past caring

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  1. True. But resources are plentiful and you've got lots of storage space. And you're rarely too far from shelter if you do get caught by the weather.
  2. Cant think of anywhere better than Pleasant Valley Farmhouse - particularly if I could clean it up and fix the broken cupboards etc. A nice vista is all well and good , but medium and long term it tends to be a bit of a trek to the resources you need.
  3. It's OK - quitting the game entirely took me back to the last save and I could progress from there.
  4. Biggest anomaly for me - and I've not seen this mentioned anywhere else yet - is how come the river isn't frozen? Temperatures in Blackrock are as cold, if not colder, than everywhere else on Bear Island - where every other body of water is frozen. Only reason I can think of is because the plot requires it - but that's not really enough, is it?
  5. This one is weird. I'm trying to escape the prison. I've managed to get to the area with the workbench, fire barrel and tool cabinet and want to make the dash around the corner to get to the main exit by the guard room and storage bin (now realise that it's probably intended that I take the exit down to the steam rooms, but that's by-the-by). First two attempts I get popped. On the third attempt I get popped again - but on the reload of the same autosave, I'm now teleported to just outside the main prison entrance (the one with the fire barrel where you get your inventory confiscated in previous missions). Now I cannot interact with anything - not the storage bin, the door, my own inventory or even the game menu. In fact, I'm either going to have to die of frostbite or ALT-TAB out of the game........ ETA - by unable to interact, I mean that the interact icons appear but they don't do anything. Also the prisoners have disappeared from the watchtowers and I appear immune to frostbite. 😁
  6. Hi - just thought I'd check here in case this has already been reported...... Just inside the mine for the Retrieve the Detonators mission, there's a crate on the left hand side. I can break this down twice for 4 reclaimed wood on each occasion. I've saved just before breaking it down, so to that extent it's repeatable. Is this already in hand or do you want a bug report?
  7. Hmmm - I could be wrong about this, though I've only been playing story mode for the first time in the last couple of weeks, so it's not so long back I completed Signal to Noise.... iirc, I didn't get any update or notification immediately on collecting the 3rd radio part (though like you the log updated to confirm I had it). The update only triggered after I spent the night sleeping in the poachers camp in the railway carriage. Maybe try that?
  8. @Leeanda- I'm on PC but with an Xbox 360 controller - though it could be I'm just all fingers and thumbs.
  9. @piddy3825 - I don't need to be reloading to misfire the revolver. Scared myself half shitless a number of times just wandering about with the thing in my hand. And story mode is relatively new to me - prior to this run through I've never had the persistence - but my time in sandbox has made picking up the casing so ingrained it's become automatic.....
  10. Well yes, Leeanda, you're right. And logically, once the casings were introduced into the game and it became important to harvest them, the logical thing - the thing any real person would do - would be to empty them into your own hand. But given Hinterland decided not to do that, decided to make us pick them up, then it ought not to be possible to do the two things at once.......
  11. Putting this here because it's story mode where I've noticed this - but it most likely applies equally in sandbox - surely it shouldn't be possible to pick up the revolver casings you've dropped on the ground at the very same time you are putting new bullets in the gun? But you can......
  12. I suppose it doesn't get around the problem of the wind direction shifting, but I've taken to building a fire on each of the four sides of the cabin - at least one will be on the leeward side if the wind picks up.
  13. I think the thing that I would most like to see is something which makes a visit (or a return visit) to each region worthwhile. There's no issue on your first play through - at least if you play as intended with no maps off the Internet etc. - but once you've done that, with some regions there's no real reason to return after looting them. For me, that would include Broken Railroad, mainly because I cannot see any reason to walk past the forge at Spence's in Forlorn Muskeg in order to get to the forge in BR. Similarly, once I've cleared out Timberwolf Mountain, there's no real reason to return. Some of that is of course down to the fact that BR and TW are at "the end of the line" and regions which are central like Mystery Lake and Pleasant Valley you have to return to, if only to get to others. But I'm not sure that has to be the case - I keep returning to Desolation Point and Bleak Inlet. Quite how to change this though, I'm not quite sure. Also the map. I'd really like something that would actually allow us to map ourselves, rather than simply "reveal" the map. Or at least allow us to annotate the map.
