gotmilkanot

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Everything posted by gotmilkanot

  1. To be honest, I think it is quite OP though. Even without Well Fed, I never had any weight issues on Interloper (except that one time in my run when I got stomped by a moose twice). Now with the backpack and the moose satchel, I can carry up to 40kg so all the more reason for me to not get Well Fed - I don't even need 45kg when I'm only carrying below 30 on everyday basis. Not that I'm complaining, though
  2. It might, just don't go indoors before it's dead (you can check the bear kill count in your journal to verify). If you can stay warm, try to use the Pass Time function and pass an hour or so while you're OUTSIDE.
  3. It was on Interloper. What I did was get the bear to stalk me all the way back to the shed, and just when it's about to reach the shed, I ran up to it to trigger the charge and then quickly ran back to the shed and crouched into the safe zone. The rest is as shown in my screenshot.
  4. Oh yes, now I remember stating in that thread that I'm okay with the kits enabled altogether with the firearms option.
  5. I'm now too used to low BRA setting on Interloper that I can never handle the mountains of loot you get on lower difficulties. The milling machine in BI can also fix firearms apart from tools so it's still possible to fix your firearms even without cleaning kits in low BRA setting. Maybe it can be an interesting strategy/challenge if that's your pleasure?
  6. Lol, most of them only play on official difficulties so the feature wouldn't even affect them so *shrug* Personally, I've never played Custom myself (only played on Voyager and Interloper) but I wouldn't mind if people can earn feats in custom games. Doesn't affect my gaming experience in any way.
  7. @LoneWolf5841 Sorry, I don't quite get why it needs to an option to enable feats progression on Custom. I think it should just be implemented or not implemented (which is the state of the game now). Is there actually anyone who wouldn't turn on feats progression in custom games if there is such an option in the game?
  8. I disagree with the idea because I feel there's no need to turn the already grindy part of the game (feats) into a grind-fest. IMO, a more practical idea would be to simply turn on feat progression on Custom. But I know there are some people who are really against this (I don't know why when it doesn't even affect them) so I shall not go deeper into this.
  9. Best way for me was lure him all the way to the outdoor shed that has the work bench, and get inside the warmer part. The bear will literally stop at the entrance for you to get an easy headshot. If it doesn't die in one hit then simply pass some time on the same spot right after your shot. It should drop pretty near the shed and you'll have an easier time tracking/ harvesting him.
  10. Ah I see, I don't play Custom so I didn't know about the ammo not spawning issue. That fix might've been the reason why I found an odd revolver round in HRV on my Interloper run, though. But again, the ammo crafting materials and gun skill books still spawn in vanilla Interloper so at this point, I'm not sure what's intended and what's not.
  11. I think the reason why the gun cleaning kits don't spawn in BRA Low is because vanilla Interloper also uses the same loot setting so adding them in BRA Low would cause the kits to spawn in vanilla Interloper as well, which is probably not the devs' intention. But I don't see why they won't add the kits altogether with the rifle and revolver spawn option. So the request is totally reasonable.
  12. I never bother sleeping in those "fake" caves in AC on Interloper, there are plenty of warm outdoor spots elsewhere in the region where you can sleep without a fire + cure hides/guts/saplings. Some examples include the "cave" near Wolf's Jaw Overlook on the way to the gold mine, and Climber's Cave. I've slept through nights with ongoing blizzards in those locations before, with just 22°C clothing + normal bedroll. No need for an overnight fire, no need for double bearskin coats (though I'm wearing one + mackinaw) or the bearskin bedroll. Those are way too heavy and not really necessary. The outdoor shed with the workbench in Miner's Folly also has a warmer segment - the one you need to crouch to go in. Never slept there overnight before but it's warm enough to sleep/pass time without a fire during the day.
  13. I'm pretty damn sure the long wool scarf doesn't even spawn in Interloper so wool toque is the only winner here.
  14. @ManicManiac If you're already aware, then it's all good. But since OP asked for an option (which I view it as something similar to turning off the limping feature that we already have in-game), I don't see why not. Those who like the new shaking visual effect, good for them - they can have it on. And for those who don't, simply turn it off. Or personally, I could work with smoother animations instead of the current jerky ones that we have now. Again, not a big deal for me so I shall not argue anymore, unless we want the thread to get locked.
  15. Because I still think you are not aware of the new shaking effect that came with the Darkwalker event update. So instead of me trying to describe the effect here, it's better to see it for yourself.
  16. But do you still get the benefits of crampons if you wear them in the inner slot? Because from what I observed, the Sure Footing buff is shown as active only if the crampons are worn as outer layer. It might just be a visual effect, though.
