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  1. Hello community, We’ve just hotfixed The Long Dark to v1.34 [37910] on Steam to address some issues that surfaced in our recent update, VIGILANT FLAME. The hotfix will release for all remaining platforms as soon as they are ready. Thank you for your patience. You’ll find the complete changelist for the hotfix below. Hotfix to v1.34 [37910] -- Release Notes *[All] Updated "Use" verbs to better reflect player activity in the game. Verbs should now more accurately reflect intended use. *[All] Pass Time Until Ready when Melting snow now stops when snow is melted. Boiling to Purify melted snow is now a separate Cooking action, as before. *[All] Cooking times for partial-unit food items now scale correctly. I.e. 0.5 Kg of meat now takes half the full-unit time cost. *[All] Wildlife will no longer attack players during accelerated time, unless they were already detected prior to beginning an activity. This addresses an issue where players were being ambushed by predators during accelerated time actions. *[All] Fixed Mac keyboard icons for Placement actions appearing on PC. *[All] Fixed players being able to use a Recycled Can/Cooking Pot to cook when the item was at 0% Condition. *[All] Fixed Quick Placement when using the Steam Controller. *[All] Fixed exploit where players were able to restore burned food by placing it back onto an active cooking surface. *[All] Fixed Mac trackpad secondary click not being active for Placement. *[All] Fixed issue causing previously-killed animal corpses to reappear after updating the game. *[All] Fixed issue causing active monitor to change when switching screen resolution. *[All] Fixed players losing Placement functionality when interrupting Placement from the Pack. *[All] Fixed camera bob persisting after lighting the Storm Lantern while walking. *[All] Fixed issue causing players to exit the Fishing UI immediately after catching a fish, instead of being able to continue. *[Survival Mode] Fixed issue causing arrows to become invisible after firing them. *[Survival Mode] Many minor environment fixes to Hushed River Valley. *[Survival Mode] Fixed numerous Hushed River Valley locations where players could become stuck in the terrain. *[Survival Mode] Fixed Scrolling in Journal Notes. *[Survival Mode] Fixed players becoming stuck in-between rocks near the bridge closest to Draft Dodger's Cabin in Pleasant Valley. *[Wintermute] Fixed rare issue where players were permanently afflicted with Cabin Fever in some very old Wintermute saves. *[Wintermute] Fixed getting stuck when crouching inside Jeremiah's Cabin during Wintermute Episode Two. *[Wintermute] Fixed issue where players were unable to place items inside Jeremiah's Cabin during Wintermute Episode Two. ###End of Changelist###
  2. The Long Dark Survival Mode Update v1.33 [37608] — VIGILANT FLAME Hello community, We’ve just updated The Long Dark to v1.33, adding an entirely new wilderness Region, brand-new gameplay features including an overhauled Cooking system, as well as numerous bug fixes in an update we’re calling VIGILANT FLAME. VIGILANT FLAME is now Live for Xbox One. Thank you to our Xbox players for your patience during the delay. And keep in mind it can take several hours for the update to reach you, depending on your region of the world. For all the details on VIGILANT FLAME, please check out this update video. Full Release Notes are available below: New Hushed River Valley Region Hushed River Valley is a multi-leveled Region that connects to Mountain Town, extending some of the same difficult terrain you see around the town of Milton. The new Region is full of waterfalls, rivers and streams, and lots of cliff areas, but includes no man-made shelters. It’s a highly challenging wilderness area, but keep an eye out for natural shelters, supply caches, and perhaps a mysterious Signal Fire to guide your way. New Manual Cooking System We’ve overhauled the cooking system so that it doesn’t occur in a simple menu interface anymore. You place cookable items in the new Recycled Can or Cooking Pot items, or on hot surfaces — namely, stones near burning campfires or on the surface of lit cook stoves — and wait for them to cook. Each food item requires a different amount of time to cook. If you remove the item too soon, it’ll be undercooked, and eating it could result in food poisoning. If you wait too long, you could overcook the item to the point where it becomes an inedible burned lump, thus wasting the valuable food and fuel resources you spent on it. You will also prepare water in a similar way. It means managing multiple timelines when cooking, but it should also free you up to take on other tasks simultaneously. Buffer Memories We’ve added new narrative collectibles to Survival Mode, in the form of “buffer memories”. These are the last documents stored in a computer’s memory before all the technology around Great Bear and beyond, was suddenly rendered inert by the mysterious aurora. Now, when the aurora appears at night, you might see some computer terminals display snippets of notes, emails, reports — information that provides more background on the world of The Long Dark. We’ve implemented a first series of Buffer Memories in VIGILANT FLAME, across a series of specific locations. Remember, each location may have more than one memory to offer. You can track discovered memories in the Collections section of your Survival Journal. Radial Menu Quick Placement As a result of our Manual Cooking work, you can now place items directly from the Radial. This means that you no longer necessarily have to go into your Pack to drop items for later placement. Radial Placement will be useful for quickly arranging various items, and is something we plan to use for more gameplay*oriented placement in the future. For now, the primary benefit is placing items from your Food radial directly on campfires or stoves, for cooking, or placing Pots and Recycled Cans on cooking surfaces so that you can cook food or melt snow for water. General Fixes In addition to these four main features, we’ve made dozens of bug fixes, made performance improvements across the game, and added several minutes of new ambient music to Survival Mode. *** You’ll find the full Changelist below, but to keep up to date on the latest news, be sure to also sign up to our official mailing list here: www.thelongdark.com/newsletter Changelist v1.33 [37608] General Fixes * [All] Fixed Crows spawning below ground. * [All] Fixed Intro Movie not respecting Master Volume settings. * [All] Updated localization. * [All] Fixed duplicated resolutions appearing in Options. * [All] Fixed FOV being limited to 100. * [UI] Fixed inventory actions becoming broken when switching between Keyboard/Mouse and Controller. * [UI] Improved responsiveness of Resolution Selector in Options. * [UI] Fixed Main Menu flashing briefly before intro video when running the game on Mac or in DX9 mode. * [UI] Fixed missing Title when viewing Map Screen in Mountain Town. * [UI] Updated Region Description formatting to be more consistent. * [UI] Updated UI art to include Climbing Socks. * [UI] Fixed Feat progress bars to better represent progress. * [UI] Updated Main Menu Custom Mode text to be easier to