Glacia

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Posts posted by Glacia

  1. Just keep searching at unusual places, tools usually can be found a bit hidden or in less common spots than before. For a example a possible hacksaw spawn is in the car outside PV farmhouse.

    Anyways there is a chance to find tools in "old" spots, and all common supplies.

     

    • Like 1
  2. Interloper new loots:

    - Quality tools (And likely normal ones too).

    - Fishing books, i have looted 3 in less than 10 days. Not sure if other books are avaliable.

    - A lot of clothing, even quality pieces like the aviator jacket. Almost exclusive to chests. If aviator jackets can spawn it's likely most clothing pieces can be found, if not all.

    - Ketchup chips.

    - Carcasses, so free hides/guts from wolf/deer. Cured rabbit pelts can also spawn, i have never see a rabbit corpse.

    - Notable changes to loot include an abundant source of fish, more saplings, wood and cloth/leather (Both cloth and random clothing to dismantle). Scrap metal spawns as usual.

    Unconfirmed loot for interloper (If anyone can confirm, please leave a repply):

    - Matches/Firestrikers.

    - Improvised tools (Normal ones are not avaliable ofc)

    - Arrows or arrowheads.

    - Flare guns and shells. Note that both are avaliable on loper but not confirmed via beachcomb.

    - Several other resources.

    Please post your discoveries so we can update the wiki! 🥰

     

  3. Cabin fever is the only feature that players have been requested to remove since the first days of the release.

    It is not fun, it offers nothing to gameplay but an annoying experience, it is even absent at 'easy' game modes and on harder ones the veterans know exactly how to fully avoid it.

    Cabin fever was created to encouraging players to explore and not staying inside for longer periods, in a game where the premise is 'Not rules, you play and do what you wish'. Cabin fever it's against the core concept of a 'Sandbox' experience, not a single player likes it and it offers nothing to the game.

    However i understand the devs idea, this was created to restrict a bit certain ways to play. The 'well fed' bonus was added to prevent players to do Hibernation, and it works perfectly, not just encouraging to stay healthy but also rewarding the player for doing it.

    In all the years of the game several players have suggested changes to cabin fever, included:

    - A 'Sanity' need, much like Green Hell or other survival games. This could be the best option but a very complex to add/balance, this is because we are likely never gonna see this addition.

    - Nerfing or changing cabin fever on harder settings. This makes the system even meaningless.

    - A reverse system, very like well fed. Like if you stay 'Motivated' (For a example, stay outdoors or move X distances, do certain tasks) give you a buff like 'Motivated'. The buff for a example could give the player a bonus of stamina regain, less fatigue drains or a bunch of usefull things.

    This encourages players to stay active.

    This in my oppinion is the best choice if the devs want to keep the 'cabin fever' system.

    And of course removing it, it's still a very requested choice and with the current status of the system i see no reasons to not do it.

    • Upvote 2
  4. New clothing items:

    Good and balanced additions for all game modes! They also fit well on the game concept.   10/10.

    Fire-Hardened Arrows:

    I think there is a bit of 'Noisemaker symptoph' here, an addition what was it overthinked for balance reasons. This leads to release an almost completely useless item with zero impact. The arrows have several problems but most of them lies about the inefficiency of crafting/using them.

    You can just use them to hunt rabbits (Stones are a better option, sure they re harder to land but renewable and free), and you can avoid or fight wolves with several other resources. While leveling archery with this arrows may seem interesting, you are gonna spend a lot of feathers.

    I mean.. i like the idea. I don't like how it was executed, there is even a new UI feature for the arrows for a mechanic that 99% of the players are never gonna use on any game mode.   3/10.

    Acorns:

    I really like the new acorns! It's a refreshing experience and enjoyable feature, i think however this resource have exactly the same as the previous:  Overthinked for balance reasons. The idea of a renewable coffee source stopped when players know that acorns are actually non-renewable and they don't respawn.

    This plus the whole process to make coffee, make an otherwise interesting mechanic, as only another minor and irrelevant feature. I think most players really like the acorns but think they should be renewable and the process less tedious.

    Also, please move the acorns UI to 'First aid' section!    7/10.

    Enhanced Prepper Bunkers:

    Excelent feature! Not a lot to say here, they are just an enjoyable feature and well applied.   10/10.

    Enhanced Beachcombing:

    This is exactly the opposite of the fire hardened arrows or acorns, a feature released without thinking of balance, you can get massive loot supplies. This is not bad anyways, the new beachcomb it's actually incredible good and enjoyable!

    With re-balancing and bug fixes it's more than enough, but the feature it's awesome.   10/10.

