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About Me

Found 1,150 results

  1. Would anyone be willing to share events that have happened to them in The Long Dark regarding the timber wolves. What happens to me was, I got stuck at the top of pensive lookout in bleak inlet and a timber wolf managed to run up the stairs to the top and attack me. Until this point I did not know they could get up the lookouts.
  2. Not sure if this has been suggested before but I do feel like scarves in the game should be worn as an accessory, not a headgear. It seems a little silly and maybe rational that you can't wear a scarf when wearing something like a toque and a balaclava too. Also it bugs me when the mackinaw jacket for instance isn't fully buttoned and your neck is on display 😂 As far as I can tell, the only two accessories in the game are the satchel and the wool for the ears. So, does anyone else feel like a scarf should be an accessory, not a headgear?
  3. Do you think, if you planned your journey properly, that you could survive Entirely without a bedroll?
  4. I have an idea for 2 Challenges/Badges which could be linked. Inspired by movies. 1. The Sound of Music challenge - Climb Every Mountain. Not sure what benefit the badge would bring, maybe a better chance of completing a climb? 2. Light The Beacons! (from LotR) - Light a fire on top of every mountain. Suggestions for rewards welcome on this one. I´ve made these suggestions in a light-hearted manner. I enjoy a little whimsy now and then.
  5. What in game things, drive you mad? Here's one for me - that wolf is near the island you can't get to in CH. The weak ice doesn't seem to bother the deer or the wolves. I've lost a couple of deer in just about that spot too. Just drives me mad. Plus, I really want to see what's on the back side of the island.
  6. Hello everybody, i'm not sure is this already been discussed but in my opinion, campfire goes out too fast when wind starts to pick up speed. Suddenly 4 hour burn time is 9-7 minutes. It bothers me so much that there has to be better way to implement fire go out faster in windy conditions. I know that blowing wind provides more oxygen to fire and it makes wood burn faster. Could it be more subtle about burn time going faster without it drop so dramatically. It could burn wood three to six times faster, so 6 hour burn time would be 2-1 hour burn time? And it wouldn't drop to 6h to 1h in second but burn time would start to go faster so you have time to react to it. Then there is blizzard wind speeds that could put out campfire immediately but wood that you put there before fire going out would remain. If there were 4 hour worth of wood before it goes out it starts from there when you next time light it on fire. There could be even possibility to get some of your unburn wood back when you break down campfire. There are campfires around the Great Bear Island and it would be neat that you could find campfire that contains example 1 hour 15 min worth of wood to burn and you wouldn't need add wood to start the fire. I know somebody answers that they like the game how it is and there are so many sticks lying around anybody could possibly need for long lasting outdoor fires. That is fine but i think there is a way to make fire go out more predictable manner and not ruin the game experience that now exists.
  7. How long did you play Pilgrim before you moved on to the other modes? Did you just dive straight in to Interloper? What mode is most comfortable for you right now? (Wow, I´m a nosey Parker today! :-P)
  8. EP 3 has huge Immersion Problems and it totally ruins the experience One of the most important things in TlD is the believable worldbuilding and that actions have consequences. One never has the feeling, that stupid decisions will not ruin your run. And yes i know, that this is storymode, but that doens't mean that we have to dumb the core values of the window. What do i mean exactly: 1. Timberwolf: This is just a gamy mechanic with no real porpose other than to stress out the player. You can not avoid it and the solution is just plain stupid. Just shoot at them until a hud element drops to zero. For a game which does not want a overbearing UI, this is a strange solution to a made up problem. 2. Story problems: Astrid is a badass, i get it. I don't have a problem with a strong woman in a videogame. But what she does is straight up incredible and to say it bluntly, stupid. She investigates a planecrash in the hills to look for survivors and find the ID's of victims. So she strolls up the mountain and finds the crashside. She than finds some dead bodies and loot which she can use. Than suddenly she hears a weak moaning and she runs to it to help a survivor. Joke is on you, you have to collect the ID's and the insuline before you can interact with a dying woman. That right there alone would kill any immersion you got until that point. Even worse if you have to search for a hidden body for half an hour, while this woman is dying alone without any treatment. But it does not end here at all, it gets even worse. So you treat her injuries as good as you can and troubleshoot what you can do. Bring this woman to a protected place where you can see for her needs and get her on her feets again. So you pick her up and find the perfect place, a cave with fireplace not far from the crashside. You go in and just toss her to the ground like an annoying piece of shit (what she really is). You start a fire to get her bodytemp up and keep troubleshooting. At this point i was excited, i thought i had to leave her there to get stuff, medicine and food, for her survival. But little did i know, i read the questlog! The game reallx wants you, a woman with probably 60 kg, to pick up your bag, 30 kg, and this woman, probs 45-50 kg, and bring to the community centre. Are you shitting me? Not even the "Mountain" could do that, let alone a woman with 60 kg. To makes things even worse, you have to keep her warm. The funny thing is, that at the planechrash there is enough stuff to equip a footballteam. But you don't use that and you just let her freeze to death while you are sweating in your cloths and under the 80-100 kg on your back. After that experience i could not bear the thought of playing EP 3 further, and that makes me sad. I love the game in general, but this storyline does not fit into the world Hinterland created so carefully. Pls discuss the point with me and let me know if i am wrong or just stupid.