read. * [UI] Fixed Fish appearing with missing or bright colours when taken from a fridge and inspected. * [UI] Fixed Earmuffs appearing on Paper Doll when equipping other Accessories. * [UI] Moved "Sort" icon in the Inventory screen. * [UI] Updated Clothing UI tooltips for all platforms. * [Linux] Fixed light shaft rendering incorrectly. * [Linux] Fixed audio not playing for some players. * [Wintermute] Fixed checkpoint screenshot showing image from previous save. Gameplay * [All] Fixed momentary freeze when opening Inventory for the first time. * [All] Fixed Light Source menu being unavailable when Flashlight is the only light source. * [All] Scaled size of Fish to work with new cooking system. * [All] Consolidated UI actions around a single verb - "Use". * [All] Updated controller actions to support new Quick Placement feature. * [All] Fixed Aurora not always appearing correctly when player is Passing Time/Resting at specific intervals. * [All] Updated cooking surfaces around the world for new Cooking System. * [All] Updated Campfire placement * [All] Fixed UI not always updating after performing an action such as Purifying water. * [All] Fixed Clothing Screen stats not always updating after changing clothing. * [All] Fixed Living Off the Land achievement progress being reset when drinking tea crafted from Reishi Mushrooms or Rosehips. * [All] Fixed items falling through certain rugs. * [All] Fixed missing audio when crafting Tinder from Sticks. * [All] Updated instant kill regions on cliff faces to be more forgiving in some locations. * [All] Fixed incorrect text appearing when interacting with an active Fire during windy conditions. * [All] Updated Disclaimer screen not respecting game language when set to Dutch. * [All] Player can no longer eat ruined food from the Inspection screen. * [All] Fixed Weak Ice warning persisting if player loads game while standing on Weak Ice. * [All] Fixed Bear becoming stuck in animation when not in player’s view. * [All] Fixed player being able to become stuck when attacked while Crafting. * [All] Fixed Campfire rewarding extra Charcoal. * [All] Fixed extra arrow being generated after Harvesting a corpse then saving and reloading. * [All] Realigned Wolf positioning when it feeds off a Moose carcass. * [All] Adjusted the speed of Rifle shot sound effect when firing indoors. * [All] Fixed unintentional movement when player is using the Radial Menu with a Controller. * [All] Fixed misaligned blood decal after harvesting corpse. * [All] Disabled Radial Menu while holding a stunned Rabbit. * [All] Lantern now shows Gallons when Imperial Units are selected. Was showing Ounces previously. * [Survival Mode] Fixed Locations Discovered in the Stats screen to account for Regions with variable number of interiors due to ruined structures. * [Survival Mode] General fixes for a wide variety of minor locations to make them easier to Survey. * [Survival Mode] Fixed rare scenario where WINTERMUTE map could appear in your Survival Mode map list. * [Survival Mode] Fixed Moose getting stuck in running animation when it dies while running. * [Survival Mode] Fixed not being able to Survey Wolf Carcasses that spawn into the game. * [Survival Mode] Fixed arrow trails remaining after firing an Arrow in certain scenarios. * [Survival Mode] Removed Stone Church from Faithful Cartographer requirements, as it was causing an issue with legacy game saves. * [Survival Mode] Fixed Moose entering hold position when player is holding a light source. * [Survival Mode] Fixed wildlife resetting location after player transitions to a new Region/interior. * [Survival Mode] Fixed player becoming stuck when saving and loading while on stairs. * [Survival Mode] Fixed non-interactable brush near Lonely Lighthouse. * [Survival Mode] Improved Moose pathfinding when under trees. * [Wintermute] Fixed player being unable to save if they delete all their Story saves, while playing Wintermute. * [Wintermute] Fixed several locations where Bear could become stuck during Jeremiah's Folly mission. * [Wintermute] Fixed missing textures on Cache boxes. * [Wintermute] Fixed controller input registering during Episode One ending, resulting in UI popup. * [Wintermute] Autosave option now only appears when playing Wintermute. * [Wintermute] Fixed issue where Player could not enter Hank's Hatch during the Episode Two side mission if they unlocked the hatch, but were missing the letter. * [Wintermute] Fixed deer carcass disappearing at the opening of Episode One if Player interacts with, saves, then reloads game. * [ Wintermute] Fixed Cabin Fever icon appearing in Story Mode, even though the player can not get Cabin Fever in Story Mode. * [Custom Mode] Adjusted how Wildlife Flee chance is applied. * [Custom Mode] Adjusted loot tables. Art/Environment * [All] Fixed missing texture from the Burnt Flare when viewed in Inspection mode. * [All] Fixed Smoke "glowing" at night or in fog. * [Art] Updated Gun Rack scaling to better match Rifle size. * [Enviro] Tweaked many item placements. * [Enviro] Fixed numerous locations where objects clip into the environment. * [Enviro] Polish pass on all Regions. * [Enviro] Fixed floating snow banks. * [Enviro] Fixed instances of bushes clipping into trees. * [Enviro] Fixed Climbing Rope texture not appearing correctly. * [Enviro] Fixed stretched texture on fallen tree trunk. * [Enviro] Fixed numerous locations where players could become stuck. * [Enviro] Updated various tree groups that were missing collision. * [Enviro] Fixed some Ropes being difficult to interact with from the bottom. * [Enviro] Fixed floating Rosehip bushes in Timberwolf Mountain. * [Enviro] Fixed trees and bushes populating the same location in Desolation Point. * [Enviro] Fixed Flag clipping into Lake Cabins. * [Enviro] Removed extra exterior window on certain cabins. * [Survival Mode] Fixed Moose scratch texture on trees appearing stretched. * [Wintermute] Fixed Aurora during Episode One introduction sequence flickering at certain angles. PS4 * [PS4] Added Italian and Polish translations of all in*game text and subtitles. * [PS4] Performance improvements. * [PS4] Fixed several memory*related crashes. * [PS4] Fixed button prompts flickering when tabbing between menus. * [Xbox] Fixed flickering when bringing up the Home Panel via the Xbox button. Xbox * [Xbox] Performance improvements. * [Xbox] Added Italian and Polish translations of all in*game text and subtitles. * [Xbox] Fixed issue where conditions for Achievements could take an extended amount of time to be reported. * [Xbox] Fixed Japanese text flickering when scrolling through certain menus. * [Xbox] Fixed screen overlapping when signing out of profile on certain screens. Windows 10 * [UWP] Fixed Launching the title in Norwegian preventing Player accessing Survival mode. * [UWP] Fixed issue causing mouse to lose focus, resulting in game minimizing unexpectedly. * [UWP] Fixed debug info remaining on screen after pressing F8 for a screenshot. ### END OF CHANGELIST ### To keep up to date on the latest news, be sure to sign up to our official mailing list! www.thelongdark.com/newsletter
  3. Dev Diary - February 2018

    Closing thread as it's not the best place to have this discussion. Please refrain from reviving dormant threads. Thanks.
