Fitz

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  1. Fitz

    Feat Inversion

    You can always start a custom game with all the settings at interloper difficulty and then use the full 5 feats if you desire. Likewise you can make a custom game set a pilgrim and only pick 2 feats. I get what you're saying but the way its set out now is to provide greater difficulty for those who have played longer and want more of a challenge, which makes more intuitive sense I think.
  2. This is a common discussion. I've suggested in the past that tinder could be bundled to make fuels that burn hot but fast. But I'd be all for simply burning them without benefit just to be rid of them
  3. I love this idea. It does run completely counter to the main premise of the "lonely apocalypse" and would take a lot of work to introduce; either of which mean this will probably never happen, but I still really like it. I've wanted some sort of dependent (animal or child) to care for for years. I still doubt that it'll happen though.
  4. I think this is a simple mix up by the programmers. I hadn't noticed the names being the wrong way around but I already sent in a bug report for the strange entry on the washed out trailer. You should send this in to them using the bug report page. https://hinterlandgames.zendesk.com/hc/en-us/requests/new Nice work spotting the discrepancy in names.
  5. Huh, every time I got there I have a flock of them on the pond. Disrupts my peace enough that I'd be willing to have them in return for the table. Though I do have to agree that the Timberwolves are a major pain and enough to keep me away from an area which might otherwise be idyllic. Where did you get that from? The two notes I found there were by an random employee and a technician which would seem to indicate it was still being at least babysat by company people at the time.
  6. I agree completely that it was meant to be hard to get to, and had actually considered the Mountaineering hut myself but thought it made less sense that mountaineers would have one than hunters. Perhaps a pack of Timberwolves near the lodge to replace its current wolf population? Or some other new predator. That said I also considered that if the milling machine went to the machine shop then we probably wouldn't also want the ammo crafting in BR or it would become an over powered area. TWM would be good to draw people there, or maybe the Ricken in DP to bring us back there.
  7. I know these things have been talked about before but I thought I would consolidate them here. As much as I like the new cannery it doesn't make sense to me for the ammunition crafting table and the milling machine to be present here, but I recognise the need for something special to justify the cannery. So what I'm proposing is this: first off move the ammunition crafting somewhere which makes more sense like the basement of the hunting lodge, likewise move the milling machine somewhere that it would fit like the maintinance shed. Secondly the community has been wanting a means of preserving meat/fish for AGES and the cannery is the perfect place to house salt on an industrial level. They already have the fish processing sinks, just throw an open sack of salt on it and give it a preserving mechanic. For good messure pack a corner of the room with sacks of salt to explain the unending supply.
  8. I am pretty compulsive about my mapping and take great joy in mapping every catail, rosehip, ect before I collect it, while also clearing up carcasses before mapping so they don't clutter up my map. Contrary, I know. I'm weird, alright? But anyway, what I would really like to see is collected resources becoming smudged and faded. For plants enough so you can still see what it was but also know that you got that one already, or in the case of carcasses evetually fading out completely. I mean I'd totally make a note of where the other 5kg of deer meat is so I can come back after dropping my current load back at my base, but at the same time I would probably try to rub it out afterwards so I don't confuse it with the next hunt. And sinse things don't regrow it's not like I'm keeping track of where things are for next season, so I would totally be crossing off the different catail groups as I collected them across Forlorn Muskeg in the hopes of not missing any. It would also be neat to be able to cross out structures manually, for example after you've broken down everything inside.
  9. Fitz

    corpses

    As well as this practical reason it also makes sense from a quality of life standpoint. It would be nice to be able to put the dead to rest as you travelled around the world. Plus, nothing like a grisly reminder of your ultimate fate every time you go past it to keep your mood high, right? I know that I'd be inclined to either bury or cremate any poor sods I found frozen in the wild if I were living TLD. We are an emapthetic species and proper disposal of our dead is a pretty fundamental urge.