  9. Evening All, This post is just a simple FAQ for the forums for our new members. The same questions keep getting asked so why not start and FAQ? The problem is, the only question I remember with any frequency is how to do spoiler tags so feel free to add the tips, tricks, and shortcuts that help you post For Spoiler Tags: Write the following using square brackets [] as opposed to regular brackets (): (spoiler) The stuff you don't want to spoil (/spoiler) Like so:
  10. Man, I had forgotten just how cool but arbitrary the old foraging system was. I am replaying the first version of the game, and finding wood and food is the most harrowing race against time across all versions of TLD. Thousands of calories of meat lost daily (no starvation exploit of course) but I wonder if I just got spoiled. Anyone else have thoughts on this? Oh, and once I run out of resources I am so dead, isn't that a fun realisation? The game now at least has renewable items to barely still be alive indefinitely lol.
  11. Remodel of the rifle: I feel like a remodel of the rifle could be...reasonable. I know that they're going for the style of a Lee Enfield, but it just feels off. I feel like a sporterized version of the Lee Enfield would fit in better. I see nothing wrong with the rifle on it's own, and I personally wouldn't mind it staying in, but I feel as if the sporterized varient would be more visually appealing. Scope: I think it would be nice to see the possibility of a scope in the game. You could find it attached to a rifle or even detached, then having to put it on the rifle (Possibly needing a simple tools kit because putting a scope on a rifle isn't easy if the rifle wasn't prepared for one.) This could help in longer range hunting, helping you stay out of the danger zone. This sounds good..but there could be a catch. If you are attacked by a moose or bear, the scope has a possibility of getting a crack in it. This crack could not be fixed and would visually impair you though the scope. After enough encounters (around 2-3), the scope would break and it would be useless. You would then have to find another scope, if there are any more. A scope would make sense since alot of people on the island probably hunted for a good bit of their food. And now that I remember it, a scope could also slow your reload time since you cannot use stripper clips. Shotgun: Yeah, yeah..I know. The shotgun is a popular topic, but I'm just going to give my own opinion on it. I believe that the shotgun, specifically a 12 Gauge single/double barrel, could be useful in a variety of cases...but not the best for all of them. Like a jack of all trades gun. It could be used to hunt crows with birdshot. It could be used for hunting with buckshot or for self defense against wolves. Slugs could provide a chance of defense against a bear or moose. Since it is a jack of all trades, there should be a downside..right? Well, besides the single/two shot capabilities, I think that the shotgun could have a chance of hurting your shoulder if your character isn't an experienced shooter yet. A bruised shoulder could hurt your aim and shooting with a bruised shoulder could make the pain worse and worse...along with the aim. Stripper Clips: Simple. I believe that stripper clips should be found individually instead of automatically having them. That is just my thoughts on what could be added, although I'd love to hear your discussion below Also I would love a COOP mode but I doubt that'll ever be added so I'm praying for mods
  12. UTC-10

    Reloading Kit

    Asking for consideration of a reloading kit that would has the dies and tools to actually reload the spent cartridges given a supply of necessary components - bullets and gunpowder. The reloading kit would tend to produce less than commercial "perfect" quality ammunition compared to what the player could produce at the ammunition work bench. The components can come from two sources - homemade at the ammunition work bench in Bleak Inlet or found in rare small packages (two to five rounds worth) of commercial components here and there. Homemade components would have a skill level decrease of -2 while commercial components would have a skill decrease of -1. Player skill can never be below level 1. If you do go back to the ammunition work bench to reload cartridges the -1 and -2 don't apply. Whether use of a reloading kit has the same credit as reloading ammunition at the workbench is up to the devs. Under this proposal there probably wouldn't be enough commercial component packs to make that much of a difference and using up commercial components at low skill level might be not desirable except for emergencies. This might be something for the future. It would add to the workload of the devs to implement so I am hopeful, but don't expect anything soon. We just got the ability to make ammo and now I suggest being able to make ammo anywhere. Reason: I achieved Level 5 Gun Smith by reading a number of Practical Gunsmithing books and making ammunition at the ammunition work bench. Not too difficult when you play in Pilgrim. As I leave Bleak Inlet, it struck me that my gunsmithing skill, even though maxed out, would be functionally completely useless because I need the ammunition work bench to make bullets, gunpowder and to even load the cartridges. As opposed to using a forge, where I didn't have to have a skill to forge items (hmmm, another possibility?), I now have a specific skill that has no real use away from the ammunition work bench. I realize that I want to be able to use my skill elsewhere in some fashion which is why I make this suggestion. I assume the devs had thought of it too. They're pretty smart folks.
