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Everything posted by monsieur_cronky

  1. @manolitodeespana You can instantly bring up the fire interface by pressing left on the d-pad of a controller - at least that's what I do, using a PS4 controller, playing on PC. I'd be surprised if it wasn't the same controls on consoles. Do you know about this? The other arrows on the D-pad are useful shortcuts too - probably the same as what @JAFO said the 1-4 keys so on a keyboard.
  2. Yes I noticed this - and combined with the graffiti of a pipe spewing water with the word 'future' under it, I felt sure that the controls (wheels and levers) on the overhead walkway near the main gate would activate it, during an aurora. No luck though. Then I wondered about that suspicious fuse box during an aurora, maybe enabling the controls - also no luck. But then I wondered - what if I'd had scrap metal in my inventory at the time...?
  3. In response to the OP - while I agree the route to the Cannery Workshop is convoluted and not entirely 'natural', overall I think it's a good inclusion, for two reasons: 1. It was interesting and exciting - especially given that for my first journey, I had 5 or 6 vicious Timberwolves barking at me, just waiting for a false step. It was deliciously tense, and for me a landmark experience within Bleak Inlet. There's a saying 'never let the truth get in the way of a good story', and I think that applies here. But also - (see 2 below) 2. It's not entirely unnatural/contrived, given the note explaining that the workers had jerry-rigged the route through the cannery rafters specifically to avoid the Timberwolves. The part that does feel contrived to me is how rickety the route is, in several places, and the fact it's one-way. However I'm prepared to forgive this because of point 1 above! But - the thing I definitely don't enjoy, is having to traverse the same route over and over again. @RossBondReturns, you've provided some great info indicating there apparently is a shortcut, but so far nobody on the forums seems to have found it. I've created a separate thread dedicated to sharing the learnings about this famed shortcut (given this thread is really about the convoluted route, and what people think of it). If you find out anything more, please post at the other thread!
  4. I also wandered around beneath the Cannery Workshop, looking up for any hidden hatches. No luck.
  5. Maybe one of the young people with the Twitter could try sending another tweet mail to Mr Van Lierop. Unless the Twitter post has shut down for the holidays.
  6. Thanks for a great reply! I'm pretty sure Raph has indicated the shortcut is to the Cannery Workshop, because it was in response to a tweet when someone talked about having to do all the beam-walking. If I recall correctly. I'll try to find the Twitter exchange, but it was in another post on these forums, by "Ross Bond Returns".
  7. Thanks Raph and the team, for continuing to exceed expectations of just how good a developer can be. Hope you all enjoy a well earned rest over the holiday season, and I will indeed be spending a good amount of time within your masterwork. 😄 Bleak Inlet and Errant Pilgrim have been a superb addition in my opinion, upping the risk-reward stakes for players who dare, and adding significant character to the game world in the process. Great vision, great delivery. You got it.
  8. I've seen mention in a couple of other threads that Raph has confirmed there is an unlockable shortcut to the cannery workshop. Apparently there is a hint in the Errant Pilgrim launch video. Anyone find it yet? I've tried walking around with rope to find a tie point, but no luck. I've tried the levers and wheels above the main cannery gate during an aurora, no luck. I noticed some graffiti that shows water coming out a pipe, and underneath the word 'future', and wondered if that's a clue. To me it feels a bit contrived that finding the shortcut is so hard, when it should be trivial to tie some rope off the end of the pier. Hope they signpost it better in future.
  9. I'm was sure I'd shot and killed wolves and bears through the open windows on the PV kitchen porch, until I read this, and now I'm doubting! I've definitely shot a bear through the open window of a little guard house, near Hibernia processing.
  10. Thanks for the detailed info. So does that mean going through all the previously-searched drawers, cabinets etc in locations you've been to?
  11. I'm also very curious about this. I did find a Gunsmith book outdoors in FM with my 170d Voyageur, and I had been to FM before the update, but not to the spot I found the book. So the update has definitely placed at least one new item in a region I'd previously visited - but I hadn't visited that spot (the Bunkhouses - were they new in Errant Pilgrim?) I'm planning to explore Bleak Inlet with my Voyageur, then start a fresh Stalker.
