Arran

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About Arran

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  1. I would love to see more challenges implemented for survival mode to compensate of new things making survival easier. Currently most challenging are first 10-20 days. Do you have plans of adding diseases like flu / cold / fever? There are no other people to carry pathogens, but in very cold climate viruses can survive for long time until it gets warmer (burning fire) and can inflict infection. Such infections are not deadly by themselves, but untreated makes organism susceptible to other affictions, like pneumonia or myocarditis. And you cant cure viral infections simply by antibiotics. Those can reduce risk of much more serious bacterial infections, like pneumonia. To deal with viruses player needs to stay in warm and stimulate immune system ie with herbal medicine. This can lead to interesting decisions when player lacks food or already has high cabin fever risk Also have you considered some progressive difficulty for lower survival modes - Pilgrim / Voyager ? Pilgrim is nice setting for new players, but once you learn basics its impossible to die in this mode. What do you think about increasing environment settings mid-game after XX days passed ? Ie you start at Pilgrim, after survival of 150 days difficulty increases to Voyager - needs increases, wolves becoming aggressive etc. After another 150 days difficulty advances to Stalker and game stays in that mode until player falls into long dark
  2. Its a game not life simulator Crafted pistol as other "improvised" tools are less effective. If you want 1-shot wolf use rifle. Pistol could be much better than hatchet during struggle tho. And if you look at google there are schemas how to make a pistol using common items in home environment. Pipes can be forged in TLD and non metal elements crafted at workbench from leather / wood. Well people in pre-industrial age somehow made their guns Bullets is nothing more than simple metal ball with gunpowder (charcoal, niter and sulfur). Good question is how to obtain those minerals. There are some options - from scavenged fertilizers in farm areas or from deposits in mines.
  3. I was hoping pistol and ammo for pistol would be craftable and would allow for skilling firearms on interloper. But after reading Mailbag it seems it wont happen.
  4. I really like improvements in Redux Wintermute. I have some questions about map: 1. I am wondering why compass was added to Wintermute map? Arrow showing our direction breaks immersion a bit, as geomagnetic storm breaks compass, doesnt it? Position indicator is great - on survival we can use charcoal to see where we are. But shoudnt position be revealed only during good visibility conditions? It breaks game a bit when on fog or blizzard we can open map and we know where we are and what direction we are looking at. 2. I would really love to see some icon with current position also in survival mode - to not break current balance only after using charcoal, when map opens. Currently map is centered, but when we are on maps edge it gets bugged a bit. 3. I also noticed there is limit of how many resources (plants, limbs, houses) can be mapped on survival mode. I was going to map everything, but when I'm almost done new things arent mapped any more - I think after reaching 100 objects mapped or so. Are there any plans to have that limit increased ?
  5. Any chance to know which locations in Mystery Lake can be affected? I suppose Trapper homestead is very high risk. But other locations - Camp Office / Logging Camp / Hydro Dam ?
  6. Can you tell us what locations in Mystery Lake / Milton / Broken Railroads needs to be evacuated before December patch so we dont lose any stored items inside buildings in sandbox mode? It would be great to know which items are not safe - lying free on floor / table or stored in containers.