UpUpAway95

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Everything posted by UpUpAway95

  1. I think you're asking for a third accessory slot, so that those three items can be all equipped at the same time. I agree. The fourth slot, I assume, you want to equip and ear wrap as well. I don't think that's necessary since one really doesn't want to run around with crampons equipped at all time since it gets them wet and they deteriorate much quicker. Unequipping an ear wrap to equip crampons when climbing at least makes the player have to think about what they're doing.
  2. The cache does not spawn in interloper mode (i.e. when baseline resources are set to Low). There is a similar cache in Pleasant Valley and now one in Blackrock that will spawn in one of several locations on all difficulties except when baseline resources are set to low (as in Loper). This is in addition to the guaranteed cache in PV below the rope to Timberwolf Mountain (which spawns on all difficulties). To put it another way, if you are not playing with Baseline Resources set to Low or in the standard Interloper difficulty, you should be able to find a total of 4 prepper's caches (1 guaranteed in PV below the rope to TWM and 3 others (1 each in Mystery Lake, Pleasant Valley, and Blackrock). They are usually tucked away from the well travelled loot routes in each region, so you'll have to go clamoring through some out of the way forested areas to find them.
  3. This, for sure. You're so close. Just pull out the list and figure out what you're missing. If you concentrate on those places, I'm sure you'll find a way to get the breaks in the weather you need to complete it. You're already geared up and leveled up, so that alone should make it easier to complete rather than starting over in a whole new run. I wouldn't let it interfere with completing your 50 days in each region objective though... Do that first, and then tack the additional cartographer stuff onto the run afterwards.
  4. Sounds perfect. Go get some payback!
  5. Awe - so sorry to see Astrid go. Never thought it would be a goat that finally got her goat. She was one tough gal. 😀 Next challenge moosey flare gun revenge. Loot settings all on their maximums to ensure ample flare shells and flare guns in the world. Moose spawns also set at their max. Animal respawns set to Low (which is the equivalent of fast (I believe). Other settings your choice. Moose may only be targeted with a flare gun. Other animals can only be shot with a bow (can turn rifles and revolvers off if you don't want to find them since they will be useless for this challenge. Per the recent All Your Bases Tournament, you may only craft a bow after you've found a bow in the world. How many moose can Astrid get before she fades into the long dark?
  6. By skewing those settings, I was doing it more for science (figuring out how the custom settings worked) than setting up a legit challenge. I did come to the conclusion that the aurora wolves could afford to be made more deadly overall and I would really like it if their skins were unique from that of regular wolves... allowing us to make an aurora version of the wolf coat that glows. 😀
  7. Blizzard Frequency and Aurora Frequency are two separate sliders in the custom menu. AFAIK, they work independently of one another. That is, I have been able to set Blizzards to "None" and Auroras to "High" and had a completely blizzard-free run with auroras almost every night. Also vice-versa... resulting in very frequent blizzards and no auroras (not recommended since you need auroras to get into a few different locations on the map now).
  8. How would people who are not colorblind be effected by such glasses? Would it, instead, skew the colors that already exist in the game. I could see this as being something that modders might add so that people could add it in only if they wanted it or needed it. If HL adds it, it should be an accessibility option only... not affecting the gameplay or the feat/achievement status of the file.
  9. Agree, it would be nice. Again, though, I don't think the game's programming architecture allows for it without an almost complete restructuring.
  10. Waterproofing boots would be nice as well. If done by the player, perhaps they would no longer have to worry about taking them off when walking through the water pools in some of the mines.