    Handheld shortwave, Signal Void and related bunkers:

    This is the best part of the update and again shows how great and creative the dev team of HTL is. Not just offers a lore-rich content but also a fully new gameplay experience, revitalizing old regions, encouraging deep exploration and a high risk-rewards scenario.

    Unlike the TLD dev team of many players affirm, the players like the GAMEPLAY of the tale and not exactly the LOOT. You don't need tales to progress or get the best clothing, you experience the Tale because you want the challenge and gameplay.  And this is why excluding interloper for the tale was an atrocious mistake!

    Anyways, the tale really brings a new enjoyable and fun experience, it's a 10/10 for me. I really hope to see soon an update to add tales to interloper to make every player happy.

    ¿Overall?  9/10.

    This update comes with new rich and enjoyable content, a great step for the game and demostration of what tld devs are capable of. 

    Altough new items have a few balance problems and most players suggest a tunning (Hello, acorns), this can be changed later so not a big problem.

    I think it's better to separate the Interloper exclusion of the Tale to the patch content. This can be fixed/changed, but the content it's still great.

     

     

    • Upvote 1
  5. 40 minutes ago, Kranium said:

    Hopefully they can get it working 100%, at least then the money I paid for this DLC won't have been a waste.

    It's working almost at 100% now. The author released a 1.1.1 version with many bug fixes, https://github.com/Fuar11/SignalVoidInterloper/releases/download/1.1.1/SignalVoidInterloper.dll.

    However the journal it's still buggy (Not impact on gameplay anyways). Im playing standard interloper with the mod and it seems to work, i need more testing anyways to confirm it's working at 100%.

    Thanks @Fuarian!

  6. Copied from discord:

    You can find them with the shortwave but the locations are always the same. So you can go there without having the shortwave and it will still be there. But to uncover it the game checks to see if the transmitter is repaired and if there's an aurora, not if you have the shortwave. This is because you will only ever find the bunker WITH the shortwave if the transmitter is repaired and there's an aurora. So they check for those 2 things instead of having the radio in your inventory.

    Right now the mod let the player get the shortwave, but have no use because if the transmitter it's absent, you can't enter any bunker anyways. The transmitter small cabins only spawn if resources are set to at least, Medium (Stalker standard). Also i don't know if fussibles and wires spawn on interloper settings, this could be another problem for making a mod to work.

    In order to have a full working loper with tales, we need to have the transmitter stuff avaliable. Thanks for the modder for the ongoing work!

    • Upvote 1
  7. As said on this post, if the books give skill points (5 or whatever number), this could be incredible overpowered on all game modes. And if it's random like 1/5 books give something, most players are gonna ignore them anyways.

    I think several cool ideas can be applied to books to make them more than just a firestarting item. For a example, in project zomboid you can get depressed or bored if you stay a lot inside (Something like cabin fever). If you read books or magazines you can cure them.

    Reading a book (once per book) can be an interesting choice to remove or reduce cabin fever risk. So keeping a few books in case of emergeny can be reasonable.

    I like your idea anyways, but i think it should be better if the points are a random ocurrence than a permanent mechanic. Like reading a random book and after X hours the book is fully readed, a message box appears and say "You find a bit of knowledge on this book, your cooking skill have gained 3 points", with 15% chance and random skill, for a example.

    • Upvote 1
  8. In fact you can emulate loper with the Tale included but this is not just enable or disable an option.

    Using the resource avaliablity at "Medium" means you are gonna find ALL non avaliable items on loper like tools, better clothing and indeed, a massive amount of resources. So there is not a "loper with tales" settings, it's more like an "Stalker with some parameters of loper".

    90% of the Interloper challenge comes from the lack of certain tool or items and very low resources early, and you can't experience this playing "loper with tales".

    If an option to enable/disable could be present, i think no one should be complaining but people with very long runs.

    I have my survivor still alive from the day 1 of the DLC and at day 470, and i wish to keep playing and enjoying the content every patch. Four months of playing to be unable to access contents just because i like the interloper settings. And i can't even emulate well my gameplay in another run!

     

    • Upvote 4
  9. Im pretty sure this was something related to time of release than a serious balance choice. Interloper loot tables are not even working at 100% (altough mostly fixed) , isn't hard to believe that developers have been focused on the content and not the specific changes needed to make the Tale works on loper games, likely because it is a hard or pesky work.

    However they are listening to the community and while this is not a confirmation of a patch to add tales to loper games, i'm very happy about knowing we are being listened. 

    My advise it's still to upload a hotfix to add the Tale to loper games, not even thinking about balance because a later patch can fix or change problematic things. Anyways, i highly appreciate the dev team!

     

    • Upvote 4
  10. I agree with @Serenity about the DLC concept, actually i find the update truly awesome.

