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.
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.
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.
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?
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.
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.
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
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
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
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