  17. Bears are now afraid of fire, and they will LITERALLY stop in front of you to get an easy headshot if you're near a campfire or a lit torch on the ground. If they don't die in one headshot, then just pass an hour or so at your fire and they'll drop pretty much near the area. No more trekking across the map to find the carcass.
  18. Maniac, next time you log into the game, strip your survivor naked so you can freeze faster on whatever difficulty you're playing > once you're freezing, grab a bow and go to a wolf > let it charge and try to shoot it in the face. You'll notice it's not the same as the original swaying effect that was added back in the revamped rifle update. Like I said earlier, personally I can live with the change (no big deal) but the implementation looks silly. It's almost as if my survivor is having Parkinson's disease and I can see how it can be disorientating for some players. The principle itself is fine, no problem, I just wish the new effects were done more smoothly.
  19. https://thelongdark.fandom.com/wiki/Decay From the wiki, we know that a clothing item has 3 decay rates - stored, worn inside and worn outside. When stored (i.e., you're not wearing them), the crampons still do decay but EXTREMELY SLOWLY even on Interloper (which has the highest decay rates) so on lower difficulties, it's almost negligible. But they still do decay. And as already noticed by some of you, the crampons definitely have wear and tear when you're wearing them, and that decay rate is of course going to be faster than when they're safely stored in a container or your inventory. Take note outer layer clothing items decay even faster during animal attacks, falls, blizzards, etc.
  20. I believe OP and a few of the others are experienced enough and are aware of the original weapon swaying effect when freezing - which was fine the way it is. The new shaking effects that seem to come with the Darkwalker event update added the extra shaking of the screen, making the movements very jerky. It's more noticeable in Interloper gameplay because you're freezing almost all the damn time, and almost non-existent to some of the posters (not naming anyone here) because they simply don't play Interloper - come on, you hardly ever freeze in lower difficulties - and perhaps are not even aware of this new change. Personally, I'm down with it if Hinterland wants to make life harder for Interlopers but I have to say the implementation was really bad - so bad that I initially thought my game was bugged when I first experienced it. Or at least be more transparent and include the change in the patch notes rather than doing ninja adjustments and confusing the players.
  21. The decay rate of crampons when stored is extremely slow even on Interloper that it is almost trivial to worry about them getting ruined over time as long as you're using them sparingly i.e., not having them on all the time. However, I do think they decay at a noticeably fast rate (though I don't know how fast) when worn all the time. There's also the risk of them getting damaged in animal attacks so unless there's a way to repair them, I'd suggest just carrying them in your inventory and only put them on when you're about to climb ropes. Sprains, although annoying, are extremely easy to deal with and you shouldn't be wearing the non-repairable crampons just for these. Edit: By now, I've had mine for more than a month in-game and I've been carrying (storing) them in my inventory and only wearing them (even as outer slot) when I'm climbing ropes. They're still at 97% till now.
  22. I still do think they degrade naturally like any other clothing item although it may be at an extremely slow rate that it's almost unnoticeable to the player. My reasoning for this is from watching a video of Rational Bassist (the player with a 12-year-old Interloper save) getting the crampons on his long run. By the time he found them, they were already at 12% so surely there must be some natural degradation going on there. In that run, he has survived for a total of 4433 days by the time he found the crampons, which have degraded by 88% (this is assuming they always spawn at 100% at the start of the save) indicating that they have a decay rate of roughly 0.020%/day when stored. I went to cross-check using my own Interloper run where I found the crampons on Day 160(ish) and they were at 97% - the math checks out when I used the same decay rate as above to calculate. Again, this is just my speculation - we definitely need more data from other Interlopers to confirm about this (reason being each game mode has its own decay rates, with Interloper having the fastest). So it'd be great if anyone playing Interloper could share on which day they found the crampons and the condition at which they were found.
  23. I stay away from those outdoor caves in AC once I've looted them - they are a total trap on Interloper. Meanwhile, there are actually a couple of outdoor spots in AC that can keep you warm without a fire (similar warmth bonus to two-layer caves) and also cure hides/guts/saplings. The cavelet near the Wolf's Jaw Overlook and Climber's Cave are some examples (there are many more if you explore enough) - I managed to sleep through the whole night w/o a fire while the blizzard is ongoing with just 22°C clothing warmth and a normal bedroll. And this was on Interloper.
  24. It's not entirely game-breaking for me since I avoid wolves like a plague on Interloper and hence I rarely get into situations where I have to use my bow on them. But I agree with your points, though. The change was kinda unnecessary since the original sway was already fine the way it is - no need for that additional jerky movements.
  25. Can confirm, I found 2 in the same drawer on my Interloper run.