  12. I can't speak for other difficulties, but I've taken my 170d Voyageur to explore Bleak Inlet, and boy oh boy do I feel alive again. PRO TIP: YOU CAN TURN OFF THE MORALE METER VIA THE IN-GAME SETTINGS MENU!!! THANK YOU HINTERLAND!!! I am really enjoying the interaction with the Timberwolves. I love how if you get close enough, they all stop and look at you. You look back at them. They look at you. It's tense. But don't look too long - you'll lose your chance to get out of there. My strategy has been to scout for them in good weather, then retreat and find some environmental advantage. Once I've found that, I'll go back and engage them. In this way, I've managed to eradicate one pack, and whittle down one more. But my favourite part was getting caught by a large new pack, while harvesting one from the old pack. I feel like their behaviour has been improved from the original Wintermute - it wasn't so hard or stressful as it was. I think they might keep their distance more now? Only issue from my perspective: When they're in 'idle' mode, just roaming around, they often all turn at once! It looks kind of silly. When they change direction, they do so almost simultaneously. Would look far more natural if there were a few seconds delay between their moves. Great work Hinterland! They're an awesome addition, and thanks for listening to the feedback (well, maybe you were going to do all this anyway...)
  13. I also can't resist carrying around waaaaay more 'emergency' supplies than I need. Moving from Camp Office to Trappers Cabin? Better take 3L of water, 5 bandages, 15 cloth, a couple of firestrikers, 3 flares, three different firearms, and a bow with 10 arrows. You know. Just in case.
  14. Yesterday when I was bored, waiting out a blizzard in the PV farmstead, I realised I had idly opened the fridge... In exactly the same way I used to IRL as a teenager.
  15. Oh you are a champion, thank you for linking. I never would have found that in a thread called Hey Buddy!
  16. I posted a thread about this a while back - at least there's no tense music in Survival, but unfortunately the morale meter is there 😟. I just find the morale meter is unfairly helpful (which is fine if folks want it, but maybe not 'on' by default), but aside from that it certainly destroys any immersion or natural feeling in Timberwolf encounters, for me. I'm exploring Bleak Inlet with my Voyageur, but plan to come back with my tougher characters once I know it better. Otherwise, I am really impressed with the update - awesome work Hinterland!! Earlier post is below.
  17. Definitely not a waste of time! The category 'Labor of love' is explicitly for games that may have been released in earlier years, but which the Devs have continued to update and support. It says this on the award blurb, and also Steam has a filter in place when you vote, so that any ineligible games actually can't be voted for. Great category in my opinion.
  18. You beat me to it, I came here for this purpose! Got my vote.
  19. You know, I think I've changed my stance a little. I think for Story Mode, the Timberwolves are fine as is, since Story Mode is kind of 'training mode' anyway! But I still strongly feel all the sentiments in my OP apply to Survival Mode. Fingers crossed for December!!!
  20. I did ponder the fact that the hunger/thirst/fatigue meters are there, yet I don't find them jarring or distracting - the key difference, I think, is that the Timberwolf morale-meter reflects something *external* to the player character, that the player character could not reasonably have accurate knowledge of. It's 'magic knowledge'. By contrast, those *internal* meters are reasonable because you/Astrid would know how hungry/tired/thirsty/cold she is. The pack number & morale-meter is the most jarring example I can think of within TLD where the UI provides 'magic knowledge' to the player - but there are lesser examples, like the flare and torch timers. Personally I would prefer those to be gone too - at least in survival modes, because they force more responsibility onto the player. Thank heavens there's no magic map-marker on Survival mode! It's precisely the lack of magic knowledge that forces the player to really engage and pay attention to the environment and is inhabitants. I've never had to get to know a game's terrain as well as I have in TLD, because my survival depends on it. This results in such wonderful satisfaction at becoming adept and knowledgeable within the game, and is a large part of what keeps the game interesting. Uncertainty is the spice of life 😄, as long as it's 'fair'!