  13. Hello, fellow survivors. Preface Everything I suggest here should be taken as that: a suggestion, even if I don’t explicitly state every single time that I intend it to be a suggestion. Also I do not claim to be better at designing a game than its proven to be successful game designers. But I play the game, frequently, in depth and at a fairly high level, and hence I think I can allow myself to make suggestions how to improve it. What I do suggest is an alternative path to make long term survival harder - alternative to the drastically “improved” Wolf AI. Apparently the developers see a need to adjust the viability of long term survival, and to a certain degree I agree. What I do not agree with are the means this is sought to be achieved. Not because the resulting challenge is too hard, but because it alienates long standing players and in many aspects betrays established core concepts of the game. Also I do not tackle Timberwolves in this intentionally. They are their own fish to fry, and as such do not apply to most of the game as it stands being restricted to Bleak Inlet which I personally consider to be “in beta” as much as the Timberwolves themselves. Finally: not all of those ideas are mine. In fact they are more a compendium of good suggestions from an amazing community that has a lot of great ideas to improve their favorite game. What I try here is to bring some of those together in a balanced fashion that still achieves the developer’s goal of making the late game more challenging while keeping The Long Dark true to its roots and without alienating players. Please do feel free to add to, criticize and utterly demolish this if you can argue your point of view. Just please keep it civil, factual and respectful. You are entitled to your opinion, I am entitled to mine. The new Wolf AI In the current state wolves behave in a highly inconsistent manner. Some of this inconsistency may be due to lackluster implementation, but the bigger share of it is probably intentional. This makes predictions very hard and puts an over-emphasis on luck or better: the lack thereof. In a game that presents you obstacles there should be the appropriate counterplay available to overcome these obstacles. This allows for expression of skill and experience and gives the player the feeling that their actions do matter. Reducing mechanics to random chance removes the player from the equation, and degrades the question of success to a mere roll of the dice. This rewards players for refraining from taking action altogether and punishes those players that want to enjoy a more active playstyle, furthering - not disincentivizing - inactive late-games as we do experience now. Currently wolves do two new things that have been introduced recently: Wolves and fires The first thing is that they do not flee from fires anymore, but rather wait a certain amount of time (10 ingame minutes?) before charging the player. This renders fires as defensive positions rather ineffective since this does no longer allow to perform time lapsed actions. Pointing a weapon at wolves - any weapon, including stones and guns without ammunition - causes them to flee. The interesting thing here is that there are apparently three random checks for a wolf to flee: when it becomes aware of the player (this has been in the game forever and it's fine), when it becomes aware of the fire, and when if decides to charge the player. This makes wolves highly unpredictable and invites the notion that it is best to avoid them altogether, basically removing wolves from the game and reducing them to a sudden (and rather random) death. That wolves do no longer flee from fires that are being in the process of creation is a welcome change that removes the possibility of just being able to mindlessly wander about and “drop” a fire to remove any wolves in pursuit. That wolves however do no longer respect established fires as protective zones is something I can't agree with. Since the inception of The Long Dark fires were safe zones that protected from wolves. That bears do not adhere to this logic is a controversial topic, but has been long accepted since. What I propose is to keep the “hold ground” mechanic when approaching the player holding a torch or a flare, or a player in the process of being creating a fire while holding a torch or flare, but revert to wolves consistently fleeing from already established fires. Players that try to create a fire without having a burning torch or flare equipped are fair game and a wolf should charge them in any case. Also players that aim weapons at wolves while at a fire should be subject to retaliation rather than the wolf fleeing. (While we’re at it: the same should be true for both bears and moose, meaning they should respect established fires unless they are defending themselves.) So in short: flares and torches buy you a bit of time, established fires are safe zones as long as you don’t take aggressive actions. This emphasizes the importance of carrying a torch over how the game used to work - which meant that just having a single match was enough defence - but also retains the players ability to create a safe zone to sleep, craft, harvest and cook outdoors if the player manages to build a fire protected from the wind and