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Everything posted by Ruruwawa

  1. Interloper - Can't find any Wool Toques!

    I always get sweaters and socks from that cargo container. Not always the nicest ones, though. Thin + wool is a good haul, grats!
  2. Snow shelters. No cloth needed! HA!

    Very nice! Back in college (on Wisconsin!) I traveled with the camping club on skis to remote campsite in winter. Our tool: a machete. We had deep snow so we trod down a big area to compress it and quarried our blocks from that. Our shelters were quite comfortable, even with just backpacking stoves. And no cloth or sticks used for us either, just snow.
  3. Interloper - Can't find any Wool Toques!

    Grats on the toque, @Dan_. Just don't let the wolves and bears eat it! I prefer to think of it as a placeholder for the not-yet-implemented top-tier Canadian fur hat.
  4. Interloper - Can't find any Wool Toques!

    @Hotzn Pantless, ok, I can handle that. But hatless? You're asking for too much, man.
  5. Interloper - Can't find any Wool Toques!

    I think it's just bad RNG. I've had it happen before in interloper. As an interloper player myself, my #1 wish for this game is the ability to craft a hat.
  6. @bobbybob Your FM map looks fine to me. I got the achievement with only two exit Icons. But you did miss an Icon on Winding River (see below in spoiler). I looked at all your other maps too, but that's the only miss I spotted. Hopefully that's all you need!
  7. @derechtegraf1 I found I had particular problems with Icons (vs locations). Twice I thought I'd mapped them, and even checked the map for them immediately after surveying, but somehow they weren't there later. For me the problem icons were Hibernia in DP and the Cinder Hills Mine in CH. In addition the "Leave Crumbling Highway" icon at the mine end of Crumbling Highway was really tricky to map... took me about 10 attempts to get it to show. Once I re-surveyed these Icons I finished the achievement. v1.30, steam, custom game, live branch. If you still can't spot the missing location/icon, I'd be happy to review your map screenshots. I have a lot of practice staring at them now.
  8. Hello from Vancouver

    Hi Jeffrey, it's always great to have more community focused folks. Welcome!
  9. Death comes to those who eat carelessly

    I enjoyed the story -- thanks! Last time I ate raw meat by mistake was day 5 of an interloper run. It was a rough start (Desolation Point), but I'd managed to beat a wolf to death with a tire iron. I grabbed the guts but I didn't take any meat to eat, just a couple little pieces to drop as decoys as I crossed Crumbling Highway. Before heading out I ate a couple candy bars... too hastily. Somehow I clicked the wolf bait instead and gave myself both food poisoning and a 20 day case of parasites. Needless to say I'm far more careful about clicking food in my bag now.
  10. V1.30 Stalker Achievement Run II

    Not sure about the Edit problem but I've encountered it too. Seems like a forum bug to me. I did the Faithful Cartographer cheevo myself a couple weeks ago after coming back from a long hiatus. It definitely works now, even on a Custom mode game (I turned off character chatter "I hope no one needs this stick! Or that one! Or that one!" and sprains).
  11. Cabin Fever forever??

    Here's how cabin fever works: It calculates the risk based indoor/outdoor time during the past 6 days. If you spent 100% of your time indoors during the past six days indoors, a single night outside won't be enough to clear your cabin fever risk. When you get enough outdoor time, the risk starts to fall. Until then, it continues to rise. So how much is enough? 25% of your time in the past six days (approximately). Note that a few places that look outdoors actually count as indoors -- for example, some caves. It's easy to check for yourself whether your spot counts as outdoors: Check your journal and make a note of your total indoor and outdoor hours, then pass time for an hour. Check the jourmal again and see which one incremented.
  12. Yes. I just completed this on a new Custom game (Steam, v1.30). I chose to do it on Pilgrim settings but also wanted to turn off the character chatter and sprains -- hence Custom mode.
  13. Was Hinterlands decision wrong?

    I've played a lot of Subnautica and it's a great game. Survival is pretty trivial, but the game world is incredibly immersive. There's some really fun technology, too. Regarding story, Subnautica did a fantastic job of telling their story within the limits of their small-studio resources. It's far more "sparse" than TLD's story, and told almost entirely via brief voice messages encountered in the open world. The story guides you to places in the world, but it's not a a different story instance. You can break from the story at any point and do sandbox-y stuff for a while. Great voice acting carries the day here, with very little character presentation or 3d animation. I feel Hinterland bit off an enormous amount of work by choosing to tell their story via 3d animation. Regarding replayability, TLD seems a lot stronger to me. Subnautica's game world is much smaller than TLD's. It's a little hard to compare sizes when you're riding in a submarine instead of walking, but in terms of travel time I'd compare Subnatica's entire world map size to a single large TLD map (CH or PL or TWM). They've packed in a lot of different biomes and creatures, and there's base building too. But once you've see all that replaying Subnautica gets boring because of the small map, and the ease of avoiding threats and becoming self-sufficient (you could live forever without leaving your base for any reason).
  14. Dev Diary — May 2018

