Glflegolas

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Everything posted by Glflegolas

  1. I believe the Hushed River Flaregun can spawn in either Peak Cave, Valley Cave, or Lonely Cave, and exactly one will spawn per playthrough.
  2. While there are many locations on Great Bear Island that are officially named, there are some quite noteable locations that aren't named officially. Allow me to introduce a few. Archer Cave: This cave is located a rope climb down from Mammoth Falls in the Hushed River Valley. I call it that because it's a very common spawn for the survival bow. https://thelongdark.fandom.com/wiki/Archer_Cave Crash Site: Located in Pleasant Valley, this crashed turboprop plays a critical part in Episode 3. I often like to search here for clothing and food, as both are plentiful here. https://thelongdark.fandom.com/wiki/Crash_Site_(Pleasant_Valley) Island Cave: The only cave in The Long Dark that's located on an island other than Great Bear, this small cave is on an island just offshore of Bleak Inlet. https://thelongdark.fandom.com/wiki/Island_Cave Misty Falls Cave: In Pleasant Valley, near Misty Falls itself, lies a large explorable cave. It can serve as a good shelter, and plays a role in a side quest in Episode 3. https://thelongdark.fandom.com/wiki/Misty_Falls_Cave Scruffy's Cave: The large cave in Desolation Point, who is known to have a very particular inhabitant that can give new players a very hard time... https://thelongdark.fandom.com/wiki/Cave_(Desolation_Point_location)?so=search Shortwave Tower West: the westernmost shortwave tower in Forlorn Muskeg. This tower has toppled, and is a source of radio components in Wintermute Episode 2. https://thelongdark.fandom.com/wiki/Shortwave_Tower_West Trailers West of the Cannery: A group of trailers not far west of the Last Resort Cannery, and north of Island Cave. https://thelongdark.fandom.com/wiki/Trailers_west_of_the_Cannery Do you have any other unofficial locations that deserve to be named? Please tell share your secrets in the comments below!
  3. I know this cave - I call it "Archer Cave". I don't think lighting the fire in the cave would have helped too much, he'd probably die of carbon monoxide poisoning...
  4. I'm pretty that bear spawning is just like wolf spawning. Again, this is from the wiki: So, it is theoretically possible to see up to seven bears at the same time in Pleasant Valley. You'd have to be on Stalker for this to happen, however.
  5. I guess there's two different ways to answer this question: How many bears can spawn in one region simultaneously? How many possible bear spawns are there in each region? As for the first question, I don't know the answer. I'd have to fly over the region and turn my render distance WAY up to see how many bears are present at the same time. The second question is much easier to answer: every region has a different number of possible bear spawns. Not every spawn point will be active on every playthrough, but according to the wiki, here is where you can find bears: Mystery Lake: 1-2 bears Unnamed Pond Near the Lone Lake Cabin Clearcut, near Trapper's Homestead in a little cave Coastal Highway: 2-3 bears A cave slightly east of Misanthrope's Homestead, on the island. North of the Coastal Townsite Downstream from Bear Creek Campground Pleasant Valley: 5-7 bears North of the Long Curve, along the river. To the east of the cave leading to Winding River. Beneath the placed rope leading up to Signal Hill North of Burned Ridge Cave and the Crash Site (Pleasant Valley). Near the bridge to the southeast of Point of Disagreement. Along the snow path underneath the path up to Cinder Hills Coal Mine. At the Lonely Homestead Desolation Point: 1 bear Next to Broken Bridge, along the highway. Timberwolf Mountain: 3 bears Between Deer Clearing and Waterfall Cave East of Crystal Lake, in front of the trail down to Echo Ravine. Along the river west of Andre's Peak Forlorn Muskeg: 2 bears Poacher's Camp. Northwest of the Old Spence Family Homestead Broken Railroad: 1 bear At the base of the cliff below Hunting Lodge Mountain Town: 1 bear Spruce Falls Bridge Bleak Inlet: 1 bear A cave just east of Cannery Worker Residences Hushed River Valley: 2 bears Northwest corner, north of the Hushed River and Offset Falls. East of Stairsteps Lake Ash Canyon: 1 bear A cave leading to Miner's Folly Blackrock Region: 3 bears In the large clearing between Bear Bend and Forager's Remnant in the northwestern corner. Cliff Cave, to the northwest of Bricklayer's Retreat and due west from Whistling Perch. In the west part of Blackrock Prison, inside the courtyard the player escapes into from the prison in Episode 4. Notice: In Mystery Lake, Coastal Highway, and Pleasant Valley, not all bear caves are active on every playthrough. A cave that's active on one playthrough may be empty the next one.