  11. ... and their reach into the blind is significant. That is, the bear doesn't have to actually enter the blind to get at you. My statement, however, was about the pathing improvements HL has made. It used to be the bear would run under the blind (in Broken Railroad at least) and get stuck. Nowadays, he will often path for the stairs. Same goes for the fallen trees.. wolves and bears will now path to the end that's on the ground and follow you a ways up the tree to reach you (as @piddy3825's pictures on the "fixer upper" thread show); whereas they used to reliably just run around under it, wimpering. You can stop wolves from running up a tree by starting a fire on the ground just where the tree meets the ground. Not sure whether it reliably works on bears now. If you read up this thread, you'll see reports of bears not being afraid of fire. I've also read reports here of bears being able to reach into the fishing huts to maul the player. In Broken Railroad, I have found a wedge area between two rocks near the bear's cave where the bear cannot path to me. This is where I go to hunt that particular bear and he hasn't been able to maul me in a long time. At Miner's Folly, I duck into the area behind the workbench and, so far, I haven't been mauled there. Another good spot is to shoot the bear patrolling around the Riken from the deck of the Riken. I've never been mauled doing that. I have been mauled by that bear though by just "bumping" into him as I left the Riken. Otherwise, I rely on getting my archery or shooting skill up to Level 5 on deer and wolves so I have a better chance of just dropping the bear instantly with one shot.
  12. Agree. I think there should be a toggle option for the player to decide whether or not they want to play permadeath. I also think there should be an option to increase settings that affect game difficulty during a run rather than having to start a new run whenever the player feels confident enough to play on a higher difficulty or is getting bored with playing on a certain set of parameters and would just like to toughen things up a bit. I get that there is a certain tension that is created by the feeling that dying ends the run. I do play games like Fallout 4 with a personal permadeath commitment (that is, I start a new run voluntarily when I die and and have forfeited many, many elaborate builds in that game in the process). I get that it is not quite the same... but, I think a good compromise is to allow the player to decide before starting the run whether or not to lock that individual run into permadeath and a set difficulty. That way, they can make a conscious choice about how lenient or chill or competitive they might want to play their own game. We buy the game... we should be able to play it our own way.
  13. Shooting it in the back doesn't always work either. I've had them pivot and run right towards me. Best method is to be at a high enough level of archery or shooting skill (if applicable) where there is greater chance of getting a critical hit. Any bear you can drop in its tracks with a single shot is a bear that can't maul you. At low level, try to shoot it from a place where he can't get to you easily (rocky ledges if you can get on top of them) but note that climbing tree limbs no longer seems to work. HL has greatly improved their ability to path to you in most places. If in a hunting blind now, there is a pretty good chance it will path up the stairs and get you inside.
  14. But I like vanilla... it's simple, goes with anything and is still very tasty. It's also still the second favorite flavor of ice cream world wide behind another simple favorite, chocolate. IIRC, chunky rocky road peanut butter moose tracks with extra pralines didn't even make the list. 😀 I can still enjoy watching other people complicating their lives and have fun with mods though. Good job @piddy3825! Yes, go get revenge on that bear when you're done... and give him an extra boot for me (I owe him a mauling or two.)
  15. It's a weird bug. My previous run in Ash Canyon had a pretty normal amount of living animals spawning in the usual locations. This run, with the same custom settings as before, has absolutely no rabbits or deer and only 1 wolf ( the one that patrols just above the falls between the level Angler's Den is on and the level that Bitter Marsh is on. I saw the moose by the 3-rope climb when I went up to the gold mine on Day 1. I know I also saw some deer in that area also on day 1, but the region has gone completely lifeless (except for th 1 wolf) since I went into the gold mine.
  16. That's still a lot of maulings. Good job! I think my most recent start has caught your "lack of wildlife" bug. I've cleared about 3/4 of Ash Canyon, including the HIgh Meadows (which is usually teaming with rabbits) and not seen a single one. I also haven't seen a single deer carcass. The only carcass I have seen was the wolf in the cave with the waterfall in it. I think I've even seen only 1 wolf on Day 1 and none since. Needless to say, I've been living on cat tails and teas, supplemented with a few tins of canned food.
