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About Troxism

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  1. Sprains are always ridiculously random. Just today had both my ankle and wrist sprained on an almost flat surface (only a slight incline) while crawling while only carrying 22kg and not tired. Meanwhile can walk up and down steep hills with 40kg of weight repeatedly for hours and not get a sprain at all other times. Have even gotten sprains walking out of fishing huts a few times (again without carrying excessive weight or anything like that). It's kind of why you can 'sleep them off' relatively easily; if you couldn't it would be super frustrating to be totally at the mercy of RNG.
  2. Actually once you get this 'max rest penalty' you can sleep as much as you want regardless (as your bar is never full, the game lets you sleep as much as you like). This is one of the reasons starvation means you can drink less water (it takes less water to sleep then pass time). At least it was this way 2 versions ago, I haven't really tested starvation again since then, so if that has changed, it's a nice step in the right direction. But honestly it's very simple to fix starvation; allow calories to be negative (with no cap). That way if you starve for a long time you have to eat enough to compensate for the energy your body is still burning (crudely simulating the loss of body weight from starvation). This would completely end starvation as a beneficial thing as it would be a pure negative to starve (which makes sense). And it wouldn't be very complex. But all this talk of starvation is kind of off topic.
  3. There is enough loot to live on Interloper for thousands of days, so idk why people complain about loot scarcity. There is plenty of stuff, just not really any 'luxuries'. You need surprisingly little to live in this game once you are established, esp with lvl 5 in a few specific skills. The only item you have any realistic chance of running out of would be cloth and only if you are constantly wasting it repairing fast degrading clothes like Sports Socks/Shirts for hundreds of days as there are literally hundreds of pieces of cloth you can harvest even on Interloper. Or you could run out of matches if you actually use any (but you can get away with never using any matches past the first few days). But to be more on topic: I agree that condition regain is absurdly fast. Even on Interloper (you can just constantly freeze and sleep it off). The way I deal with this is by sleeping only 1 hour at a time to minimise healing (when I am below 90%, obviously it's kind of a waste of time to sleep 1 hour at a time above this). This is because the way sleep healing works, the longer you sleep in a row the more you get overall, so if you do 'micro-sleeps' like this, you will regain condition FAR more slowly per hours spent sleeping. While this isn't too bad on Stalker (some beds will still give you 3-5% per hour doing it this way on Stalker, Bedroll is 1% and 'common' beds/cars are 2%), on Interloper it means you only regain 0.5% condition an hour sleeping in a bedroll, and 1-1.5% in most beds. That means only 5-15% per night of sleep depending on where you sleep and this makes condition far more of a big deal; if you get low you will spend days recovering and herbal tea actually becomes a useful item unlike normally where it's nearly useless. This makes the game feel much better to play as getting attacked by animals or freezing half to death actually has consequences for longer then a day. You can't really do anything about the constant 1% condition gain for 'being healthy' even when awake, but it's the best you can currently do. I also couple this with a few more rules (no staving, no using micro baits, no abusing wolf AI to kill deer for you ect) and it makes the game much more interesting and immersive esp on Interloper mode. I actually might do a write up on this at some point. So if you are looking for a partial solution to the issue I suggest trying this. Obviously it would be better if you didn't have to do this tedious 'sleep one hour at a time' thing, but that will come with the ability to mod once the game is released.
  4. Depends what mode you are asking on. I see people have given answers for different modes above without mentioning what mode they are talking about. Hammer spawns are (100% chance as far as I'm aware as I've seen them many times over in those places) at Hibernia/Old Pence Farmstead on Stalker and below. I think you also always get on in Quonset, but that may not be a 100% spawn. If it isn't in Hibernia it should be in the Riken nearby, On Interloper they are far more varied and random (there are no 100% spawn locations for hammers in Interloper). There are 4 Hammers in every Interloper game world but they are semi randomly distributed. Possible Interloper Hammer spawns (This isn't all of them; there are some other places that can probably have them but these are just the ones I've run into. You will almost certainly find a hammer at at least ONE of these): PV Farmstead Basement, near the workbench PV Outbuildings (in the Barn near the workbench) ML Trappers Cabin near the workbench ML Lower Dam workbench (in the big huge open room in the 2nd part of the dam) TWM Mountaineer's Cabin Ravine in the crashed traincar CH near the outdoor workbench at the Fishing Camp TWM In the tail section on the summit CH in the car near The Tooth CH In the far far far fishing hut beyond Jackrabbit Island NONE OF THESE are 100% spawns. I have been to these locations more then once and not seen a hammer sometimes. As you can see in general they are near workbenches although not 100% of the time. I have a hunch you can also get them in the ML fishing huts, Quonset Gas Station, Camp Office, the ML and CH forestry lookouts, and one of the blinds in FM, but I could be wrong about that (I swear I remember getting one in Quonset once but I never explicitly recorded it as I didn't start bothering recording until months after Interloper was out, and it could just be me remembering a Stalker game). Also Three Strikes Farmstead or Signal Hill might be possible spawns (or one of the random cars in PV on the corners of the map). But I haven't confirmed those locations, they just make sense to me that they would be possible spawns. Signal Hill isn't likely though (I've been there a few times on Interloper and no dice yet).