  4. Dev Diary — May 2018

    Hello everyone, Since the last time I updated you in February, the team’s been working hard on a variety of things. Some have been more “housekeeping” related, like dealing with Unity updates, general performance improvements (as the game continues to get bigger and bigger and our scenes more complex, we have to continuously optimize to make sure performance remains above an acceptable threshold), integrating new tools and features into our development pipeline, and adding new people to our growing development team. This is all part of our commitment to continue building on the foundation of The Long Dark’s Survival Mode, while also working on new features and content for our Episode One and Two “Redux” (which I first discussed here: http://www.thelongdark.com/news/dev-diary-february-2018/) which is solidifying the foundation for Episode Three and onward. Let me cherry-pick a few things to share with you at this point. Keep in mind that each of these entries is at a different stage of development and while some of these things will end up in our next Survival Mode update, some will need further polish and tuning before they are ready. New Region: “River Valley” (placeholder name) New waterfall effects in action. New approach to landscape layout and tree density helps keep visual interest while forcing players to keep close eye on the horizon. River Valley features new rock formations with much steeper verticals. Ice caves with bioluminescent moss. Our goal with this new region is to create an environment that doesn’t have a single human-made shelter on it -- so, even more rugged and isolated than Timberwolf Mountain with its lonely Mountaineer’s Hut. This new region has also been a test-bed of sorts, for a new approach to how we create our environments, including new rocks and more varied tree density. We’ve also added a new type of cave system, redone our waterfalls, and have focused on having the entire region be more of an “environmental” puzzle for you to solve. We’re also experimenting with varying elevations and a range of climbing (or caving) options to find your way around. New Gameplay: Manual Cooking Cooking around the campfire. Different cooking implements offer different benefits. This is something we’ve been discussing for a long time and our most recent prototypes have proven fruitful to the extent that I feel comfortable sharing them with you. We’ve overhauled the cooking system so that it doesn’t occur in a simple menu interface anymore. Now you have to place food items -- either in cooking vessels like pots or cans, or on their own -- on hot cooking surfaces like stovetops or rocks around a campfire. Each type of cooking source -- whether it be a single-burner stove, a campfire, or a large “cooker” like the one you see in the Pleasant Valley farmhouse, has a number of available “cooking slots”. The cooking times have been tuned (still in progress!) to account for the fact they happen in real-time in the game now -- i.e. not during an accelerated progress bar. We’re still working through a variety of user interface issues with this system but we feel it’s pretty promising. This work has also opened up the possibility of placing items in the world directly from the radial menu, which feels natural and is a much quicker way to manipulate things in the world, vs. having to first drop them from your Pack and manipulate them in placement mode. We’re still working on this but the initial tests are promising! New Content: Buffer Memories The aurora may reveal old mysteries through the words of long-forgotten (or long-frozen?) residents of Great Bear. I discussed these in my last update, and we have the first series of Buffer Memories in the game. These are basically “lore drops” that will live in Survival Mode, but are only available on certain screens and then only when the Aurora is active. Our first pass on these will be focused on adding some background history to the world, presented as the words of Great Bear residents from days, weeks, or years before the events of The Long Dark. Future Buffer Memory “drops” may also link up to gameplay events or supply caches. Active terminals can be interacted with to read the content, which will then be added to your Survival Journal. We plan to expand this with different display types and even devices. Redux: Mission Overhaul We’ve completed our overhaul of the mission structures in our current Episodes One and Two, as part of the “Redux” work. The result is that the mission structure that was almost entirely linear at launch, is now almost entirely open. There are still “critical path” narrative missions that need to be completed before you can move on to the next episode, but many missions can now be completed in any order, and several are completely optional. We’re also adding a new opening to the game, and adding some new “side missions”. New System: Dynamic Conversation Interface Now that the mission structure has been opened up, we can’t use linear cinematics to present our story anymore. We’ve moved everything into first-person dialogues between Mackenzie and the NPCs, like Grey Mother, and Jeremiah. We’ve also integrated all the Trust unlocks into the main dialogue flow. To support this, we’ve come up with a new dialogue system. Rather than using the standard cardinal points menu for selecting topics, we’re putting all the topics directly into the world. How topics are presented will tell you something about their relative importance to you, and to the NPC survivors. You’ll quickly be able to pick out the topics that link up to mission content, vs. the ones that are more about providing backstory. Topics that depend on you having sufficient Trust with an NPC will hide in the “background”, and as Trust is gained, they will resolve to become clearer to you, so that eventually they will be selectable. This is our way of tying the dialogue in the game more closely to the survivor’s state of mind, and making it feel more like a living, breathing aspect of the story and the characters you meet as you explore. Because of this new system, all dialogue in the game will now be fully voiced. We’re still working on this but we feel it’s a promising direction, and most importantly it supports a lot of flexibility in terms of when and how we unlock access to content, which means the game will be more dynamic for the player. New Gameplay: Bear Spear This is pretty self-explanatory. The feature is at an early stage so consider this a “tease”. Episode Three Not to sound like a broken record, but I’ll share more specific news about Episode Three when I think the time is right. The time is not yet right. Xbox One X & PS4 Pro Enhancements Lots of people have been asking us about this. We have a first pass on higher quality visual settings for Xbox One X and PS4 Pro. We’re also working on HDR-support for both. 4k support works on Xbox One X but we’re not sure we’ll be able to get it working on PS4 Pro, due to performance. We’re still working on optimizations and we’ll see where we end up! In order to support these enhancements we’ve had to implement an entirely new post-effects pipeline in the game, the side benefit being that we’ll be able to get an improved anti-aliasing and HDR-lighting solution in the game for all our PC players as well! When Will We Get All This Goodness? We’re working on a new update to Survival Mode, with a tentative release planned for late May or early June, depending on how testing and finaling goes. Of the above list, you should expect to see the New Region, Manual Cooking, and Buffer Memories. Anything beyond that will come down to testing, optimization, bug-fixing, and finaling progress. As always, our aim is to launch all major updates simultaneously for Steam, Xbox One, and PS4, with GoG and WeGame following shortly thereafter. So hopefully the next time you hear something official from me regarding progress, it’ll be to tell you that the new Survival Mode update is ready! Stay warm out there. - Raphael
