Glacia

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Everything posted by Glacia

  1. Deadworld has becomed possible thanks to the new beachcombing. Before it was only a challenge of how far someone can go, but now it's possible to survive with BC fish, carcasses and BBT washing on the coast. It's indeed fun to try 😁
  2. This. You can fight the cold with enough coal, teas and stuff, but you can't do anything if a aurora wolf oneshot you. The only way to have a 'safe' experience it's fully cleaning the region before the aurora night.
  3. Batteries Locations: Desolation point: - Inside the Hibernia complex. If not avaliable here, you can find more on the multiple cars scattered on the region. In the worst scenario, a battery spawns inside the Quonset. Pleasant Valley: - Inside the radio tower. If not avaliable, you can find multiple bateries on various spots, like the farm, several cars or thomson crossing. Blackrock (Needs further testing): - Inside or near the radio tower. If not avaliable, search in one of the multiple cars near or look inside the prison. Forlorn Muskeg: - Uncommon right next to the tower, on a container. You can find bateries on spence's, thief camp or in the worst scenario, you could go to broken railroad, a batery spawns inside the maintenance yard. Mountain Town: - Uncommon right next to the tower, on a container. In most cases, you should look in the several cars scattered on the region or the farmstead near the basin.
  4. All mementos inside car visors are disabled atm on all game modes. Surely a bug, other mementos spawn as usual
  5. * One hidden inside a crate of the maintenance yard (Inside the building), you need to break the crate. * One in various spots of the hunting lodge. * One inside a bag on the basin, likely for preventing players to get locked on a run if they run out of stamina in this place. * Another one on several spawn points, sometimes also in the maintenance yard and maybe it's not 100% guaranteed. The stims are largely the same on this region compared to pre-DLC.
  6. Stims are for a emergency, in the best scenario you are not gonna need them. Stims are not very common on loper but not that hard to find, for a example there are 4 guaranteed stims only on broken railroad.
  7. In FA you can find two, one right next to the transmitter and other inside the near building. If you're lucky, most transmitters will have a battery right next to them or very near. If isn't the case, the only way is carrying one from other place. Note that the update adds new batteries in certain places, for a example there is one inside the maintenance yard, usefull for the FM transmitter.
  8. I have losted a 70 days run on Interloper for wandering at night searching for hidden caches of the Tale, even being playing very safe, a wolf oneshoted me even having 60% protection and full condition. This makes me wonder what is the safest way to complete the Tale without dying in a second from a wolf attack. First of all, the dangerous thing are the Aurora Wolves, not the temperature. Aurora Wolves have an erratic behaviour but the most dangerous aspect it's their damage, if you end in a struggle you are likely gonna loose a 80% condition or dying instantly, plus one or two bleedings and other afflictions. The most dangerous places are the ones with unusual or irregular ground shape, so when a wolf charges, it's gonna do a 'zig zag' and you are likely gonna fail the shoot and end in a struggle. This scenario should be avoided at all times, it's highly advisable to fully clean a zone during the day before searching it during an aurora. Additional advisable resources are: - Carry 2 or 3 stims with you, and other basic first aid supplies. - Kerosene/Acelerant plus coal to make quick rests between places. - Coffee or reishi/rose hips. The best scenario it's actually: 1: Fully clear the region or at least the spots you are gonna explore, before the Aurora. 2: Carry enough coal, acelerant and food to heat to keep exploring without losing a lot of condition. 3: Keep stims and emergency resources all the time, and have an emergency plan if things go bad. 4: Optional but advisable: Use the niche Ballistic Vest. Having 90% of more protection it's the only way to deal with otherwise guaranteed deaths for ending on a struggle. Im having a lot of fun with the Tale, it's completely unforgiving and hard.