provide enough fuel to it. Wolves and decoys The second change concerns wolves and their behaviour with decoys, also known as bait. Wolves do no longer pick up decoys unless the player is excessively far away, and also picking up decoys at all is highly inconsistent, but I don’t think that’s intentional - and indicative of a bug. What should happen is that once a player drops a decoy the wolf tries to acquire it as fast as possible, e.g. sprinting. If successful the wolf should escape as fast as possible, possibly while engaging in “evasive maneuvers” to throw off the players aim. If the player actually aims a weapon at any time in the process the wolf should indeed charge the player if still within reasonable range. This would achieve a multitude of things: decoys would again reliably serve their intended purpose of dropping the aggro from a pursuing predator. But it would also make it very hard for players to “exploit” decoys as bait as was stated by the developer's multiple times. If a player still manages to successfully hit the wolf that is the appropriate reward for them risking a struggle if they don’t. Both solutions aim to retain the player’s ability to reduce the threat from predators reasonably, while removing the ability to exploit either fires or decoys to hunt wolves (or big game) without the possibility of retaliation. General balancing changes to make late-game more challenging Since it is the apparent wish of the developers to make long term survival in The Long Dark more challenging I want to propose a few “knobs to turn” to achieve this with without frustrating the actual setting and feel of the game, but still achieve the desired uplift in late-game difficulty. Also a few points serve to mitigate some of the hardship put onto players by other points. Combat starvation more effectively While the non-punitive approach to combating starvation - the introduction of the Well Fed Buff - received a lot of praise from the community, I feel like Well Fed isn’t doing its job properly. If starvation is intended to remain an option to bridge periods of low access to calories then at least it should not be possible to maintain this state indefinitely. There are several ways to tackle this. One would be to simply raise the damage from starvation. But it has been pointed out several times that surviving without food is possible for weeks, which is at least technically correct. What however is not possible is to remain highly active while being starved of calorie intake and maintain this indefinitely. What I propose is to introduce a debuff that triggers once a player is actually starving, e.g. has run out of calories. This debuff would be called something like “Starvation Risk” and wouldn’t do anything on its own for the time being, but would stack up to “Starvation” over the course of 48 hours (2% per hour). Removing “Starvation Risk” is done gradually as well, with 2% for every hour of being fed. Once reaching 100% the player contracts the “Starvation” debuff, which comes with a heavy fatigue penalty akin to suffering from hypothermia, and also prevents all condition recovery. Curing “Starvation” would require to remain fed for at least a full day, with the timer again gaining if starvation occurs again. So for example being fed for 12 hours, starving for 4 and then again being fed for 16 hours would still cure “Starvation”. Being fed for 12, starving for 4, and then again being fed for 12... would not, but still require 4 more hours. To balance this after losing Well Fed (and right after starting the game) a player would have a 3 days grace period before starving would trigger “Starvation Risk” again, adding up to a total grace period of 5 days before having to face “Starvation”. That means a player that’s generally aiming to meet their calorie requirements isn’t punished immediately for failing to do so for a short time. Players generally successful in fact are probably never faced with it. The concept behind this is to prevent long-term starvation as a viable strategy without punishing players for intermittent drought periods too harshly, and to incentivise an active playstyle that revolves around acquiring resources such as food and firewood and as such is more susceptible to predators over a passive playstyle that mostly revolves around passing time, sleeping as much as possible and evading actually playing the game. Remove Cabin Fever With having to procure food to stay alive there is more than enough incentive to go outside and no further need to punish players that prefer to stay in man-made shelters most of the time. Aside from that Cabin Fever is easily worked around and mostly a relic of the "Leaderboard" days. 0% food should not be edible Once food reaches 0% it’s gone. Maybe allow harvesting the empty can from expired canned food, but that’s it. This applies to old-world food as well as to harvested meat. In canon with that…. 