  6. I once played a YouTube series where I managed to visit each region of Great Bear Island without sleeping a wink - all thanks to Big Moose Kicks! Wonder what's in there to make it so potent?
  7. The art-style of this game has grown on a lot of players I think. It's grown on me, that's for sure.
  8. Just make sure you aren't too close to a wolf, unless you're standing next to a lit campfire! 🔥
  9. Well, there is a slight benefit to pointing a finger at something over aiming a weapon. Bears and wolves won't charge you.
  10. Hello folks, Just a quick little suggestion here, which may not come in handy for everyone, but could come in very useful for content creators on YouTube. I'm suggesting the addition of a pointing emote, which simply aims the character's index finger at the middle of the screen. Why add this? Right now, the only way for a YouTube content creator to point something out in-game (i.e. "let's go that way") is to aim a weapon at it. While that does work, it's admittedly a little silly looking. Would you use a pointing emote, if it were added? There's definitely situations when I would have liked to have had the options, but I'd like to hear your thoughts on this.
  11. Points 2 and 3 have already been addressed by mods. See: DIY Furniture: Remove Clutter:
  12. Not quite sure how you missed the corpses - they're everywhere. The only way you could've missed them is if you never went north of Cloudtop Falls.
  13. There's up to 2 revolvers next to corpses in the Hushed River Valley.
  14. I wonder which game mode is most representative of the danger of a lone wolf attack in reality. I mean, most people could probably beat off a wolf successfully if armed with a hatchet or knife... right? A pack of wolves, now that's a whole different game. Even a bear can be killed by a pack, as it can't defend itself from all directions at once.
  15. @conanjaguar, you idea sounds to me like a blunderbuss. Seems like a good way to give gunpowder some more use in Interloper.
  16. Regardless of your views on current Canadian gun politics, @Leeanda has a good point here. Handguns are most often used for self defense against other people, not against wildlife. Given that Great Bear Island's population was well on the decline even before the First Flare, I can't see why the inhabitants would have had masses of handgun ammunition sitting all around their houses. Shotgun shells, on the other hand... sure. Shotguns are excellent for self defense against wildlife, as they have great stopping power, and range is not a concern if a wolf is charging straight at you. Now, there are some regions where having a revolver does make sense, namely Blackrock. As a career criminal, it wouldn't surprise me at all if Mathis somehow managed to smuggle at least one in from the US before the First Flare, or if some of the guards carried revolvers. The same could maybe be said for the Forest Talkers, though they don't mention being armed with anything other than a flaregun in Story Mode. As for Molly, we know she was an adept archer, so I can't figure out why she'd also have a revolver. Maybe to protect herself from escaped convicts that get too close for her liking, but it seems like a little bit of a stretch when she could just sneak up on them and shoot with her bow.
  17. Hello folks, This is a topic that's come up many times over the years on the forums -- mainly because revolvers (as with all handguns) are quite difficult to (legally) obtain in Canada. In the near future, it's likely that it will be impossible to obtain any handgun legally in Canada, as per a news release by Justin Trudeau. To replace the Revolver (which serves a quite useful purpose of deterring wolves and especially timberwolves in-game), we could introduce a Shotgun, and replace all the revolver ammo spawns with shotgun ammo spawns. Just like the revolver, a shotgun doesn't have great range, but it's very powerful at close range -- perfect for stopping a charging wolf. In fact, we could go so far as to introduce two shotguns. The common one would be a double-barrel, spawning on all maps about as frequently as the Hunting Rifle. For more ammo capacity (5 rounds) we could have a pump or lever-action shotgun, but that would only spawn in very few places on Great Bear (Mysterious Signal Fire? Timberwolf Mountain Summit? Blackrock Mine? Hunting Lodge? Homesteader's Respite? Just some ideas). The news release also stated that long gun magazines with more than 5 rounds will be banned. Given that this is the case, the rifle's ammo capacity could be nerfed to hold only 5 rounds. I don't think this would have much (if any) effect on gameplay, as I don't fire more than two rounds, or maybe three back-to-back under any circumstances when hunting, though I'd be interested in knowing what other players think of this change. Any thoughts?