  9. Beachcombing have enchanced survival on coastal regions, notably Bleak Inlet have a niche of being the arguably, safest region in the entire game even on Interloper. This may sound rare but once you get to the worker residences with enough fishing tackles and common stuff, didpatch the bear and the place is safe for around 50 days. Just a trip to the cannery every 10 days to kill one timberwolf and control population, and done, everything 100% safe. Having beachcombing in the front of your home gives a lot of resources, and pickup everything takes very little time, unlike CH with a massive coastline. BC gives all resources needed to have everything renewable, plus the milling machine to have tools at perfect state and unlimited food with fishing. Definitely worth to try 😉
  10. The limitations of the Accesory slots it's an old problem, because keep releasing items for this clothing slot it's almost meaningless, players are not gonna use them im most cases. For a example, there is nothing wrong with the Rifle Holster, but you don't have a lot of reasons to use it because stronger accesory items exists. A lot of players suggest a separate slots for different accesories, like an extra slot on foots for the crampons or switch the ballistic vest to a inner torso pierce rather than being an accesory. I don't see this happening, but could make a lot of sense.
  11. For base content and game? It's a masterpiece and incredible solid, at the point of most players feeling as a complete/finished game. Very polished and an excellent work of art and gameplay. This have been this way for years. I have a mixed feelings about story mode, for two reasons: First of all, the story features two main plots without connection between them: The geomagnetic apocalypse and the disease around the island, with astrid having the cure. The problem of having two separate history plots comes with a non-solid explanation of what is exactly the reason of a story mode, ¿What are the devs trying to tell us with the story? This may be explained with the episode 5 and future tales, but currently the story isn't that good and considerably confusing. It doesn't mean it's bad, it's just inconsistent. The episode 4 it's a jewel of gameplay but have a terrible plot and offers absolutely nothing to the story, i really hope episode 5 give a good close to the story. About the DLC: I really like the new additions and concepts, but i still think the DLC have been released so early, damaging the players experience. Several bugs, consoles getting content later or buggy content, controversial changes or changes without impact on the game. I don't expect anyways the first parts of the DLC to be very good. But i really want to see the game polished for the late year, at least the bugs fixed and so on. It's a very ambitious project and gives the game several fresh features! Overall i think the game it's still the masterpiece that i have been played for around 2 years now. Besides controversial changes or bugs, things have becomed better in most cases and the DLC have future.
  12. One of the upcoming features in the roadmap it's the improved fishing system, quoted from the site: Im curious about what HTL it's gonna do with fishing, but i think it's gonna be something like beachcombing. Fishing isn't a bad system on their own for pure survival reasons, actually it's very efficient, safe and effective source of food. However most players never fish at all, just because it's boring and uninteractive. A lot of things can be doed to make the system more fun and dynamic, but those are my predictions for the upcoming changes: - Cloth, Socks, Shoes, Leather and maybe other basic resources as loot during fishing. Every game with fishing system have the usual clutter rewards like socks, trash, rocks or other minor items, which makes sense. In TLD the 'clutter' items are actually usefull, for a example even a very rare drop of ruined shoes and socks let a TWM player have a renewable source of otherwise non-avaliable items on that region. - More variety of fish, and likely related to enchanced cooking. - More ways to fish, like new manufactured fishing lines (Already avaliable for years on the game files) or baits to improve the % of fishing. - A very rare bottle or other item with a hidden message inside. Once read, you can go to a hidden location with special loot, working like a memento but related to fishing loot. Unlikely anyways. I don't think fishing needs a lot of things to be fun, but im pretty sure a fresh-system could encourage more players to use fishing.