0% meat should not be useable Once meat reaches 0% it’s gone, too. The player cannot cook it any longer, and hence no longer apply 50% condition to a piece of bear meat that has been lying around for 1000 days. This prevents infinite stockpiling and incentivises a playstyle that is more rooted in the now rather than the then. Add salt and self-made jerky (dried meat) To balance meat going bad eventually salt is added to the game, which can be found in rather large quantities in kitchens. Meat can than be cured over the course of 5 days indoors. Cured meat makes thirsty akin to beef jerky, loses 25% of its calories, and does not receive a 50% condition bump as cooked meat gets, but loses only a fourth of its condition if stored indoors compared to cooked meat. Also it is not smelly. The concept behind this is to allow players to prepare food for travels to counteract the much more dangerous wolves (compared to pre-Errant Pilgrim) and also to store some of their hunting surplus for later at the cost of time, while not invalidating cooking as the preferred method of preparing meat if immediate consumption is intended. Blizzards should apply their temperature malus faster While it is fine (and probably preferable) that blizzards don’t apply their temperature malus while a player sleeps, it should not take several seconds for the temperature to drop and hence allow the player to “dodge” a blizzard from clicking Sleep fast enough. This would make stocking firewood more important if wanting to indulge life in a cave. Currently a player living in a cave can dodge a blizzard by just sleeping it away without ever having to light a fire, while still enjoying the fire duration bonus you do not get from indoor fires. Living in a designated safe house should not be disincentivised. Fix traversing very steep terrain downwards Currently it is possible to traverse almost perpendicular terrain downwards without more of the occasional sprain risk. This opens up very powerful shortcuts. It is, for example, possible to slide down from the Timberwolf Mountain crash site all the way to the open air Cave (the one with the abandoned campfire) without more than a few sprained limbs. Many more of these shortcuts exist in the game, most of which were certainly not originally intended by the developers. I’m not sure where the threshold should be, maybe at 70° (90° being straight down), but removing this from the game and letting the player fall very steep descents would make a lot of maps as challenging as they were intended to be as the risk of falling would be much higher. While this might cause some backlash from the “goating” community, I think most can agree that this being currently possible removes a lot of intended challenge from the game once you figure it out. Closing words I again want to emphasize that these are ideas and opinions, and that they certainly are no blueprint to be implemented verbatim. But I strongly believe that these changes would help the game to be more challenging and even generally better, while helping players wanting to be more active and reward them for it - all of it while keeping core game concepts intact. Thank you for reading.
  14. So I was browsing Netflix and saw a crime drama series named "Hinterland". So I started with S1, Ep1, and ohmygosh it really looks like what I imagine the Coastal Highway region to have looked like when it had been populated. I mean eerily similar! Could it just be a coincidence? Nah? I dunno, but there's an awful lot alike about the two. The first half hour has rolling tree lined hills in a vast cold coastline with one road along the edge with rows of cottage homes that are dilapidated but livable. Fishing gear, small boats, and old docks way out in the water. When searching the home of the victim, the inside is so much like the homes in TLD. Single bookcases, single nightstands, old sinks and stoves, striped straight curtains!! It's kind of crazy! He searched a tall cliffed ravine with a water fall. Yup, there's a train and tracks too. A little bit later in the episode, he searches an abandoned part of an old home in the tall file cabinet! I had to keep backing up because I was so distracted by all the coincidences that I wasn't paying attention to what they were saying. lol If anyone watches it, let me know if you "see it" like I do, or if I'm just crazy. Anyway, I thought it too bizarre not to show you all.
  15. I think you made a lot of campfires. To protect yourself from wolves. To thaw frozen carcasses. To warm your own body. They have helped you many times. However, they are now a little obstacle.
  16. I have been trying to complete this achievement since I started playing the game. The instructions are simple: explore every interior location on the Mystery Lake map and the Coastal Highway map. Doesn't sound so difficult, but I am exhausted from covering the same two maps over and over and still coming up short. Although this current play through I did stumble on a previously undiscovered clearing with a cave high up on the hill looking down onto camp office that I hadn't found before. In this particular play through I have also found the prepper bunker in ML, so I figured I must have found all the interior locations. So are caves with a warmth bonus considered interior locations, because the only thing that could be hindering me from completing that achievement is maybe I have missed a cave? I know I have entered every physical interior space that generates a load screen, or at least I think I have. Does interior space include cars? I kinda would expect that it does. any help, ideas, suggestions?
