Sceh

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About Sceh

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  1. So, the holiday break at HL seems to be over and they should be back to their normal response times ... has anyone been able to confirm anything new with either HL or Raph himself? Maybe someone of the Twitter kids could feel obliged? My money is still on "this was all a massive misunderstanding" or "we've been epically trolled". Dwindling chances for "we simply haven't found the shortcut yet" and "it exists but is bugged/will be available at a later time". I really, reallllllly don't feel like making 30 more rounds of the Cannery checking every nook and cranny in vain, it's just plain frustrating.
  2. @XLWatercube I liked this question so I did some research on the topic. It seems you are the first person to ask this, so I couldn't find any solid data. I dug up some circumstantial evidence though that might help shed some light. On a number of occasions groups of people have pondered adjacent questions, like "is a torch or a lamp more effective in burn time?" (so into which should you invest your lamp oil?). Apart from coming up with the obvious answers of weight vs resource availability, storms and high winds as a factor and things like wild life deterrent potential, all contributors to these threads and experiments reported the same burn time respectively for the lamp across the particular game version they were playing. Since we can assume that the oil that went into fuelling those lamps and the lamps themselves were of varying conditional degree, it does not seem to factor into burn time. Hope that helped ^^
  3. @peteloud I think that might have been me in the "BI - what am I missing" entry. Anyway, here's the way to the secret area: Good hunting!
  4. Another thing that actually made me go "Oooooh" out loud was the sudden realisation that the otherworldly chiming sound the Aurora makes is not just a song in the soundtrack but actual in-game sound. So unlike all the other songs it's not only me that can hear it, but the character as well. It just sounds so much like music, I never questioned that. I think I never understood that because when you transition from outside to closed buildings the sound just stops, like any regular game music in TLD. Recently I was on the plateau in Bleak Inlet during an Aurora event, stepped inside the Overlook and closed the door behind me - only to realize the sound was still there, but muted, exactly like it happens for other environmental sounds like howling wind etc., when you step inside of those locations like overlooks and the cabin on TWM that aren't truly "inside". I had to step back outside and just stood on the little walkway of the Overlook taking it all in, even though I was exhausted and freezing my butt off. The realization that the character can actually HEAR the music of the Aurora just blew my mind so I had to give him a couple of minutes to take it in. Imagine living in a silent world where there's nothing but wind and snow and animals ... and THAT. Wow.
  5. I've been in there searching following the same logic ("There must be something here, it's got a workshop and the guards must have had weapons in the days before it was abandoned" etc) and found nothing. Not a sinlge shell casing.
  6. @Ice Hole I think I have 🤔 Do you mean I found some food at the one obvious end point and then searched every nook and cranny on my way back, because this map is really, really good at hiding little corners behind completely innocent little snow drifts that then suddenly open out into lovely spots with loot and a view.
  7. Yeah @Ice Hole it was the first thing I noticed - and also a reason why I was SURE that the code had to be part of the "two-part environmental puzzle" and that it would have to be used at some other point (for example to get into another building nearer FM, in order to get the actual code for the cannery). Still not over that one. I know I set myself up for disappointment when I was expecting something complex and challenging, but I can't help it.
  8. How did that happen to you? Once open the door with the keypad stayed open forever in my game. In fact, since the first aurora I have been in and out of the workshop a dozen times during the daytime, lugging materials back and forth. You should report a bug.
  9. Even if I didn't have a rope on me at the time "making you go back to get a rope" is decidedly not the same as a "two-stage environmental puzzle forcing you to enter the region from two different points". Not complaining! Just saying it isn't what I was expecting from what was communicated. I was waiting for the other shoe to drop the whole time. So basically, what @ajb1978 was suggesting ^^
  10. Thanks for the answer! I'm mystified. How is that a two-part environmental puzzle? Under this definition half of Timberwolf mountain would be an environmental puzzle. I have to admit I was expecting something more intricate, not least because they made it a point to announce it in the Dev Diary and say it was the "first region to feature" something like this. When things were unfolding while traveling through the first half of the region I thought "I bet they make me come once from this direction to get the code, and once from the other side to open a gate or remove an obstacle of sorts, so that I can travel around freely in the future." Set myself up for a feeling of anticlimax I guess 😅
  11. I've been exploring (and LOVING!) the Bleak Inlet and from what I can see I've been through the whole region without encountering the environmental puzzle that was announced in the Dev diary: " This will be our first region to feature a two-part environmental puzzle of sorts — in order to unlock the region’s full potential, you’ll need to access it from two different locations. " I feel like the "full potential" bit means for me to get into the Workshop to use the ammo workbench - which I've done without ever going through the Forlorn Muskeg entrance. Now, either I've missed something major or the environmental puzzle was actually only "bring/have a mountaineering rope", which seems too easy. Can anyone share some insight?
  12. Parts of it are flooded already, no?
  13. @kristaok I have played Episode 3 three times now and not once did I ever have to step into water even for a second. There is no situation in which you need to take out any fuse to get somewhere without getting zapped. There are always paths around or other tunnels you could take or boards you can walk on. Don't get cold feet for nothing gurl. 😊 The bolt cutters are just tucked into a little corner that your eye wont necessarily go to immediately, next to a corpse. I also searched for them at length for one simple reason: I thought the little antechamber with the locked gate was a dead end. I simply did not realize that another tunnel was going out of that chamber. Once I found and followed it, you couldn't miss those darn cutters.
  14. Thanks you guys! I'll get right on it. Now to find a bearbro 😅 @Hawk were you the one that mentioned this scenario a couple of weeks ago in another thread or was that yet another person on the forum?
  15. I recently submitted a bug report concerning bear behaviour. When I spook a bear in Pilgrim mode and it runs away it also starts making that heartbreaking crying noise as usual. When it's gotten far enough away from me it stops running and resumes its usual patrol route, but for some reason it won't stop crying. So I have to listen to this mournful wailing when I already feel bad that i scared my bearbro. Customer support got back to me saying they couldn't replicate the issue on a numer of maps and asked me if I could make a video of this behaviour. 1. Does anyone else have this issue? I faintly remember someone mentioning it in another thread somewhere. 2. I am not tech savvy by any means and have no clue about how to make this video. Are there programs or tools that I can use? I really don't want to resort to taking a potato quality video of my monitor (dust, finger smudges and all included) with my cheap ass phone cam. Thanks for any comments!