  5. It has to do with outdoor vs indoor fires and it has something to do with the fire and air temperature on exactly how much bonus duration (or I should say, less duration consumed) you get. It doesn't have anything to do with sleeping; you will notice this bonus doing any activity. Generally fires at a 'stove location' don't get the bonus, but Fishing Hut stoves almost always do. Also, to further make it more confusing; making a campfire in the warm back part of a cave doesn't get this bonus, but a fire made in the cold outer part does. TLDR: This has been in the game for a long long long time (over a year now) and it seems like it is intended.
  6. I actually think the review misses the mark on a lot of stuff (it falsely claims the late game is super compelling, NOPE)*, but the comments are just pure gold. *Not going to go into it here as it's been talked to death/not the place for it, but I will say this: for all the flaws of this game the fact that people bother to stick around to complain about them shows the core of this game is very solid even if there are some problems. For example this is the ONLY GAME I have seen to handle weather 'properly'; weather in this game is not just cosmetic/mostly irrelevant like it is in basically every other game. I've always been amused by people complaining endlessly about Early Access and the comment section in that article is no exception. The way I always treat EA is I look at gameplay footage on youtube and if I like the game 'as is' I'll buy it. If there are updates after this point, well that is just pure gravy. I've bought into plenty of EA games (most still aren't 'finished') and I don't really regret any of my purchases because of this policy as even if they are never 'done', I've already had enough fun to justify the money I spent and any enjoyment I get from coming back to those games in future updates is purely a free bonus. I don't understand why people think there needs to be some arbitrary 'finish line' for games or why they think every game should be playable 24/7/356 and still stay fun. I would RATHER keep getting free updates then have the game be 'finished' tbh if you really want to look at it from a selfish PoV. And if the game is terrible then why bother buying in at all? The mistake people tend to make with EA is buying a bad game with some concept they like hoping it gets better (it usually won't; adding more content or features doesn't fix crappy core gameplay). Instead if you buy good games to begin with, all the 'problems' with EA basically don't exist because even if the game is abandoned, well you still have a decent product on your hands and you didn't waste your money. Most of these games are 5-20 dollars. I don't know how someone can play a 5-20 dollar game for over 100 hours and then complain they were 'ripped off' because it's not released 'after X years in EA'. The best EA games (like this one) are better then half the 'released' games you will find out there and only keep improving over time. Also amuses me when people call games like 7 Days to Die/Subnautica 'survival games'. Seriously? 'Surviving' in those games is trivial, esp 7 days to die. You can literally just live in a little box/hole forever and just come out every few days to collect a bit of food. I mean I'd go more in depth as to how funny that statement is (there are so many ways to completely break that game's 'survival' aspect including the zombies that are supposed to be the main attraction with almost no effort) but yeah... That doesn't mean they are terrible games (they have fun aspects and I enjoy them for other reasons) but calling them 'survival games' is a real stretch. Tacking a food/water/temperature meter onto a game and then having it be utterly trivial to satisfy these needs doesn't make something a 'survival game' (but even in those types of games people commonly complain about having to eat too much ect which actually boggles my mind considering it's so trivial to begin with). TLD is one of the only 'survival' games where survival is actually a challenge in any way, and ironically it's the most complained about part of the game. 'What do you mean I have to eat a lot? What do you mean I can actually realistically die of starvation/dehydration/freezing even if I am not a raw beginner with no clue at all? What do you mean there is perma death and I can't just respawn an infinite number of times therefore completely rendering all the survival mechanics utterly moot regardless of how they might be tuned?' Almost all of these 'survival' games should be renamed 'building games' because that is exactly what they are. Again that isn't some jab at them: they can still be very fun to play, but lumping them in with TLD is laughable and the fun parts of a game like that are totally different then the fun parts of TLD. Honestly the whole 'survival' genre really is a silly label. 80% of the games with that label don't deserve it and ironically this is what makes TLD interesting; it is basically the only legitimately challenging 'survival' game out there. There are some other games that are similar but they lack high end difficulty modes and are much easier to 'solve'; Don't Starve is a great example of this as it actually tries to make the survival aspects relevant but still falls FAR FAR FAR short of what TLD does on Interloper or even the much easier Stalker mode. Perhaps ironic to hear this from me, since I often complain that Interloper is generally a little easy/about starvation/all kinds of things about this game, but to be blunt I complain about it because this is the only game that even comes close to getting it right; ie I could actually see it being 'perfect' with a little more work. Other games don't even try/come close at all so there is zero point even talking about it.