  18. How about calling the DLC "Purchasable Extras/Bonus Content"? You could call the "season pass" a "Bonus Content Pre-Order"
  19. On that note, I don't see any reason why further standalone stories couldn't be added to the game as DLC after Wintermute is done, as long as they don't contradict the Wintermute lore. At this point, Hinterland has created a great canvas that is the island of Great Bear, upon which there are endless opportunities for story-telling. The stories wouldn't have to be super long; 2-3 hours of gameplay per story is quite sufficient to me. And they don't have to involve Will or Astrid, either; I have no problem playing as one of the locals. A few examples include: Coastal Highway and Desolation Point -- how did the Riken get shipwrecked? What kind of fish were being fished at Coastal Highway? Who built the cabins around Coastal Highway? How did Scruffy get into his cave? The Quonset Garage and Lonely Lighthouse seem like ideal places for NPC's to be based out of. Timberwolf Mountain -- what caused the plane crash? Did anyone survive? An NPC in the Mountaineer's Hut, and maybe one in Eric's Cave, would make sense. Ash Canyon -- when was gold discovered? How did the technical backpack end up in the gold mine? What caused the great forest fire? Why are there no deer or wolves at the higher elevations? Who lived at the Homesteader's Respite? An NPC in Angler's Den could tell us all that and more. This story could potentially be combined with the one at Timberwolf Mountain as the two regions are neighbours. Bleak Inlet -- why are there timberwolves there? What happened to the sardine fishery? Who manned the lookout? Why did its lighthouse fall and not the one at Desolation Point? An NPC at the cabin would be the most logical. Hushed River Valley -- what drew the locals there after the First Flare? What happened to the fellow who froze to death in the ice cave? Where did all the wolves around Monolith Lake go? Our NPC guide could live somewhere in an ice cave or a regular cave and tell us more about the region.
  20. It's a bit of a long shot, but maybe Hinterland will release an updated Episode 3 after Episode 5 is out. With the separation of Story and Survival mode, who's to say that future updates to Story mode aren't on the table too? Alternatively, we could have a "deluxe edition" of Story mode, released at a later date. That would feature several more side quests added to all the episodes, and enable us to learn more about the history of Great Bear Island.
  21. If Katie can design great regions, I can't see why she won't do just fine leading The Long Dark. Seriously, it still amazes me how impressive her work was with the Hushed River Valley -- it is a very impressive use of level design that I really haven't seen in many other games. Ash Canyon is nice too, but I just wish it wasn't so... well, burnt. Makes it a little depressing Can't wait to see what new project Raph has coming down the pike. I bet it's going to be amazing though!
  22. Your biggest enemy is going to be wind. One big gust and it's all going to be over.
  23. @APixelatedLemonMaybe fishing in-game could be a bit like Stardew Valley. For those who aren't aware, RNG dictates when you hook a fish, but in order to land said fish, you need to left-click strategically, so that your "fishing bar" remains behind the fish. Here's a screenshot: In that game, the fish goes up and down semi-randomly (depending on species), and you move the fishing bar up by holding down the left-mouse button. If you manage to keep the fishing bar behind the fish long enough that the rightmost progress bar reaches the top, you catch the fish. If that progress bar goes to zero, the fish is lost. To apply something similar to TLD, levelling up fishing would make your bar bigger, and losing the fish would have a chance of breaking the line.
  24. I'm also experiencing the same bug. Hopefully it's fixed soon, though from past experience it may require you to survey each region once to make sure the game recognizes where you've been.