Sceh

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  1. Even though the issues with items not spawning on pre-update custom runs seem to have been fixed, I still can not find this flashlight. It didn't spawn in the 3 reported locations on the far range branch line for me. Can anyone confirm more spawn locations?
  2. Has there been any update on custom runs and absent unique recipes? I have to admit that I do not appreciate the way the Hinterland community team has shifted the blame for that to the players like we are blind or something. On Steam their latest comment on the issue is "We continue to investigate these reports. It appears as though some players just haven't found them yet (though they are there)"
  3. To add my info as suggested by @Merrak , I also can not find the coastal fish cakes recipe in the described location. Older custom run where everything is set to Voyageur except for the "passive wildlife" option.
  4. I am playing on custom - every setting is tuned to Voyageur, except I turned on the passive wildlife option.
  5. I can't seem to find the coastal fishcake recipe anywhere in the darn lighthouse. I have gone over every pixel, even picked up everything that was arranged on the shelves: nada. And yet every piece of content someone uploaded tells me that it should be somewhere in the building. You guys, help, I think I am going mad... or maybe I am fine and this is a bug.
  6. I have liked playing this episode, some very strong and some rather meh moments make for a pleasant experience overall. Due to how the map and the quest mechanics work I would say the player is taken by the hand or put on rails a little bit more than previously. I loved all the added action. So yeah, strengths and weaknesses in this episode as expected. But: So far most of the things that people have commonly complained about here and in other threads made me scratch my head. Like new mechanics screwing them over. In every single instance there was at least one written warning, sometimes the character even repeats the warning by voice-over. There was a clear warning that they could harm you when you first encountered the noise-makers. So maybe ... I dunno ... use with caution? Experiment before you go out into the wilderness? Same with the confiscation, the game actually warns you that the prisoners will take everything off you ... so I set up a camp in the little guard room next to the gate, stored everything away neatly that I didnt use immediately and dropped everything else, including all my clothes, in a pile in the middle of the room, then sprinted through the yard and went in to the next story encounter nekkid. Also the steam pipe puzzle ... maybe I am biased because I play a lot of puzzle games, but this was actually so easy ... all you had to do is get a picture of where the pipes were leading and then follow them to the "first" valve where a red pipe turns blue and icy, then work from there. Yes there was some very minor backtracking to close a valve you had just opened (solely to defrost the valve you actually need for the steam to continue to flow) but the pressure gauges were so easy to understand and follow. Although in another post somebody rightfully claims that that is NOT how pressure and flow work, but hey, just think "I need red pipes so how do i turn this gauge to red?" and you got it. Another complaint was the "scripted bear mauling" that could not be avoided ... I have experienced no such thing. The closest I've gotten to a bear is when you have to take the detour on your way to the power plant due to the road being blocked ... and you climb over all these tree trunks ... there was a bear wandering around beneath me, not even sure I could get to where it was walking. No other bear encounter, let alone a scripted, unavoideable mauling. I think it's like pete said, people try to continue the playstyle from sandbox to story mode and that works even less now than it has in previous episodes. The new mechanics implemented here probably also threw some people off and made them angry - change does that to people, we like everything to be as it was when we got used to it. It's just ... thinking like that will do nothing but lead to disappointment, and it's kinda unfair to put that on the devs. I think they did a good job with this episode. I will play it again for sure!
  7. I saw this question somewhere (cant remember for the life of me if it was here or maybe in a steam discussion) and I thought it was interesting: will the inventory and clothes from the end of episode 2 be carried over into episode 4 somehow? like it was going from 1 to 2? i really hope so. otherwise it's just plain mean to only make the snow pants available at the very end of episode 2 - among other things.
  8. Thank you so much, this looks pretty much exactly like my own map of the region. Tha confirms my suspicion that some areas simply can't be reached or mapped. The plateau above the climber's cave still bothers me, I have to admit 😅
  9. so @peteloud you also didn't find a way up, right?
  10. https://thelongdark.fandom.com/wiki/Ash_Canyon Umarım bu yardımcı olur
  11. Has anyone been able to reach the little area above the Climber's Cave? I've been poking around there quite extensively because this map is once again EXCELLENT at hiding whole secret paths and areas behind innocent little snow drifts and around unassuming little corners. I've come across several user made maps of the region (like on the wiki) where this area is revealed to a degree that suggests people have found a way up there. Help?
  12. I have had some stump remover spawn in what I assume is the same location (beginning of a bridge in Ash Canyon?) and I can not reach it, no matter from which angle I approach.
  13. Did I also miss an announcement that there will be no more Milton Mailbags as well? There hasn't been one in ages. Overall it's been eerily silent. Makes you wonder what they're brewing ^^
  14. Well, yeah, and that would also be valid imho. But there's people on these forums claiming to have gotten the info from @Raphael van Lierop himself that the shortcut is actually somewhere on the cannery grounds and specifically that it is meant to circumvent the parcour bit to get into the workshop. And that is just straight up BS afaik, dozens of people (including me) have searched the place top to bottom and with every conceivable combination of environmental or character factors and nada. That's why I'm saying there was some mess-up in the communication at the very least, worst case we have all been epically trolled and sent on a merry chase. Come to think of it, I'm still not over the "two-part environmental puzzle" that was announced and then nowhere to be found, so it might just as well be that we've all just been blind to something incredibly obvious.