  5. Hello community, We’ve hotfixed The Long Dark to v1.30 (35412), which includes the following fixes: NOTE: Depending on your region it may take up to 24 hours for the hotfix to reach you. Version 1.30 (35412) Release Notes * [WeGame Only] - Default language set Chinese * [Xbox One Only] - Fixed UI appearing incorrectly when System Language and in-game language are mismatched * [PS4 Only] - Fixed issue keeping certain music cues from playing. * [UWP/Xbox Only] - Fixed UI issue causing older (v1.16 or earlier) valid saves to appear deleted. * [Gameplay] - Fixed rare crash that can occur when lighting torch from a fire ###END OF CHANGELIST###
  6. Hello community, We’ve just hotfixed The Long Dark to v1.29 (35212), which includes the following fixes: Version 1.29 (35212) Release Notes *Numerous Environment fixes *General optimizations to improve performance *Fixed several rare crashes Gameplay & User Interface *[Both] Update to allow Player to save their Journal from the Skills screen *[Both] Players are now prevented from deleting in-use saves *[Wintermute] Unlocked Chapters data now stored in backup location in case of data loss General *[Custom] Fixed issue that allowed progress towards feats disabled in Custom Mode *[Both] Fixed issue with Flare shells being re-usable in certain scenarios *[Both] Fixed issue where animals would disappear under certain conditions ###END OF CHANGELIST###
  7. Hotfix Updates The Long Dark on PS4 and Xbox One to v1.29 (35212) NOTE: Please remember, depending on your region, it could take up to 24 hours for the hotfix to reach you. WARNING: There may be story spoilers in these notes. *Numerous Art optimizations to improve performance *Numerous Environment optimizations *General optimizations *Fixed several rare crashes Art *[Both] Moose sign scratches now appear with the correct color and texture across all Regions. *[Both] Fixed issue where player could become trapped when walking while crouched behind chair in Milton Credit Union office. *[Both] Added Charging Station sign to the Orca Gas Station in Milton. *[Both] Starfield no longer visible through light snow in Milton. *[Both] Fixed issue causing a snowy hillside to appear inside a Broken Railroad Region Cave. *[Both] Fixed scaling issue with toilets in Carter Dam. *[Both] Blood Decals now appear correctly when Harvesting or Quartering. *[Both] Fixed issue with some Rose Hip bushes appearing to float above the ground in Mountain Town Region. *[Both] Fixed issue causing footsteps to sometimes look distorted in the snow. *[Both] Fixed a gap in the terrain in Mountain Town Region, near the entrance to Mystery Lake. *[Both] Fixed issue with inconsistent appearance of arms during Wolf Struggles. *[Both] Fixed issue with terrain near the Collapsed Tunnel in Mountain Town Region that was impeding player movement. *[Survival Mode] Fixed issue where Ambient Occlusion improvements weren't visible on a bridge in Desolation Point. *[Survival Mode] Fixed issue with incorrect snowy terrain appearing in a Forlorn Muskeg Cave. *[Survival Mode] Fixed issue where exiting buildings could result in a black screen. *[Survival Mode] Fixed issue where the Tractor near Quonset Garage was incorrectly illuminated. *[Survival Mode] Improved presentation of thumbnail images in the Survival Mode loading menu. *[Survival Mode] Improved road and bridge textures in Desolation Point *[Wintermute] Items in the Hunter's Blind near Alan's Cave in Mystery Lake Region now have the correct texture. *[Wintermute] Fixed issue where chimney smoke would incorrectly appear coming from homes in Milton. *[Wintermute] Fixed issue where a gap could be seen in Jeremiah's neck during Episode Two cinematics. *[Wintermute] Fixed issues with incorrect Rifle movement in Episode Two cinematics. *[Wintermute] Fixed issue with incorrect item texture on Lake Cabin Key #2. Gameplay & User Interface *[Both] Fixed Animals sometimes resetting location *[Both] Added Clothing UI Icons and tooltips when pressing R3 on gamepads. *[Both] Removed reticle when aiming the Survival Bow (as intended) *[Both] First Aid icon no longer disappears from the screen when Cooking or Boiling Water. *[Both] Fixed issue causing awkward First Person arm movements when accessing inventory with Flashlight equipped. *[Both] Fixed issue where Slope information would incorrectly appear when climbing up and down ropes. *[Both] Clothing items no longer display incorrect damage textures at low Condition. *[Both] Improved positioning for various Scrub Brush placements in the environment. *[Both] Fixed issue where double-inputs were occurring with the Steam Controller when accessing inventory. *[Both] Fix for being able to climb up steep objects the player should not be able to climb. *[Both] Fixed issue causing players to get Cabin Fever in Wintermute. Cabin Fever is now disabled in all three Wintermute Experience Modes. *[Survival Mode] Fixed issues keeping Faithful Cartographer achievement from triggering. *[Survival Mode] Fixed issue where the Stone Church icon was not displaying correctly after being mapped. *[Survival Mode] Removed fall death triggers on cliff wall above Milton Basin. *[Survival Mode] Fixed issue that prevented players from Harvesting certain Tree Limbs in the game. *[Survival Mode] Fixed issue where the Moose Hide Satchel was not showing the correct bonus when the game was set to display Imperial Units. *[Survival Mode] Improved ease of mapping the Cinder Hills Coal Mine entrances in Coastal Highway and Pleasant Valley. *[Survival Mode] When selecting a Region in a new Survival Mode game, it will now always default to the last Region the player loaded. *[Survival Mode] Fixed issue where no on-screen message would appear when approaching transition between Mountain Town and Forlorn Muskeg Regions. *[Survival Mode] Fixed issue where the Harvesting UI could sometimes default to "Take All." *[Survival Mode] Fixed issue where the Paradise Meadows Farmhouse could appear unlocked by default. *[Survival Mode] Fixed issue causing various tools to spawn incorrectly in Interloper and Custom Experience Modes. *[Survival Mode] Players can no longer continue Crafting after a single Match burns out. *[Survival Mode] Fixed issue where subtitles remain on-screen after character voice over ends. *[Wintermute] Fixed issue where crows would circle locations with no corpses present. *[Wintermute] Fixed various issues blocking progress during the opening survival missions in Episode One. *[Wintermute] Fixed issue where voice over subtitles were missing after sustaining a fall injury. *[Wintermute] Fixed issue where Water in inventory was incorrectly counted, preventing Coffee and Tea brewing. *[Wintermute] Grey Mother's Soup no longer remains hot for too long when added to player inventory. *[Wintermute] Fixed issue causing Fatigue to apply incorrectly when Rope Climbing. *[Wintermute] Players can no longer Inspect Jeremiah's Coat in Episode Two. *[Wintermute] Fixed issue where text could flicker during Trust interactions with Jeremiah in Episode Two. *[Wintermute] Fixed issue where smoke would not appear from the Trapper's Cabin chimney, even though a fire is burning inside. *[Wintermute] Fixed issue in Episode Two Lake Gunshots Mission where the mission marker was not resolving correctly upon completion. *[Wintermute] Fixed issue where error message "Failed to Restore the Game From a Previous Save" could appear incorrectly in Episode One, causing the player to return to the Main Menu. *[Wintermute] Improved UI feedback when attempting to access empty sections of the Journal. *[Wintermute] Players can now transfer stacked items to Grey Mother during a Trust interaction. *[Wintermute] Changed location of First Aid Kit at the beginning of Episode One to make it more noticeable to players. *[Wintermute] Fixed issue where Methuselah would appear at the wrong time in Episode Two. *[Wintermute] Added container for player gear in Grey Mother's House and Jeremiah's Cabin. Using these containers will not affect Trust levels with