  17. What does your log say for this run - how many haulings have you survived so far now?
  18. I won't say that British Columbia never gets thundersnow (i.e. thunder and lightning during a snowstorm), but I think it's extremely rare. It's a little more common here on the Prairies and farther east around the Great Lakes, but still fairly rare. I also think the ambient air temperatures outdoors are generally too cold for either sleet or rain. OP - I could see everything except wildfires being a possibility. The Ash Canyon fire occurred before the in-game timeline. Any active fire would just change the topography mid-game too much; and I believe Raph once said that it would require a major redo of the game's programming architecture to accommodate. The "background" game world was designed to be relatively static (i.e. no cutting down of trees, no dismantling or erecting entire buildings, etc.)
  19. Job well done!!! Intereesting thread to read as well.
  20. Ew... that must have been terrifying. More often than not, I start to dream just as I'm waking up... incorporating various sounds that are happening in the house into my subconscious before I become fully conscious. Your dream reminded me of one I had while camping. I remember dreaming about a mouse scurrying around my bed. The real terrifying moment came when I actually woke up and saw a mouse running about the camper. We broke camp and hustled into the nearest town and bought mousetraps... and he was caught before the next night. Hopefully, your dream about spiders in your mouth was less real than mine turned out to be.
  21. The issue with a thermos, as I see it, is telling the thermos what variety of tea is inside it. If the player wishes to carry more than one type of tea, they would have to carry more than one thermos and be able to designate/determine which thermos is carrying which type of tea. It probably can be done, but it might be more of an annoyance if we then couldn't carry the individual cups of tea around until we find or craft a thermos.
  22. 1) i don't see a need to add being able to cut down the trees. There is enough wood available from chopping up the tree limbs lying around, supplementing by picking up sticks and breaking down shrubs and branches. I also would not want to be able to decimate the lovely scenery in this game through "deforestation" by the player. 2) There is a haystack in Blackrock that they have enabled as a bed; that is, we can sleep in it. In places like Pleasant Valley, the player can already walk behind them and use them to block the wind. IRL, hay bales are generally too compacted to crawl into. 3) A summer season in BC is really fully of life. Having such a lush season would defeat the "survival" nature of the game. 4) Agree that TLD is a game that doesn't really need a construction mechanic (e.g. like Fallout 4). It would be nice to be able to clean up some of the buildings in the game more (i.e. like being able to pick up all the papers on the floor and dismantle all the furniture remnants, like bed frames inside) if we wish. 5) Don't care either way whether they skins more varieties of food in the game. What matters are total calories and hydration... it all tastes like pixels anyways. 😀
  23. For me it's a lot of childhood memories camping... things like my dad sending me out around the woods just around our camping site to gather sticks as he chopped wood nearby and then, when I was a little taller, letting me chop smaller pieces of wood using a hatchet identical to the one in the game. The clothing (mackinaw jackets, various sweaters, plaid shirts and wool mittens are eerily familiar as well... takes me fondly right back to simpler times before cell phones and laptops and other tech.
  24. Those are real goats on a real dam. What I said was that it was not possible for a player to goat down the dam in TLD (i.e. specifically, the Carter Hydro Dam). To support the fact that the devs have intentionally designed "goat paths" into the game, I cited the path down from Miner's Folly. There is also an intentional goat path down from the HIgh Meadow area that enables the player to reach loot on a ledge that cannot be reached any other way. There is also a goat path down from the back exit of the gold mine to reach a body that frequently spawns on a rock ledge between that exit and the rope below the mine itself. After taking that short goat path, the player can successfullly also goat down beside that rope, although it is likely not an "official" goat path. The character is also very likely to be injured on that descent, but I feel the player should be "allowed" to take those sorts of risks when they feel it appropriate to do so and I don't feel it "cheapens" the game. I made no comment about the relative energy consumption between going up and down the ropes in the game and "goating" in the game. What I said was that the actions required to descend a rock face and the existence of hand holds and foot holds in a natural rock face were not rendered in the game... giving the appearance that the player is walking down a sheer and completely smooth vertical "wall." However, there are many actions done by the player within the game that are not animated. For example, we assume that the player gathers snow in a container for melting it into water without ever seeing him/her go outside to collect that said snow. Regarding the energy consumption - HL can rebalance that at any time. I truly have no opinion on it.