I bit of thread necromancy here.
I think occasional "surprise" wolves might be worthwhile at harder difficulties. Leave the normal patrols, but there is a small chance of a new wolf appearing in an atypical location or path. Not enough to be unplayable, just enough to keep you on your toes and a little nervous.
Hadrian has discussed on his YouTube channel a similar idea, where one could include tools like the hatchet or knife without altering the availability of other goods. This would provide an interloper-like experience, but one where you don't need to immediately push for a forge.
I agree. If you don't actually cook something, your cooking skill shouldn't matter. Now if I heat up a low condition can of beans, maybe that should count, but un-cookable items like sardines or candy bars, etc. shouldn't be affected by cooking skill. It lets people game the system too much. I see these youtubers on play throughs hauling around 0% tins of food and chomping through it without concern.
Also, I would argue that any food at 0% should be inedible, regardless of whether it was cooked or the skill level involved. Have it give a warning like raw meat, but if you do eat it, guaranteed FP.
I just started Wintermute for the first time since the Redux. I've alway just played sandbox. I've just finished the bear and Jeremiah got the radio running. M comment is that the frying sounds of the radio after it gives out seems excessive. I mostly just makes it harder to hear J talking. Perhaps have it stop crackling a bit sooner?
I've hit two deer in my current new Stalker game with the rifle. There's a blood trail, but they don't seem to loop around any more. One of them was shot over a day ago in-game and my journal does not show an increase in deer kills. At first I thought a wolf might have stole my kill, but there is no sign of a carcass. The second one is recent enough that it might still be wounded, but it has disappeared. Both shot near the bear cave by Trapper's.
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