either character. *[Wintermute] Fixed issue where mission objectives from previous save games could appear at the beginning of Episode One. *[Wintermute] Fixed issue where the incorrect UI label was displayed when players attempted to create a new save game. *[Wintermute] Fixed issue with Rifle sometimes not responding during Episode Two mission "Jeremiah's Folly." *[Wintermute] Improved first-person camera motion to make it easier to interact with Metal Shard at the beginning of Episode One. *[Wintermute] Fixed issue where Breaking Down catwalk planks in the Upper Dam could keep players from finishing Episode *[Wintermute] Update encumbered text to be more legible *[Both] Update to allow Player to save their Journal from the Skills screen *[Both] Users are now prevented from deleting in use saves *[Wintermute] Unlocked Chapaters data now stored in backup location in case of data loss Audio *[Both] Fixed issue with audio that was sometimes causing too much reverb effect when exploring outdoors. *[Both] Firing a Rifle indoors no longer affects pitch and speed of voice over audio. *[Both] Fixed issue where outdoor audio reverb could be heard inside the Hunting Lodge in Broken Railroad Region. *[Survival Mode] Fixed issue where character voice over reverb could be heard in caves, even when voice-over audio was turned off. *[Survival Mode] Walking on the frozen river outside Milton now produces the correct footstep audio effects. *[Survival Mode] Fixed issue causing incorrect audio to play when Crafting Tinder from paper items. *[Survival Mode] Fixed issue where fall injuries could lead to voice over audio that was out of sync. *[Survival Mode] Fixed issue where exploration music cues were not playing as intended. *[Wintermute] Improved Fire audio during Grey Mother cinematics in Episode One. Cinematics *[Wintermute] Fixed issue with cinematic freezing at the end of Episode One, which prevented the game from continuing. *[Wintermute] Improved Mathis character position during Episode Two cinematic. *[Wintermute] Improved Jeremiah's character position and audio syncing during Episode Two cinematic. *[Wintermute] Fixed issue causing the camera to incorrectly rotate during cinematics. *[Wintermute] Fixed issue where audio and visual effects were out of sync when Will trips and falls during the Episode Two cinematic in Broken Railroad. *[Wintermute] Fixed issue causing Will and Jeremiah character models to vanish from the first cinematic when loading Episode Two and skipping the introduction. *[Wintermute] Fixed issue where a chair would appear incorrectly during a Grey Mother cinematic. Lighting *[Both] Fixed issue where interior lighting could create unintended shadows. Collision Fixes *[Both] Fixed issue causing players to get stuck on a fence in Mountain Town Region. *[Both] Fixed collision issues with bridge leading to Paradise Meadows Farm. *[Survival Mode] Fixed issue where Bears could be stuck on broken ice in Desolation Point. *[Survival Mode] Fixed issues with player/terrain collision when walking around Hibernia Processing and on approach to the Lonely Lighthouse in Desolation point. *[Wintermute] Fixed collision issue that allowed Will to partially walk through Grey Mother's rocking chair. General Fixes *[Both] Crows will no longer sometimes fly too low and into the ground as the weather changes. *[Both] Crouching close to Bears no longer lets players move inside the carcass. *[Both] Fixed issue where blood splatter effect could appear too bright against the snow. *[Both] Fixed issue where Region and Location details were incorrectly displayed in the loading menu. *[Both] Fixed issue where Region and Location details were incorrectly displayed in the loading menu. *[Survival Mode] Fixed issue where Wolves would sometimes be out of position when feeding on carcasses. *[Survival Mode] Added no-spawn areas to the docks at the FIshing Camp in Coastal Highway, to keep Wolves from getting trapped there. *[Survival Mode] Adjusted Soda Can location in Mountain Town Region to make it accessible. *[Survival Mode] Fixed issue where various doors were incorrectly showing a locked icon when Inspected. *[Survival Mode] Improved camera position and framing of Moose carcass during Harvesting. *[Survival Mode] Closed off an unintended exit from the Milton Basin area in Mountain Town Region. *[Survival Mode] Fix for Wolves appearing on the Quonset Garage roof. *[Custom Mode] General Resource Availability setting in the Custom Toolbox now more accurately reflects the corresponding Resource level in each Experience Mode, i.e. if it is set to "Low," no Hunting Knives will spawn, as in Interloper. *[Wintermute] Fixed issue where players could walk through the tree at the crouch tutorial location in Episode One. *[Wintermute] Fixed issue with Wolf feeding animation at Paradise Meadows Farm in Episode One. *[Wintermute] Fixed issue where Region information was appearing at incorrect times when transitioning from interior to exterior locations. *[Wintermute] Fixed several issues that could block progression during Grey Mother missions in Episode One. *[Wintermute] Improved camera position when interacting with Astrid's Case at the beginning of Episode One. *[Wintermute] Added a decimal point to Deer Meat amount in player's inventory for Episode Two, adding clarity to the completion of the "Survival School" missions. *[Wintermute] Removed feeding Wolf from Forlorn Muskeg Region that would appear unaffected by the Aurora. *[Wintermute] Fixed issue where an error message could appear after progressing to Day 5 in opening Survival Bowl section of Episode One. *[Wintermute] Players can no longer place a Storm Lantern on Grey Mother's head. *[Wintermute] Fixed issue where inventory items could be lost after cancelling out of a Trust interaction with Grey Mother. *[Wintermute] Fixed issue with icons sometimes not appearing on map in Episode One. *[Wintermute] Fixed issue where player would sometimes be standing on a chair after finishing dialogue with Grey Mother. *[Wintermute] Fixed issue with mouse inputs instantly loading manual save files in the Story save menu. *[Wintermute] Added fade to black transition at the end of Episode Two cinematic in Jeremiah's Cabin, to avoid potential gameplay interruption. *[Custom] Progress towards feats disabled when in Custom Mode *[Both] Fixed Flare shells being re-usable in certain scenarios *[Both] General performance improvements *[Both] Memory optimization to decrease Out of Memory issues *[Both] Fixed Profile save file becoming corrupt due to unexpected size *[PS4] Fixed profile date not saving correctly when system language set to Italian or Polish *[PS4] Fixed new saves failing to create due to trying to overwrite a corrupt save file ###END OF CHANGELIST###
  8. Hello community, Today we’re excited to announce a new partnership! We’re working with Skybound Games, the new “indie”-focused publishing label of Skybound Entertainment (also known as the creators of The Walking Dead) to bring The Long Dark to retail stores in September 2018. This means that in September, people around the world will be able to find disc-based copies of The Long Dark for Xbox One and PlayStation 4 on store shelves! Mind-boggling. We’re excited to be working closely with Skybound on this, not just because this will bring a whole new retail audience to The Long Dark, but also because Skybound’s “creator first” culture meshes so well with our own. They’ve been great partners so far, coming at this relationship firstly as fans of the game, and we’re both energized by the opportunity to bring The Long Dark to fans of The Walking Dead, and vice versa. A few of us from Hinterland were recently down at Skybound’s offices in LA and had the opportunity to meet with the heads of their various departments — comics, online editorial, publishing, and of course, games! It was fantastic to walk through their office and see so many artifacts of their various creations. It really inspired me and reminded me of all the ways in which I’d like to extend The Long Dark, and future Hinterland creations, outside the medium of video games. That way, we can tell more stories, and help you tell yours, across a wide spectrum of creations be they games, novels, comic books, film, television, you name it! To be 100% clear — the relationship with Skybound doesn’t change anything about how we’re making The Long Dark. Hinterland is still 100% independent and we’re also our own publisher on all digital platforms — so think of this partnership as a way to amplify what we’re doing, bring our game to a broader audience, and also give us an opportunity to learn from one of the best IP creators in the business. Thanks, and if you have any questions about this new partnership, feel free to reach out to us in our forums, email (info@hinterlandgames.com), or social media. – Raphael