  13. Im gonna polish a bit my explanation of why beachcombing should be balanced a bit, not because of my experience playing the system but for the general game mechanics and the philosophy of TLD. Beachcombing was introduced to provide the player a semi-reliable source of otherwise non-renewable resources, and of course the fun experience of 'treasure hunt' on coastal areas. For years, the system works as intended, rewarding most essential resources for very long term like saplings and cloth/leather. HTL expanded the system to be more fun and rewarding, rather than mostly just related to gather resources for very very late game. There is nothing wrong with this and most players actually love the new beachcombing, however the system it's very borderline about what BC it's supposed to be for the game. ¿An alternative and fun source or certain items..? Or.. a system capable of giving a player enough resources to almost survive with just BC rewards, or at least a lot of resources enough to hold a player on a region for a lot of time. TLD it's a dynamic game, no matter if you play on Pilgrim and get and inmense amount of supplies on a town, eventually you move and look for more resources and things to do. The same goes for hardcore players rushing high loot areas and all kind of playstyles, all valid. But beachcombing it's just a 'Just wait for a blizzard and then do a small walk to get a rain of resources!'. Hatches are so common that players are dismantling them for wood; arrows and arrows materials are also incredible common, enough to replace arrow crafting, and so on.. If we look at how certain mechanics were designed to encourage players to have a dynamic playstyle (Cabin fever, well feed, etc), it's hard to understand why BC it's so powerfull right now, it even goes against a lot of core concepts of the game like looking for your own items and crafting things. The system it's incredible, just needs a bit of tunning to make it balanced. This is my opinion anyways, and a lot of players may see the system ok even if it's overpowered.
  14. However, they waste durability of your bow, making them considerably resource expensive. Surely? Because regular wolves and other animals do not bleed with the arrows, likely a bug.
  15. I have never found an stocked bunker on multiple runs, if the remaining 3 are empty this means a bug or incorrect info on the wiki. Likely a bug, mementos also are disabled atm.
  16. So all my remaining bunkers are gonna be fully stocked, that's very good 😁 Thanks for the info!
  17. A note: Beachcombing offers most clothing pieces, albeit rare. You can get all the clothing pieces you mention on containers washed up on the coast. If a player have a very old run with exhausted resources and all looted, beachcomb offers a chance to get otherwise no longer avaliable items, even on interloper.
  18. I have a question, im on a new run and i have found 6 prepper bunkers around the world, all abandoned/empty. The wiki says 6 bunkers will always be abandoned and the other 3 always fully stocked, ¿But how this work exactly? It's pure random at world generation or you need to first enter 6 bunkers and then the other 3 could be fully stocked? If it the first case, im just having an atrocious luck.
  19. There are two systems related to beachcombing in the game: - The 'Classic' system: Random items wash in the coast every few days, not related to blizzards, you can get them without needing a blizzard. However, blizzards re-spawn all of those items (Most times). In settings with very low blizzards, this could be the mayority of the BC loot. - The new system: Containers, pallets and other items spawn after every blizzard.
  20. BRA controls beachcombing loot.
  21. Actually the loot on lower difficulties is so high and abundant that both game settings have problems with BC, even if blizzards are not very frequent on voyager. About Interloper, there is nothing bad about items washing after every blizzard, the problem is the kind of items spawning. Finding cloth, leather, wood or common resources isn't problematic, the problem lies about finding an inmense amount of fish (Food + kerosene), carcasses and other very usefull items. It's similar on lower difficulties anyways, where you can get 3 hatches on a single canoe or several arrows. Changing the % of the problematic loot washing it's more than enough to balance the system.
  22. Yes and no. The loot overhaul changes most of how the game routes and loot trips works, this is not the same than more overall loot around the world, varies between regions. I have played around 20 loper runs in the last months and my experiencies were inconsistent, sometimes struggling a lot but other times incredible easy. This bug was present even before the DLC update, albeit very rare. Isn't very common, but anyways it's still a bug and not something intended. This is true and most players have already gived a constructive feedback or ideas to balance the new system. BC it's so OP that even content creators are giving a try to 'only beachcombing challenge' on interloper. Actually, the only 'intended' feature designed around making the game easier (Not just for interloper) it's the change on the bearskin coat blueprint, now needing just one bear hide. The other changes on Interloper settings are more indirect and uninentional, something that im pretty sure it's gonna be addressed at any point of the year (Mostly beachcombing).
  23. Fire axes exist on game files since the start of the game, they even have an unique icon. It makes sense if the upcoming hatche variant it's a fire axe 😁