and wolf carcasses washing up. Also lots of shoes for leather. Which isn't bad altogether of course, but it doesn't need to be this much. And just in general I'd reduce the amount of stuff washed up after each blizzard. Could be a bit more than with the old system overall, but it's just soooo much right now.
  7. I haven't found a bedroll in my current run yet. Took me quite a bit to find a mag lens, hacksaw and hammer. But still in the third region only and pretty early game. But harder than finding two of them at the Camp Office. The can opener is still very elusive, so I don't want to eat the canned food. Matches seem to be more common, but it's hard to say if that's true. Mackinaw jackets seem to be relatively common now. It used to be that finding two of them was lucky, and by then you probably had better. But now you can find even three of them with no effort.
  8. Can we please get over this "Interloper = no loot" mindset? It's not true. There is plenty of loot in Interloper. It's just not all in one place. And at the point where you are doing the transmitters and hunt for the bunkers loot isn't an issue anymore. You won't do this is in the first days where you're actually struggling. The bunkers shouldn't be full of tools and clothing. But adding a bit of food (especially the new corn or ham) wouldn't upset balance at all. Some pieces of firewood would also be thematic.
  9. You can actually live perfectly well right from the start just from beach combing. For food you have fish and whole carcasses, which also give you hides and guts. It's sometimes more than you can eat. And there is a good amount of clothing to be found. The only thing holding you back is matches. And a hammer to forge.
  10. I think the amount is a bit much though what with there being a a blizzard every other day. Before it took a long time for the loot to refresh. Don't get me wrong, I think there should certainly be stuff on Interloper. And probably even more than before. The old loot was a bit low to make it a truly interesting mechanic for my tastes, but now it seems a bit overtuned.
  11. What? Of course the maps are there. They were there before Signal Void was released. Weirdly Interloper even includes the radio transmitters themselves and the items to repair them. It's just that the radio receiver, quest and notes associated with it aren't included. So it's kind of a half-assed solution anyways. There is a mod for it. It's still recommended to use a custom game to get the UI working correctly. Unity is weird like that https://github.com/Fuar11/SignalVoidInterloper With vanilla custom mode you can get Interloper weather, but you have to set the base loot to Stalker levels
  12. I'd definitely like a can or two of corn and ham in the bunkers. No reason to take it out entirely. It wouldn't affect the balance at all. The corn doesn't even have that many calories.
  13. It asked about the spelunker's lantern. You made a general statement about "lanterns". Not the same thing.
  14. I assumed that this is why the other prepper caches were temporarily removed. And everyone complained about that. But that cache was always different and a regular location. I'm just sad at what they've done to the bed 😢
  15. That's just your preferred playing style. I almost never chain torches and I'm doing just fine. Using a lantern is just easier and it also gives the fish oil a use.
  16. It's not called FAR Territory for nothing. It's a bit of a walk and that's supposed to be part of the experience.
  17. They're just part of survival mode. Go to Broken Railroad past the previously broken rail bridge. That gets you to the new regions. Then check out the tower at the airfield to access the tale (not available on Interloper though). Once you were there once you can select it as a starting region too
  18. Great. That's soo much more helpful than before What I noticed is that the wildlife refresh is listed as being in Part 1, but in the roadmap it's not marked as released. I think the latter is correct. Wildlife looks the same as before. What's in Part is the player spawn point refresh.
  19. I don't mind the cache locations, but they are useless after you found them. So a toggle wouldn't be bad What I don't like are the hints. But they are good feature for newbies.
  20. Some people act like Interloper is all about surviving with scarce resources. But that ship sailed long ago. Finding stuff is a challenge at the beginning, but overall there is still a lot. And any new region adds so much more. Look at how many cat tails there are in Ash Canyon. Or consider that all possible sapling locations there actually spawn instead of being semi-random like on other maps. Craftable crampons or crampon repair not needing the milling machine are also things that make the game easier. And that's just going to continue. Tools like hammers or hacksaws probably shouldn't be in bunkers. There are already enough of them. But adding a handful of cans of corn and ham wouldn't affect the overall balance at all. If it's about the atmosphere, then making the Tale content toggeable (maybe in Custom mode) is a good solution. And with that I don't see how the new notes are much different from the written ones. There are no people around, but you're surrounded by their remnants almost everywhere.
  21. It makes some sense. Much of the interior doesn't have any windows. Only the turbine hall and the lowest level where you come in from the outside.
  22. The journal and this the UI progress part is still broken though. The author is working on it, but this is a bit more complicated than it appears. It's a lot more than just changing a line or two somewhere.
  23. https://github.com/Fuar11/SignalVoidInterloper The author also said on Discord that the bunkers and caches are already there in Interloper and can be accessed if you know where they are 😮 EDIT: This may just make the caches and bunkers detectable for now. Not the story part with the tales. From what I can tell the transmitter at the airfield isn't there in Interloper and this doesn't change that. But it's early so maybe something can be done in the future
  24. "early" being the operative word. You generally aren't going to do tales early and by the time you have tools, weapons and decent clothing, the low loot isn't an issue anymore. The main challenge is the cold, the high damage from wolves and your own complacency. The cold + wolves are a real risk when you walk around outside during an aurora. More so than on Stalker. Putting some basic items into the caches and bunkers can definitely be balanced. It's not going to change the overall balance at a point where you can be swimming in meat. I really like the new food items, but corn only has 300 calories for example. Otherwise I do like the idea of having a bunker with a couple dozen sticks and maybe some coal and cat tails 🤣 And getting some flares from a cache for example doesn't make your game any easier either. It was just released According to the author the bunkers and caches are even in the game already. They just took away the radio and the first note. The mods adds the radio.
  25. It's integrated into Survival mode. Go to Forsaken Airfield in Stalker or below and look around the control tower