  7. I think what you ran into was that cabin fever risk only seems to 'update' periodically, usually only after a loading screen (but I'm not sure of the details, it does seem to update normally sometimes but not others). I'm always crouched when I boil water and it prevents/clears risk just fine. Also you can relight the same fire to keep levelling up after it burns out (looks like you were stacking them but maybe I'm just seeing it wrong in the screenshot). Reduces clutter/issues trying to click on the fires. Not that it matters now since you said you probably are done for now.
  8. It's possible I am wrong about it not counting down indoors (or maybe it was patched at some point and I'm remembering an old version), but even if so it still means no sleep for 24 hours which is a problem. I'm not sure if it would 'reset' if you waited it out indoors; my gut tells me you would be safe after the 24 hours and it would give you a fresh slate but I couldn't tell you for sure as I've never tried that. Honestly I've actually gotten cabin fever like... twice since it was added. Generally the best way to deal with cabin fever is to not get it to begin with (because getting it at an awkward time can be bad). From my experience spending at least 30-35% of your time outdoors is sufficient to never develop risk, but it might be possible to spend less then that; I've never really tried to push the limits with it as it's not something I ever run into in normal gameplay. I also mentioned a way to stretch your sticks: Basically higher level firestarting = more fire duration at levels 2, 4 and 5 (10/25/50% respectively). It takes 20 fires to get to lvl 2, 30 to get from 2 to 3, 50 to get from 3 to 4 and 100 to get from 4 to 5. Obviously you don't have that many matches, but what you can do is: start a fire (preferably outdoors in a wind sheltered area like in the outdoor part of a cave or a fishing hut), add a bunch of firewood to it, then take brands from it and spam light single stick fires with it via a bunch of sticks you have on you. You can get 1 fire per stick this way, and this is a method you can use to get Firestarting 5 before day 10 on 'standard' Interloper quite easily. Obviously the problem is you need to both feed the fire you are taking sticks out of (so that you can stay warm enough while you are doing this), and also spend sticks making these 'training fires' (you can cycle 3-4 and keep relighting them as they go out depending on skill btw, so you don't need to clutter the whole area with a million fires). But it's a way to spend surplus sticks NOW to both reduce your chance of failing to start fires (ie wasting matches for no reason) and to make every stick count for more later. And it would couple well with clearing cabin fever outdoors, as this also takes a lot of time (fires start very slow). Now obviously it's not likely you can get that many spare sticks in your situation very easily. But it's an idea to consider at least if it might be feasable, because getting lvl 5 firestarting would mean a lot more flexibility to not have to gather so many sticks, and you could MAYBE even get a perma fire going outdoors (between 50% duration and the outdoors duration bonus it MIGHT barely be possible even in your situation) and live past your matches. At worst you could use the windfall from having higher level firestarting early on to gather up a surplus of sticks until you run out of matches and then slowly expend it during the 'permafire' phase after you run out of matches to live another 5-10 extra days past where you would die. Another problem is this is super tedious and boring as it takes a lot of 'IRL time'. I recommend doing it in a totally safe place like a cave and just turning off game sound and watching something on another monitor.