  14. @piddy3825 - cheers, though it's not my first moose, just my first in story mode and my first with a one shot kill. At the risk of spoilers - is it worth holding onto the hide? Is there any possibility of acquiring the blueprints in this episode? Or just sack it off?
  15. past caring

    Doh!!

    Just spent the last week freezing my nuts off inside Bricklayer's Retreat after a lucky one shot kill on Mr Moose (something I've not yet managed in Survival mode) and waiting for the hide to cure. I'm really early on in this episode - I've not even returned with the medicine for the warden yet - so I thought the satchel would come in really handy. Now realised I don't have the sodding recipe. 🤣
  16. What it says on the tin. I've played very little Wintermute, I'm very largely a Survival Mode player, but I thought with the release of Episode 4 I'd give story mode a shot...... Anyway, an oddity - I start off the day inside Carter, I've already got the Forester Talker notes and supplies, so I head to the Lake Cabin and chat to the guy and leave the stuff outside the door. On returning to Carter, the gate to the compound is 'locked' - is this right? I put locked in inverted commas because I don't get the usual graphic that appears with a locked door for which you need the key - I just get nothing, like you get with a door in the game that isn't ever meant to open. Is this intended? ETA - don't worry, it was obviously some kind of glitch. Just reloaded (thankfully that's possible, unlike Survival Mode) and this time I could get in. Mods - feel free to remove.
  17. Couple of minor things I've only just noticed - but which I don't recall being the case previously, so thought I'd check here.... Sleeping outdoors next to a stove (e.g. the ruined hut by the prepper cache in PV, right next to the rope climb to TW) I note that the fire in the stove has enough fuel to run for, say, 3 hours 52 minutes. So I decide to sleep for 3 hours and then check whether the temperature has dropped/check whether I need to add more fuel to avoid freezing. But when I wake the stove still has fuel for 1 hour 52 minutes - so it seems that I'm only sleeping for 2 hours? It's definitely not a case of me waking because I'm not tired enough - I can immediately go straight back to sleep for another 3 or 4 hours. And I've done this repeatedly (it could be 4 hours and 45 minutes or 2 hours and 32 minutes - they're just example figures) - there is always a 1 hour discrepancy. can't work out what is going on? If I cook a can of soup or pork and beans on the stove I end up with an empty can in my inventory afterward. If I cook that same can of food in a pot that's already on the stove (or a can that's already on the stove) then there's no empty can in my inventory?
  18. Late response to this but the cabins behind Quonset Gas Station in CH regularly spawn a moose - and there are no tree rubbings anywhere near.
  19. Why bother with a snow shelter or the cave? If you've got a bear sleeping bag, just sleep in the car. Pleasant Valley for me too by the way.
  20. Like all of the above it depends..... But for me, because I am still a relatively newish player, I'm not yet that familiar with all of the maps. In fact there are some regions I've yet to visit at all such as Hushed River Valley and Bleak Inlet (essentially, when I started off playing I kept on dying - so I kept on starting new runs on the same maps until I could survive in them). So I think it boils down to 4 different approaches; 1. Looting a map I know - carry as little as possible, so I have the capacity to carry my loot back to base. On larger maps, I may carry a pot and a bedroll if I think there's a realistic prospect of getting caught in a storm and being unable to make it back to base. Always have a litre of water and MRE. 2. Hunting trip in a map I know - as above, though probably minus the bedroll and pot. 3. Permanently exiting particular maps - specifically Forlorn Muskeg and Broken Railroad. My two least favourite maps - for me, at least, once fully looted there is absolutely no reason to return. So I will cart everything out (and I mean everything, you never know when you might need it - and you're not going back) at either just under capacity if I think I might manage two trips in one day - e.g. Poacher's Camp in FM to Camp Office in ML or, if it is the final trip, 5kg - 10kg over. 4. Moving to a new region - I will always have a sewing kit, whetstone, 2 x pots, bedroll, axe, hunting knife, firearm cleaning kit, crowbar, 3 x emergency stim, 5 x coffee, 2 x MRE, matches, fire striker, 6 x cloth, 4 x leather, revolver plus 18 ammo, hunting rifle plus 20 ammo, survival bow plus 15 arrows. Just because you can't be certain that stuff is going to spawn (and I will usually carry both the hunting rifle and the survival bow, because bow skills inevitably lag behind rifle skills, so the rifle is needed for those bears you can't afford to just leave be). And I will carry whatever else I think might come in useful, up to capacity.
