xanna

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Everything posted by xanna

  1. All the diffrent object sounds when you pick things up or select them. And the sound of rifling through drawers.
  2. Being able to tell the status of things you're cooking by listening, the tell-tale sounds thins make on the stove.
  3. I levitated this arrow, or is it a spear I threw at the tree behind?
  4. Correct 🥇 Too easy? It's hard to pitch this well!
  5. Same, I don't have mods because I play on Linux. I have a dual boot to Windows, but that version is too old for the mods now, too. But the ones I would want to run are: Placing anywhere Place from inventory (is that still a thing?) Reduced loot Maybe Feat progress in custom mode More locked doors Correct drop orientation, to put matchboxes the right way up! And quite a few others look very interesting for specific runs, but not for main runs.
  6. Here's one for you. Where is this?
  7. I think it's more explicit in Wintermute
  8. People play other modes because they want to, not because they "can't handle" interloper or NOGOA. For the record, I play loper, and a custom with far less loot than loper.
  9. There's a grave marker outside it. It's full of bodies.
  10. I don't want to open the basement at Thomson's Crossing 😱
  11. 20% longer means they would have two hours burn time. That's a lot! But 100 minutes is already a lot. If people don't craft for 100 minutes, I don't think they'd craft for 120. To spark a behaviour change, I think you'd have to nerf pulled torches, and nerf them quite a bit. Lots of players consider them OP so there's an argument to be made for that. But personally I don't want to change them.
  12. I love the looming trees, very evocative! Thank you for sharing this
  13. My suggested solution from another thread. Requires minimal reprogramming
  14. Crafted torches are 100% condition, which is 100 minutes burn time, vs pulled torches which are between 20-50%, or 20-50 minutes. So crafting torches already has a big advantage. What kind of numbers are you suggesting?
  15. I think the right answer would be to reduce the amount of down per bird, maybe 2 lots instead of 4. That way it's about an hour per bird, which feels a bit more realistic, reduce the amount of complaints, and it also makes getting to the improvised insulation and down bedroll take longer, which is good as they're a bit OP.
  16. Ah. My calculation of whether it's reasonable is based on comparisons to other things in the game, and the amount of benefit you get from the down. It's not based on comparisons to real-life. If we start doing that too much of TLD unravels. Harvesting times and stuff like that are based much more on game-balancing than realism, I expect.
  17. I don't know Pilgrim loot very well, but on Interloper these days everything is more randomised than it used to be, so maybe that item is in that place only sometimes
  18. I've had it on Pilgrim there a few months ago
  19. See here for explanation of ptarmigan down harvesting. Spoiler: it's not 4 feathers, and 2 hours is not unreasonable.
  20. yep Thie wiki is usually good about marking DLC-only things as DLC-only. Looking back throught this thread, we've all done that too.
  21. Yep, as I said, the bunkers with wheel-operable hatches are also permanent fixtures, but they may be empty or may be chock full of good loot. They are in hard-to-find places, but are always there. Not every region ha one, there are 9 of them altogether. Despite the warning, this seems to be accurate: https://thelongdark.fandom.com/wiki/Prepper_Cache
  22. That map is for v1.98, when bunkers did used to randomly spawn. We're on v2 since the first big update with DLC drop (Dec '22), so It's out of date, those bunker locations are no longer correct. Really sorry you did a bunch of work