  9. If that is the case then the devs have done a poor job of that; it's quite possible to live 5000 days on Interloper (probably longer but that was just a rough estimate using some resource usage rates in 'late game' Interloper with conservative play) if you had the patience to bother. Even with extra restrictions. It's kind of why I wish you started with a Bedroll on Interloper; although it would make it easier (which would suck), it would enable you to play Mega Hard Mode on Interloper which would be pretty fun.
  10. Once you get cabin fever you cannot rest/pass time indoors until you spend 24 hours outdoors. Doesn't have to be consecutive. It doesn't have any other effects. You can just stand around indoors if you want, but then it will never go away. Cabin fever is based on being indoors too long out of the last 6 days (144 hours). The exact amount of days might vary but the general idea is the same (it might not exactly be 6 days but around that range). Basically if you have spent more then a certain % of those hours indoors (This % MIGHT, I'm not sure, be based on difficulty level) you get cabin fever. The best way to clear cabin fever/prevent it completely is to do boiling/cooking outdoors. This btw is where a snow shelter would come in handy for you regardless as it would let you sleep outside next to a fire during those sessions. Or you could just make a fire in the fishing hut, but it would be awkward to transfer it back to the cabin and get it warm enough there as well. Ofc the advantage of outdoor fires like in the Fishing Hut/outdoor parts of caves like I mentioned is the improved fuel efficiency as the fire lasts longer too. However I'm not sure how much this helps as I realise you have the problem of 'I actually don't have anything to do next to a fire because I don't live long enough to need to go on boiling marathons constantly with a mag lens like standard interloper'. Like I said, this challenge is very much like Mega Hard Mode almost in every way. Rabbits: Different zones have different yields. AFAIK it has nothing to do with difficulty (I got absurd amounts in the Ravine on Interloper and your experience here on TWM is about average for me on both Stalker and Interloper, but it depends on the exact rabbit run you are using AFAIK and I don't know the abundance of all of them as there are a lot of different ones (maybe try the one on the beach?). Finally: I never actually checked this, but you should check if the three-way cave is counted as 'indoors' and also doesn't drop temperature. I doubt it (since afaik you can't cure there so it's not 'indoors') but worth double checking if you get a chance.
  11. Yeah I was thinking the three way cave would be the one really obvious spot (I just wasn't sure if there was some way better spot I was forgetting), but there are some other 'snow caves' you can place it in in various spots in TWM. As for it being 'intended', well actually I'm pretty sure it is. The backs of caves/the cabin are actually supposed to be 'shelters' and if they also were affected by the temperature drop you would basically be unable to live in them; even with the Bearskin Bedroll and top notch Interloper clothing it would be very hard to sleep in the Cabin without a fire on day 50+ during anything but the warmest hours of the day. It would also make PV a really awful map overall for Interloper (you would basically be forced to loot it all before day 50) esp if you were actually trying to explore and get saplings ect. And TWM would basically be off limits unless you really wanted to have 'feels like' -20C or below constantly no matter what clothing you had on except in the two interior transition caves.
  12. Something that you should probably be aware of (if you aren't already): The temperature drop over time does not apply to the inside of the Mountaineer's Cabin. This means on Day 50+, going inside the Cabin is actually +30C feels like instead of +10C like it is on days 1-5. So it's a total of +35C feels like when sleeping there on the high end of the temperature drop. This is the same for the backs of caves btw. Snow Shelters DO NOT benefit from this; they always give +15C regardless. Note that this increases linearly from day 5 to 50, so on day 30 for example you would experience about +20C feels like from going into the cabin. So depending on exactly what kind of special spot you have in mind for the snow shelter, it might still be better to stay in the cabin on days 30+. But maybe I'm not being creative enough with the types of spots I'm assuming you plan to use (I can think of a few spots off the top of my head that would increase the temp bonus/give immunity to windchill to the snowshelter so you could make fires easily, or provide a nearby area to warm up, but to be fair I haven't thought about such a topic much so it's quite possible I'm forgetting something else.) Edit: To be fair one huge problem with the Cabin even with this would be the fact that it's almost impossible to get the 'outdoor fire' duration bonus in it which is a lot of firewood wasted if you aren't utilising it (this is why you always make a fire just on the outdoor part of the cave btw and sit in the indoor part yourself while you cook ect). I haven't been able to consistently cause it but I never tried super hard to reproduce it so maybe there is some consistent way to make it work. I do have at least one possible way to ease the fire duration/constantly gathering sticks' problem for this challenge but idk if that method is actually possible to pull off consistently; I am mostly extrapolating the situation from my always playing MHM days which had a similar 'run around gather sticks/chop a limb, come back to fire warm up because you can't actually go indoors' type gameplay.