  9. We're excited to see that The Long Dark received five nominations in this year's Webby Awards! Voting for the People's Voice Award is also now open, and we'd love your support. https://vote.webbyawards.com/PublicVoting#/2018/games/general/strategysimulation
  10. Hello community, We’ve just hotfixed The Long Dark to v1.27 [34908] on STEAM. This includes the Unity game engine update that we discussed in our most-recent Dev Diary, as well as numerous other fixes you will see detailed below. NOTE: The Unity upgrade included in this hotfix has changed the location of the Debug Log for Windows users: Debug Log Location in Windows (new!): ⦁ In Windows, open File Explorer ⦁ At the top of the window, switch to the View tab ⦁ Go to the Show/Hide section and check the Hidden Items box ⦁ On the left side, Scroll down to This PC and click on the C drive ⦁ Navigate to the following folder: C:\Users\USERNAME\AppData\LocalLow\Hinterland\TheLongDark (Note that your Windows username will be the name 3rd folder you click through) ⦁ Inside TheLongDark folder you will find a file named output_log.txt . This is your game debug log. The Long Dark v1.27 [34908] Changelist *Numerous Art optimizations to improve performance. *Numerous Environment optimizations. *General optimizations *Update to Rewired Controller API for improved compatibility using gamepad/controllers on PC/Mac * Fixed several rare crashes * Disabled crash reporting for Modded games (to reduce the amount of non-relevant crash report data) Art *[Both] Moose sign scratches now appear with the correct color and texture across all Regions. *[Both] Fixed issue where player could become trapped when walking while crouched behind chair in Milton Credit Union office. *[Both] Added Charging Station sign to the Orca Gas Station in Milton. *[Both] Starfield no longer visible through light snow in Milton. *[Both] Fixed issue causing a snowy hillside to appear inside a Broken Railroad Region Cave. *[Both] Fixed scaling issue with toilets in Carter Dam. *[Both] Blood Decals now appear correctly when Harvesting or Quartering. *[Both] Fixed issue with some Rose hip bushes appearing to float above the ground in Mountain Town Region. *[Both] Fixed issue causing footsteps to sometimes look distorted in the snow. *[Both] Fixed a gap in the terrain in Mountain Town Region, near the entrance to Mystery Lake. *[Both] Fixed issue with inconsistent appearance of arms during Wolf Struggles. *[Both] Fixed issue with terrain near the Collapsed Tunnel in Mountain Town Region that was impeding player movement. *[Survival Mode] Fixed issue where Ambient Occlusion improvements weren't visible on a bridge in Desolation Point. *[Survival Mode] Fixed issue with incorrect snowy terrain appearing in a Forlorn Muskeg Cave. *[Survival Mode] Fixed issue where exiting buildings could result in a black screen. *[Survival Mode] Fixed issue where the Tractor near Quonset Garage was incorrectly illuminated. *[Survival Mode] Improved presentation of thumbnail images in the Survival Mode loading menu. *[Survival Mode] Improved road and bridge textures in Desolation Point *[Wintermute] Items in the Hunter's Blind near Alan's Cave in Mystery Lake Region now have the correct texture. *[Wintermute] Fixed issue where chimney smoke would incorrectly appear coming from homes in Milton. *[Wintermute] Fixed issue where a gap could be seen in Jeremiah's neck during Episode Two cinematics. *[Wintermute] Fixed issues with incorrect Rifle movement in Episode Two cinematics. *[Wintermute] Fixed issue with incorrect item texture on Lake Cabin Key #2. Gameplay & User Interface *[Both] Added Clothing UI Icons and tooltips when pressing R3 on gamepads. *[Both] Removed reticle when aiming the Survival Bow (as intended) *[Both] First Aid icon no longer disappears from the screen when Cooking or Boiling Water. *[Both] Fixed issue causing awkward First Person arm movements when accessing inventory with Flashlight equipped. *[Both] Fixed issue where Slope information would incorrectly appear when climbing up and down ropes. *[Both] Clothing items no longer display incorrect damage textures at low Condition. *[Both] Improved positioning for various Scrub Brush placements in the environment. *[Both] Fixed issue where double-inputs were occurring with the Steam Controller when accessing inventory. *[Both] Fix for being able to climb up steep objects the player should not be able to climb. *[Both] Fixed issue causing players to get Cabin Fever in Wintermute. Cabin Fever is now disabled in all three Wintermute Experience Modes. *[Survival Mode] Fixed issues keeping Faithful Cartographer achievement from triggering. *[Survival Mode] Fixed issue where the Stone Church icon was not displaying correctly after being mapped. *[Survival Mode] Removed fall death triggers on cliff wall above Milton Basin. *[Survival Mode] Fixed issue that prevented players from Harvesting certain Tree Limbs in the game. *[Survival Mode] Fixed issue where the Moose Hide Satchel was not showing the correct bonus when the game was set to display Imperial Units. *[Survival Mode] Improved ease of mapping the Cinder Hills Coal Mine entrances in Coastal Highway and Pleasant Valley. *[Survival Mode] When selecting a Region in a new Survival Mode game, it will now always default to the last Region the player loaded. *[Survival Mode] Fixed issue where no on-screen message would appear when approaching transition between Mountain Town and Forlorn Muskeg Regions. *[Survival Mode] Fixed issue where the Harvesting UI could sometimes default to “Take All.” *[Survival Mode] Fixed issue where the Paradise Meadows Farmhouse could appear unlocked by default. *[Survival Mode] Fixed issue causing various tools to spawn incorrectly in Interloper and Custom Experience Modes. *[Survival Mode] Players can no longer continue Crafting after a single Match burns out. *[Survival Mode] Fixed issue where subtitles remain on-screen after character voice over ends. *[Wintermute] Fixed issue where crows would circle locations with no corpses present. *[Wintermute] Fixed various issues blocking progress during the opening survival missions in Episode One. *[Wintermute] Fixed issue where voice over subtitles were missing after sustaining a fall injury. *[Wintermute] Fixed issue where Water in inventory was incorrectly counted, preventing Coffee and Tea brewing. *[Wintermute] Grey Mother's Soup no longer remains hot for too long when added to player inventory. *[Wintermute] Fixed issue causing Fatigue to apply incorrectly when Rope Climbing. *[Wintermute] Players can no longer Inspect Jeremiah’s Coat in Episode Two. *[Wintermute] Fixed issue where text could flicker during Trust interactions with Jeremiah in Episode Two. *[Wintermute] Fixed issue where smoke would not appear from the Trapper’s Cabin chimney, even though a fire is burning inside. *[Wintermute] Fixed issue in Episode Two Lake Gunshots Mission where the mission marker was not resolving correctly upon completion. *[Wintermute] Fixed issue where error message "Failed to Restore the Game From a Previous Save” could appear incorrectly in Episode One, causing the player to return to the Main Menu. *[Wintermute] Improved