  17. Post screenshots of easter eggs, secrets and things that are a bit off, here in this thread. 😀
  18. So About 30% off the time I eat those tiny fishes I get food poison, so now I don't eat em unless I have some antibiotics laying around. I can eat dogfood, soda pop ect at 1% but those fishes get me every time what I do find a bit ironic is that in RL at the local cannery they have like lets eat 50year old fish in a can day.. and none has ever died.. they taste a bit bland but still not bad for you at all.. so am just a bit confused.. that whats in my mind should be the most safe food is what has killed me the most.. but after vising the cannery, well it was a bit messy (thought it was the earthquake) so I see why the fish may be polluted.. however still..
  19. I was painting last night and i had been playing The Long Dark so i had a lot of inspiration. Well one thing led to another. So the UFO came and took my deer.
  20. Please excuse the long paragraphs I have here. I had originally written this as a letter to Hinterland but was then instructed to post my idea here on the forum. I'll trim it down to so you can see the idea i had in mind. The idea I had in mind was a game mechanic to allow the preserving of meat in the form of "salting and drying", or "smoking". The smoking aspect would be an addition to the campfire mechanic and would allow you to take a certain weight of meat, be it fish, bear, or any whatever meat be in your inventory, and select to "smoke" it until it is preserved like jerky, which could greatly reduce or even eliminate the odor emanating from it. This would also allow you to carry more meat on long expeditions, or store more meat for when the blizzards hit, as they will always do. While this could allow you to potentially preserve large quantities of meat to store for future use, it is not meant to be an easy way to hoard lots of food so you can turtle up and wait out the apocalypse. We must always keep moving after all. Smoking would take longer to do, and would require a campfire instead of a stove, thus increasing your chances of encounters with Bear Islands ravenous inhabitants. The salting method produce a similar product, a preserved, dried meat, but would have an effect more like actual jerky due to the salt content, providing both nutrients but also a sense of thirst. The mechanic could be selected from the survival wheel, merely combining the salt and meat in selected quantities and once combined, could be set out to cure indoors, much like the animal hides, and like the animal hides would also be a time consuming process. The trade off would be that this method would be safer, but at the risk of increased thirst due to the salt content. Salt could be added to the game since salt is one of the most common materials around due to it's uses in cooking, industry, and even road clearance, and thus finding this valuable material would prove invaluable, if you are willing to brave the elements for it. Each type of dried meat, be it smoked salmon, or salted and dried moose, could have different nutrition values, and even weights. This form of "jerky" could also have similar spoilage times depending on your studio's needs for balance.
  21. Hello fellow survivors, since I don't want to apply necromancy to threads that have been started what feels like ages ago I am here asking: What is your new favorite long term base in Interloper ? as of 1.69 Please keep in mind the "added" "unreliability" of fires to deter wolfes from ripping you a new one while crafting something in front of a fire, like you would in the barn in front of Paradise Meadows, or at the crafting bench at the Fishing Village in CH, and also that wolves in general are much more of a threat than they used to be. Right now I am really struggling to find a suitable long-term base that keeps all those factors in mind. I don't want to tamper with your suggestions, so I keep my reasoning for and against some locations to myself for the time being. Please consider indoor crafting at a reasonable travel distance a prerequisite.
  22. Yavind

    Christmas event

    Will it be a christmas event for the game as we approach the season? I'm thinking if there is a "secret" file in the game that activates itself when the date on the computer shows closer to Christmas Eve. I imagine broken christmas lights around the rooftops. Curved Christmas tree inside some of the houses, with Christmas decorations on and Christmas presents under the tree you can pack up and find toys .. Also that it is possible to collect, for example, a Christmas hat to add to some collection. Maybe an *achievement where you have to find Santa's hat, and it can be anywhere in the game in a random place anywhere on all the maps. And there is only one of those hats. Imagine how awesome this would have been. Maybe make this as a christmas challenge in the game? "Find Santas Hat". And that is where all the christmas stuff is
  23. I haven't seen timber wolfs yet. But I do see alot of grey wolfs. Are timber wolfs more deadly then the Grey wolfs in game? What do the timber wolfs do different that the Grey wolfs cant?