  13. Magnifying Lens lasts forever and it's quite possible to never use a single match/firestriker charge past day 20-30 or so on any mode (Yes even Interloper) (ie you can keep your 100+ matches for an emergency since they don't degrade anymore). Arrowheads literally last forever if you don't lose them (and there is something in the order of 800 scrap metal in the game world). You would run out of everything else before you ran out of fishing tackle to repair for the same reason. You would never be able to get enough cloth/hides to repair that much as you can do 30 repairs per scrap metal. Crafted hat would be nice (more for role playing/convenience sake though) but i'll talk about cloth later. There already are craftable hatchets/knives. You can repair the hammer with fir and you can fix the hammer with a toolkit. There are about 20+ toolkits in the game world (Even Interloper has a TON). Even if you couldn't repair toolkits with other toolkits, you would have 1000 repairs or 30000% hammer durability. There isn't enough scrap metal in the world to forge that much. Keep in mind that in the end game you have no real need for tools; you can gather sticks and coal for firewood, and you can harvest by hand (used to be with a fire, but now with carcass harvesting 5 it doesn't even matter as you can always hand harvest). One thing that can 'run out' are arrows (but there are at least 70-80 birch across all maps now, which means at least 210 arrows, and you can use an arrow for 4 animal hits, which means you could kill 840 bears. Even if you intentionally never starve, that is enough food for ages. And even when you ran out you could just snare rabbits forever. Or you could abuse wolf AI to get free deer kills even without a weapon (although I consider that strategy exploiting and don't do it). The only actual limiting factor is cloth and antiseptic/antibiotic as if you get attacked by a wolf you NEED a bandage and either antiseptic or antibiotic (to prevent or cure the infection which has a 95% chance of occurring). But I'll be honest, again, there is easily 600-800 cloth in the game world on Stalker and below (there is less on Interloper due to more buildings being burned out). And there is enough OMB for over 150 bandages, and enough Mushrooms for over 200 (this is probably an underestimate) doses of Antibiotics even on Interloper. Not even every wolf attack results in a 'Blood Loss' condition and if you are really getting attacked by wolves this much you are doing something really wrong. Honestly you should never get attacked by a wolf past the early game at all other then by freak accident. Clothing wise, you can do with only crafted clothing (you can either manage frostbite on head or just keep a hat around and use some cloth only to fix that), esp on lower difficulties where temperatures are much warmer. And even if you don't want to play with only crafted clothing + a hat, as long as you avoid wolf struggles and don't wear fast degrading clothing (like sports socks, sweatshirts, T-shirts ect) and don't wear it as an outer later (to avoid wind/animal attack damage), you can easily stretch the 600-800 cloth I mentioned for at least 10000+ days if you play correctly and only use 'cloth efficient' setups (hard to summarise but I think you get the idea). Finally, beach combing exists as a way to (slowly) renew resources like cloth, scrap metal and birch saplings. So if you aren't wasteful you can literally live an infinite amount of time. Frankly the more you play this game you will realise that A: Resources are practically infinite if you know how to conserve and B: This game is almost pointless to play past 100-200 days anyways as it would be more fun to start over at that point (repeating the same tasks over and over is not very exciting after a while). Worrying about 'limited resources' is only an issue if you are wasteful with them (I have an Interloper game where I intentionally keep my Sports socks repaired because I'm trying to be 'realistic' and actually wear socks, but this has cost me a ridiculous amount of cloth; not that it matters since I won't play that save past day 100 most likely so I will never actually run out of cloth).
  14. Checked it again more carefully (rather then casual observation), looks like it's closer to your values. My bad.
  15. It's more like +1-1.5C per hour of daylight (peaking at 5) not 2-3. But that is just from personal observation, so maybe I am wrong. Also to note to anyone following along: the temperature bar drains much faster on Interloper then on Stalker/Voyageur at the same 'Feels Like' (Pilgrim is about half the speed of Voyageur/Stalker).