UI feedback when attempting to access empty sections of the Journal. [Wintermute] Players can now transfer stacked items to Grey Mother during a Trust interaction. *[Wintermute] Changed location of First Aid Kit at the beginning of Episode One to make it more noticeable to players. *[Wintermute] Fixed issue where Methuselah would appear at the wrong time in Episode Two. *[Wintermute] Added container for player gear in Grey Mother's House and Jeremiah's Cabin. Using these containers will not affect Trust levels with either character. *[Wintermute] Fixed issue where mission objectives from previous save games could appear at the beginning of Episode One. *[Wintermute] Fixed issue where the incorrect UI label was displayed when players attempted to create a new save game. *[Wintermute] Fixed issue with Rifle sometimes not responding during Episode Two mission "Jeremiah's Folly." *[Wintermute] Improved first-person camera motion to make it easier to interact with Metal Shard at the beginning of Episode One. *[Wintermute] Fixed issue where Breaking Down catwalk planks in the Upper Dam could keep players from finishing Episode Two. Audio *[Both] Fixed issue with audio that was sometimes causing too much reverb effect when exploring outdoors. *[Both] Firing a Rifle indoors no longer affects pitch and speed of voice over audio. *[Both] Fixed issue where outdoor audio reverb could be heard inside the Hunting Lodge in Broken Railroad Region. *[Survival Mode] Fixed issue where character voice over reverb could be heard in caves, even when voice-over audio was turned off. *[Survival Mode] Walking on the frozen river outside Milton now produces the correct footstep audio effects. *[Survival Mode] Fixed issue causing incorrect audio to play when Crafting Tinder from paper items. *[Survival Mode] Fixed issue where fall injuries could lead to voice over audio that was out of sync. *[Survival Mode] Fixed issue where exploration music cues were not playing as intended. *[Wintermute] Improved Fire audio during Grey Mother cinematics in Episode One. Cinematics *[Wintermute] Fixed issue with cinematic freezing at the end of Episode One, which prevented the game from continuing. *[Wintermute] Improved Mathis character position during Episode Two cinematic. *[Wintermute] Improved Jeremiah's character position and audio syncing during Episode Two cinematic. *[Wintermute] Fixed issue causing the camera to incorrectly rotate during cinematics. *[Wintermute] Fixed issue where audio and visual effects were out of sync when Will trips and falls during the Episode Two cinematic in Broken Railroad. *[Wintermute] Fixed issue causing Will and Jeremiah character models to vanish from the first cinematic when loading Episode Two and skipping the introduction. *[Wintermute] Fixed issue where a chair would appear incorrectly during a Grey Mother cinematic. Lighting *[Both] Fixed issue where interior lighting could create unintended shadows. Collision Fixes *[Both] Fixed issue causing players to get stuck on a fence in Mountain Town Region. *[Both] Fixed collision issues with bridge leading to Paradise Meadows Farm. *[Survival Mode] Fixed issue where Bears could be stuck on broken ice in Desolation Point. *[Survival Mode] Fixed issues with player/terrain collision when walking around Hibernia Processing and on approach to the Lonely Lighthouse in Desolation point. *[Wintermute] Fixed collision issue that allowed Will to partially walk through Grey Mother's rocking chair. General Fixes *[Both] Crows will no longer sometimes fly too low and into the ground as the weather changes. *[Both] Crouching close to Bears no longer lets players move inside the carcass. *[Both] Fixed issue where blood splatter effect could appear too bright against the snow. *[Both] Fixed issue where Region and Location details were incorrectly displayed in the loading menu. *[Both] Fixed issue where Region and Location details were incorrectly displayed in the loading menu. *[Survival Mode] Fixed issue where Wolves would sometimes be out of position when feeding on carcasses. *[Survival Mode] Added no-spawn areas to the docks at the FIshing Camp in Coastal Highway, to keep Wolves from getting trapped there. *[Survival Mode] Adjusted Soda Can location in Mountain Town Region to make it accessible. *[Survival Mode] Fixed issue where various doors were incorrectly showing a locked icon when Inspected. *[Survival Mode] Improved camera position and framing of Moose carcass during Harvesting. *[Survival Mode] Closed off an unintended exit from the Milton Basin area in Mountain Town Region. *[Survival Mode] Fix for Wolves appearing on the Quonset Garage roof. *[Custom Mode] General Resource Availability setting in the Custom Toolbox now more accurately reflects the corresponding Resource level in each Experience Mode, i.e. if it is set to "Low," no Hunting Knives will spawn, as in Interloper. *[Wintermute] Fixed issue where players could walk through the tree at the crouch tutorial location in Episode One. *[Wintermute] Fixed issue with Wolf feeding animation at Paradise Meadows Farm in Episode One. *[Wintermute] Fixed issue where Region information was appearing at incorrect times when transitioning from interior to exterior locations. *[Wintermute] Fixed several issues that could block progression during Grey Mother missions in Episode One. *[Wintermute] Improved camera position when interacting with Astrid's Case at the beginning of Episode One. *[Wintermute] Added a decimal point to Deer Meat amount in player's inventory for Episode Two, adding clarity to the completion of the "Survival School" missions. *[Wintermute] Removed feeding Wolf from Forlorn Muskeg Region that would appear unaffected by the Aurora. *[Wintermute] Fixed issue where an error message could appear after progressing to Day 5 in opening Survival Bowl section of Episode One. *[Wintermute] Players can no longer place a Storm Lantern on Grey Mother's head. *[Wintermute] Fixed issue where inventory items could be lost after cancelling out of a Trust interaction with Grey Mother. *[Wintermute] Fixed issue with icons sometimes not appearing on map in Episode One. *[Wintermute] Fixed issue where player would sometimes be standing on a chair after finishing dialogue with Grey Mother. *[Wintermute] Fixed issue with mouse inputs instantly loading manual save files in the Story save menu. *[Wintermute] Added fade to black transition at the end of Episode Two cinematic in Jeremiah's Cabin, to avoid potential gameplay interruption. ###END OF CHANGELIST###
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  13. *UPDATE*: The Test Branch mentioned below in the Diary is now live on Steam -- to get started, go here: http://www.hinterlandforums.com/announcement/12-the-long-dark-test-branch-february-2018-opt-in-forum-password-spoilers/ --- Hello everyone, The team’s been hard at work on a variety of projects since we released the Rugged Sentinel update in December, and I thought you might like a general development status update. Episode One and Two “Redux” & Episode Three The main thing that has been occupying our time is work on Episode Three, but perhaps more importantly, a lot of reworking of Episode One and Two, in anticipation of Episode Three. As you know from some of my previous developer diaries, there were several consistent pieces of negative feedback in user and critic reviews, around the forced linearity of our mission structure (as compared to the openness of Survival Mode), the lack of fully voiced dialogue sequences (outside of cinematics), some glitches in the Bear Hunt mission, and issues with the opening tutorial. In terms of the openness of our mission structure -- it was always our intention that things would open up and become less linear in Episode Three, and beyond, but after considering the feedback about Episodes One and Two, I felt that making the player go through 15-20 hours of fairly linear missions so that they could get to Episode Three’s more open structure, was asking too much of them. So, one