    The problem about excluding the tales of Interloper isn't exactly about balance. As stated several times, experienced players can survive even in bad scenarios without needing any special mechanic.

    Interloper players don't need the Tales but instead want them. That's exactly why everyone is complaining about the update!, Hinterland focuses on balance and this is good, but interloper have reached a point where keep excluding features or items it's meaningless. 

    Not everything it's balance, it's rather about the experience. Yes interlopers can't use firearms but can use weapons and hunt, the same applies to inferior tools or clothing pieces, you can still survive after all. But the Tales are a new gameplay experience, keeping interlopers out of this makes a bad feeling about the game. 

    I think Interloper it's working as intended for a very long time ago, we don't need changes about the content we can play or not. The challenge works as intended, so it's better to let the players do the new content at late game.

    Also, while i haven't experienced the content yet, i think wandering at night with a full aurora during interloper early game seems very.. crazy. You should do it at late game and again this is not a problem of balance because you should already have everything to endless survive.

    • Upvote 8
  11. It seems most people have their favourite choice for the second feat, and cold fusion remains a mandatory pick.

    Efficient machine, of course, isn't core or essential to survive. It's just an small but noticeable enchancement for all tasks, indirectly improving most of the gameplay. This feat is arguably the best "Meta" feat for purely competitive reasons, but there are more feats to be considered. 

    In fact, feats in this game are very different to other survival games with expanded "Initial traits" who have a massive impact on gameplay. Feats are just an small, and not essential, bonus rewarded for doing specific tasks in your gameplay. 

    As stated by @ManicManiac, a lot of players (me included) prefer a "Featless" gameplay. In my case i have my interloper survivor at day 300 without using feats and i have never feel a significant difference between my run and runs with meta feats.

    Run cold fusion and use the other slot for your favourite choice 😉

    • Upvote 2
  12. 2 hours ago, SuperStriker16 said:

    What about Expert Trapper? I heard you can basically live off of the passive income of your snares, but i've never used it in a run.

    Very niche, can be worth picking if you live in a base with a lot of rabbit dens nearby, like trapper cabin. It is worth to note that snares can't produce an infinite spawn of rabbits, on harder settings with longer animal respawns, you are gonna experience most of the days without trapping anything even if you have 50 snares. The feat just makes the task more efficient, but does not offer an endless food source.

    • Upvote 1
  13. Cold fusion is mandatory, there is not a single reason to not pick this great feat! 

    Despiting what most players will advise, it is NOT advisable to pick the campfire feat. Yes, nv3 firestarting can help early but leveling firestarting it's incredible easy and fast. Also you can use Books to start fires early game for the extra %.

    You should always pick an usefull feat for every scenario, picking niche feats like blizzard walker or book devourer isn't very advisable. With this in mind, the best overall feat it's efficient machine!

    If you find yourself sprinting a lot, the feats related to it can be an alternative choice for efficient machine. This enchances sprinting in all game stages 😉

    • Upvote 2
  14. 2 hours ago, deviro_verity said:

    Is that boat in the last picture new? I can't recall ever seeing it. And which region was that screenshot taken from? I think its overlooking the waterfront cottages next to commuter's lament in CH.

    Yes it's a new asset, similar to the one at the cannery anyways.

    For me, it's the border of the Bleak inlet region, near the hidden island and coastal highway terminus landmark. You can't travel further because of the thin ice, but you can see a forest not too far from the other side, similar to the one at the screenshoot.

  15. 10 hours ago, GothSkunk said:

    For paid content, this level of ridiculous temperature and wind difficulty is extremely disappointing. Here's hoping Hinterland smartens up and warms the region up

    I find forsaken airfield as a tricky and hard region, however i think there is something that you are doing wrong. The temperature it's incredible cold and explore the map with high winds can be a headache, but it's just about to wait the best scenario (a clear weather near nightfall). 

    A problem about the region it's the ¿Emptyness?, sure it's vast but you can actually explore few buildings or points of interest! If you know where to go, you can loot and explore the entire region without many problems.

    About long-term, i think the only viable base it's actually the island cabin rather than the airport itself, because you can use the fishing cabins nearby for unlimited food. Just come to the region with fishing nv5, lots of fishing tackles and keep fishing/killing wolves near the cabin. Surely there are enough sticks on the island to keep a fire on the fishing cabin!

    The main problem should be the boredom anyways 😅

    • Upvote 2
  16. 6 hours ago, RaukGorth said:

    Hey, are you sure that is all the changes? What QOL?

    QoL (Quality of life) means just fixes, improvements or small changes without impact on the gameplay. Im not sure if the patch notes have the full info about the update, since it's a big one (like 3 gb), but most QoL updates are hotfixes and surely we are gonna see the full details in the upcoming patch soon ☺️