    @Stone I wonder if we could boil water and cook food at the same time!
  15. Dev Diary — May 2018

    I'm just coming back to the game after a long hiatus, and this stuff looks great! In particular I'm looking forward to the story presentation changes, new zone and new cooking system. I'd guess cooking in "real" game time will make the days pass slower, because we'll less real life time spent in accelerated tasks. But maybe not. Maybe multitasking other stuff while cooking will make the days go just as fast. Either way, I love the immersion of the campfire and stovetop cooking shown in the screenies. More wilderness is a huge plus in my book too. In my current game I'm exploring Mountain Town for the first time in the sandbox. Loving Milton Basin! I'm passing my days in the cave there, hoping for a moose to show up. It's giving me the FM feels, without the thin ice (which I don't miss at all ).
  16. I've been camped by the Jeremiah's bunker in FM for five nights now. I sleep all day then Pass Time through the night 1 hour at a time. Still no Aurora. Storywise, I'm on the Survival School / plants step, so I have seen the Aurora randomly in ML. But not in FM... am I doing something wrong? Any tips? thanks!
  17. Interloper

    It is, particularly the speed-run perspective! My two quibbles are 1) the advice to carry a prybar to DP. I always find one in Crumbling Highway or in the transition mine to DP. 2) living in caves to prevent cabin fever. Certainly that works and I enjoy it myself, but it's extra challenging to stay warm. It's a lot easier and less risky to just do all your cooking and water making outdoors. It only takes an average of 6 hours/day outside to completely avoid cabin fever risk so between hunting/fishing/trapping, collecting fuel and outdoor cooking, you're typically free to sleep indoors in a warm bed without much planning.
  18. Ah, well that's one mystery solved. I'm using Low baseline and "high" empty chance and getting more loot than expected. Because I really have it set to high not-empty chance. It's weird because the Interloper default for this setting (in Custom at least) is High. Another bug?
  19. @Pillock you describe exactly how I'd prefer to learn about the settings. Since this level of detail isn't currently available I'm on my 10th trial-and-error reroll with custom settings. Exactly what the individual setting values affect is often not obvious, even for experienced players. Yes, per-setting info is a lot more text to translate -- with a significant additional localization cost. I'm not trying to trivialize that. But for me this would make the Custom feature far more useful. @Patrick Carlson, since you ask let me point to the four inter-related loot settings. (I exclude the item specific loot settings like sticks and rifle since those are simple to understand and works as expected. Also starting gear, which is fast to test.) But for these four settings, it's hard to tell which knob does what. Baseline Resource Availability -- which items are included at each setting level? How does this value interplay with the other three settings? Loose Item Availability -- which items are affected by this setting? Hatchets, knives and bullets? Or just common loot like sweaters and sewing kits? Empty Container Chance -- why do I still get empty containers when I set this to None? Container Item Density -- how much does this modify the amount of loot? I find it hard to spot the effect of this setting, but maybe I just don't understand what to look for. I'm not faulting the core implementation of the loot spawning system; I'm sure it's provides the flexibility you need as a developer. But man it's hard to understand from the player perspective -- I wonder if it would be easier if you just gave us the mathematical formula!
  20. Faithful Cartographer achievement... 100%?

    I have already "done" this once after Wintermute released -- without it finishing successfully. We know it's not possible to earn Feats on custom mode, but what about achievements? It's such a chore to do an achievement in like this in a throw away game. If I have to do it all over I'd love to do it in a game I feel invested in, but that's custom mode these days.
  21. A Difficulty to Call Your Own

    I'm messing around with something like this myself. Like you, I made weather and weather decay as harsh as possible but turned down hunger and thirst. Unlike you, I set struggle damage on the harshest settings. I set wolves and bears to Low so they remain a rare but real threat I can't forget about. So far I'm using condition recovery still at medium. You're tempting me to go for low, because I'm not needing to really manage my condition yet.
  22. Baseline loot availability

    I'm using Low baseline loot in my Voyaloper build. I compensated by turning Rifle on, and setting starting Starting Gear Allocation to medium, which gave me a bedroll. Also one each pack of matches, bandage, accelerant and disinfectant. But for me bedroll is the real difference maker from an interloper start. My one wish is that enabling Rifle also enabled broken arrows to be looted for arrowheads.
  23. Fishing Milton Basin

    I think adding a fishing hut to BR is a good idea, on the Crystal Lake/Pensive Pond model. That region is rather remote, and much poorer in resources than other regions -- it needs some love. How is this any different from living in a fish hut in CH? But I agree with your stance about no fishing in DP. DP is so fuel-rich, fishing would make surviving there trivial indeed. FM shouldn't have fishing due to no fish. Muskegs are highly acidic.