of the things we’ve done is go back to the Episode One and Two mission structures and work on opening them up, so that most missions can be done in any order, and some missions -- like Jeremiah’s Survival School -- will become optional. Since our cinematics in Episodes One and Two depend on knowing what order the player is progressing through the game, opening up the mission structure means the cinematics are too restrictive for the player’s experience of the game’s narrative. Therefore, we’ve had to come up with a new way to present those moments to the player -- and that means shifting most of the dialogue content into a first-person dialogue mode. We’ll lose out on some of the cinematic cameras and lighting we used in Episodes One and Two, but this new presentation style will give us enormous flexibility in how we present missions and story content in Episode Three and beyond, so it’s the right thing for the game as a whole. This approach also means we can put all the Trust and secondary dialogue threads into the same presentation style, which will make the overall experience of interacting with characters in the world feel a lot more consistent, as well as giving us a much more flexible system to support our mission goals in Episode Three, and beyond. WIP videos showing experiments with “look ats” which allow NPCs to react to the player’s presence and reposition themselves to face the player during first-person conversations. This is a ton of rework of Episode One and Two, but we believe it’s important that players have a smooth-flowing experience between the episodes, and that it doesn’t feel like Episodes One and Two feel like they are from a different game. It’s also helping us prove out the improved direction for Episode Three content, and solidify our game structure and foundation for Episodes Four and Five as well. We’re also doing some rework on the opening sections of the game -- not just revising the Survival Bowl “tutorial”, but adding some new narrative content to set up the story a bit better, so we hope that with all these improvements, you’ll consider replaying Episodes One and Two before heading in to Episode Three. In terms of Episode Three itself -- this more open mission structure and new approach to dialogue and story presentation allows us to present an experience that’s more familiar to the Survival Mode experience. The structure is still very narrative-driven -- you meet NPCs in the world, they each have their own story, and you can decide whether to engage in that story, or not. You can, generally, approach it in any order, apart from a few places where we have to be a bit more heavy-handed about linearity for the sake of storytelling. In Episode Three you play as Astrid, so you’ll get to experience the post-crash events from her point of view. In terms of size and play time -- it’s too early to comment on the latter, but the size of world you’ll play in is roughly the same size as Episode Two, and a large part of the Episode Three world will be entirely new for the game. I’m sure you’d all like to get an update on when we expect to launch Episode Three. At the moment, I don’t have a date to give you. Hopefully the above gives you a sense of how much work we’re putting in to getting it right. We see our Episode Three launch as an opportunity to “re-launch” our Episodes One and Two as well, so this means it’s going to take some extra time. We’ll keep you posted on progress, while also doing our best to avoid spoilers. Survival Mode & Technology Update As some of you may know, we use a foundation of technology -- an “engine” -- called Unity, to make The Long Dark. We’ve just completed a massive overhaul of our core engine technology by incorporating an updated version of Unity, which provides several new features that are critical to our work on Episode Three and beyond. Similarly, we use an audio engine called Wwise, which we’ve also just recently updated to get the latest version. This is what we’d consider “core tech”, and it’s fundamental to the work we do in creating the game, but these major overhauls can be quite disruptive to our development. So, in order to do some testing and insulate you as much as possible from these changes, we’re releasing an updated version of The Long Dark to our test branch in Steam. This new version will be running on the latest version of Unity, and will also be using the latest version of Wwise, and beyond that, it has about 200 bug fixes in it, including (finally!) a proper fix for the Faithful Cartographer achievement (a fix which will carry over to the Main game if you unlock it in the Test Branch). We’re hopeful that some of you will jump into the Test Branch and check out some of these fixes, as well as help us identify any issues you encounter due to the new version of Unity -- for example, any crashes, compatibility issues, or performance issues (unexpected slowness or hitching, for example). Once we’ve managed to get some data from the test branch, and we feel confident the new version is safe, we’ll push it into the Main Branch as a hotfix that everyone can get. Besides that, we’re working on some new content and features for our next Survival Mode update. It’s a bit early to share too much information about that, but one of the things we’re building for it is a new region. This region will use a new workflow and pipeline we’re testing internally, a new approach to region creation that we hope will allow us to create areas with a lot more interesting variety, and to build them much more quickly, so that we can release new regions more frequently in the future. We’re also working on some new kinds of environmental obstacles that we hope to use in future region work. We’ll share some more details about that as the region firms up. Workflow improvements for region building, allowing us to iterate our terrain design and beautify much more quickly. “Buffer Memories”: The aurora reveals secrets hidden within the depths of otherwise dead computers, relics of the world before “the long dark”. Could this make it into the next update? Character Presentation We’ve been doing some work on improving the presentation of characters in the game -- not just NPCs, but also the player. One of the things we’ve been wanting to get in the game for a while, is a better representation of the clothing items you’ve selected for your character. Our first approach to that has been to add things like mittens and sleeves to the first-person hands. But, we’ve been exploring with taking this even further by creating a full-body simulation. If we can pull this off, it would allow us to reflect not just choices about what you’re wearing on your hands and arms, but what you’re wearing on your entire body. It would also give us a good foundation for improving your sense of presence in the world as a whole -- we could use more of the body to communicate your state in the world, animated interactions as you deal with injuries, moving over obstacles, using legs and kicking in the struggles, etc. It’s a big change and will require a lot of work -- and frankly, we’re not 100% sure we can pull it off -- but we’re working on it and we’ll see how far we can push it. I don’t want you to expect to see this in the game any time soon -- this full-body presence will not be in the next update -- and we don’t currently have an ETA on when we think the work will be complete. We'll share more information about this feature as our experimentation continues. So, that’s an update on some of the work the team’s been doing “behind the scenes”. If you’re interested in participating in the Test Branch, please look for information at http://www.hinterlandforums.com or in the Test Branch subforums on Steam. Please keep in mind that the Test Branch is for Steam-users only. The Test Branch update should go live within the next 24 hours! You can also follow us on social media, or sign up to our mailing list, to be notified of additional updates. Thanks for reading! See you in the Quiet Apocalypse. - Raphael