  21. I'd noticed this myself (crampons 5% wet) but without any performance drop or degrading (they are still 100%) I didn't worry about it that much. But as noted up the thread, they only dry out if they are equipped. I just got caught in a blizzard on my way back to the Climber's Hut and needed to light a fire to dry my clothing out when I got there. Lit fire, dropped clothing and crampons, cooked up a bunch of food ready for tomorrow's excursion - clothing at 20% - 30% wetness dried out in no time. Crampons stayed 5% wet after 3 hours in front of a roaring fire - until I put them on, then they dried out.
  22. I think that's a really good idea - and one I believe would work and be a good alternative to the way it works currently. As I've said, the issue is not so much any shortage of cloth in the game overall - and certainly once a player gets themselves past the first 5 - 7 days isn't going to be an issue. But the "disappearing cloth" can be a real problem at the beginning in some situations, even on easier difficulties...... I've got a recent Voyageur start in TWM where I had a lucky spawn so I was able to reach the summit on the first day. And found an expedition parka, fisherman's sweater and hiking boots in the tail section - but none of those were above 35% condition and so no better than my poor quality clothing without repair. I couldn't leave the hunting rifle at the summit and without a well-fed buff or moose hide satchel, couldn't loot any of the clothing that may have been in the containers on the descent to the climber's hut. And there's nothing in the climber's hut to harvest for cloth..... I ended up harvesting a one of my two pairs of socks, thermal underwear and running shoes to carry out the repairs. But 4 failed attempts at repair in succession left me without those items and with the parka etc. in the same state as I'd found them. I'm now thinking I may have to 'retreat' to Pleasant Valley - but that's hardly a retreat when it's a new area and just as hostile as TWM. By contrast, a character who is just as much of a novice at sewing and repairs will be able to successfully harvest a deerskin and guts from a ravaged deer (100% of the time) cure the necessary materials (100% of the time) and craft a pair of deerskin pants or boots (100% of the time). The crucial 'skill' in that crafting is sewing/needlework - but a character that might well fail to repair a wool toque 3-4 times in succession will be able to craft those deerskin pants or boots without fail.....
  23. Which is what I said..... But perhaps I need to express it another way for the hard of thinking; Chance that something you do will not succeed = dice roll = maybe your attempt fails. Example - clothing repair, you fail and the sewing kit degrades and the cloth disappears. Example - you try to light a fire, you fail and you've spent a match and whatever wood/stick/book you were using disappears. Of course, in the game, only the cloth disappears - not the wood/stick etc. I'm not suggesting there shouldn't be a chance of failure, nor that a failed attempt shouldn't degrade your sewing kit. I'm questioning the rational basis for having the cloth disappear, especially when other materials don't - or perhaps, more accurately, why a failed attempt at a repair should automatically mean the cloth disappears. Why not have a dice roll for your at least being able to retain the cloth, even if the repair didn't succeed?
  24. Whilst you're doubtless right when taking the game as a whole, I've certainly encountered situations on certain maps where cloth can be at a premium. I know the game is not supposed to be a simulation, but anyone who has ever tried to turn their hand to sewing, however inexpertly, knows that a bad repair is simply that; the repair may not hold, it may rip again sooner than if you'd done a better job etc. but you don't lose the entire cloth and certainly not 3, 4, 5 pieces of cloth in a row. It's similar to the business with fires. As I've said before, I can accept that a change in wind direction and force might blow my fire out; but if I've set a 10 hour fire and the wind blows it out after 1, how has the remaining 9 hours worth of fuel been consumed?