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  1. Hi Hinterlands. Would be possible to open a Spanish International section? I sometimes have some language troubles. Thanks a lot!
  2. Baiting wolves should not be 100% effective. I feel that this mechanic is too cheap. Baiting should have some probability of success like making fire or every other mechanic in the game. I feel i'm 100% safe with just some pieces of raw meat. This change would bring much more tension to the game and will make it more realistic.
  3. Randomized loot tables

    I think randomized loot tables would bring more fun to the game (and more death)
  4. I don't think the invisible wall in the road after passing the hydro dam is an elegant solution. Does not fit with the game itself. Maybe devs could make Mackenzie turn back instead of hitting the invisible wall. Another idea may be to place big fallen tree. If you need to go there in future episodes you could make the player to start a big fire for burning the tree.
  5. In a recent Facebook pole in The Long Dark Community, the question was posed...." Would you be angry at Hinterland if they offered a dlc before all the episodes were completed?" I can tell you...without having looked at the results...what the answer is. But this comment summed it up best: "Honestly, I feel like I’ve gotten my money’s worth in entertainment and then some. Whatever Hinterland wants to do is okay by me." 72% of voters said that they wanted DLC content...and they wanted to give Hinterland more money and they would pay anything for some additional sandbox content right now. And we're not talking new regions here. We're talking...a new craftable gear pack with more options for clothes...some more animals to hunt like otters and snowy owls, a DLC that adds a fishing hut to Forlorn Muskeg perhaps...you know...some smaller things to add to the game. Of course, we don't want to turn TLD into a micro-transactions cesspit (like many of the other games we actually dropped money on and stopped playing again). At 41 years of age...and having played games since the age of 3...I can say with surety...there has never been anything like TLD...and I imagine I will never stop playing it. And that means Sandbox...not Wintermute. And many share the sentiment. So, will there be a backlash? Of course... There are people who can't wait to fling poop whenever they get a chance. And a lot of them are just kids who act like spoilt little kids. But, just ask yourself....are you really going to be playing Wintermute for the rest of your life? So why complain about it while you continue to enjoy the Sandbox? Cos once you've completed Wintermute, you'll be back Sandbox again for 1000s more hours .... Sandbox is TLD. Wintermute is TLD tutorial. But think of it this way.... When you order food in a restaurant and it takes longer to come out of the kitchen than you imagined, you're sitting there irritated and angry cos of the bad service. Once the food arrives and you set your gaze upon it, however, you already you start to feel better. Take the first bite, and your attitude softens up. 4 bites in, and you're thinking...THAT WAS WORTH THE WAIT....and that's what stays with you when you're done. Unless you're a complete child about everything. It doesn't matter how long it takes to complete the episodes...the majority of players will be satisfied with it in the end....and the time spent waiting won't matter anyway. The point is this... if you're afraid of a backlash...well...it's inevitable. People are going to complain no matter what. But, with small DLCs, at least we can support this project and help things along with $20 here and there... So, come on Rapha...please consider giving us the chance of throwing some more money your way...so we can help with the development of this project....and let the kids complain as much as they want...We've all got our money's worth already...and we really want to give you more money so we can all see this project reach its full potential.
  6. Temperature increasing with movement

    I was going down TWM and starting to get really cold, other parameters were fine. Got me thinking; It should be possible to raise your body temperature by moving/sprinting. This is tought in survival schools. Also,doing this when NOT freezing should make you sweat, and therefor get wet in internal layers of clothing. This might encourage taking of your bearskincoat a hot day if your planning on moving around alot.
  7. Some time ago I thought: "What a pity, we can't harvest bones". Then, I searched a utility for bones and I thought of bones statuettes (I'm surprised, "statuette" is a french word). But a logic TLD player doesn't lose time at crafting decorative statuettes, and for the utility of these statuettes, with this dear @SneakySquid, we thought that they could increase the wildlife respawn rate ( and, for sure, there also are a trophies). Yes it's a little bit mystic but, in TLD, there is Bear Spear, Old Bear that doesn’t shy bullets, Aurora which produce power and Methuselah is mystic too. You can harvest one bone for each carcass. Statuettes require a table of engraving (it's just flat stone). Tables of engraving can be found in a native village, in the region that @SneakySquid is going to make, the region of the first nations. I post the link when he'll have posts his region. We think a challenge involving statuettes will be great in this region. For this challenge, you start in a cave (not explorable) with a lot of little alcoves and you must craft 5 mooses and 5 bears statuettes, 25 wolfs and 25 deers statuettes and 30 rabbits statuettes. The difficulty is the same as Stalker. Statuette: Craft: Range: Tips: Rabbit Statuette 1 rabbit bone, 1h, a knife 250 meters very useful with snares, more effective with 2 near rabbits spots Deer Statuette 1 deer bone, 1h30min, a knife 400 meters if you are a good and quiet hunter (bow or rifle), this guarantees you plenty of food Wolf Statuette 1 wolf bone, 2h, a knife 750 meters ideal in interloper, with bow and decoys. But if you quit your safe zone, you can be in risk Moose Statuette 1 moose bone, 2h30, a knife 300 meters given the rarity of moose and the usefulness of its skin, this statuette is useful Bear Statuette 1 bear bone, 3h, a knife 15 meters you are obliged to put this statuette IN the bear den, but this statuette is great !
  8. I'm relatively new to the game but I've been perusing the wiki pages reading about clothing items and have noticed some stats that seem backwards or otherwise don't make logical sense. I expected to find rationale by comparing all the items in the category to find some balance reasons, but a few don't seem right. Trail boots/Mackenzie's Boots: Same base warmth as the leather dress shoes and running shoes (which are typically synthetic materials and have mesh panels). This is absurd, less so for the leather dress shoes but more so for the running shoes, but both should be colder than any solid leather above-ankle boot. These two boots are also half the base warmth as the work boots, which are basically the same boot construction minus a steel toe in the real world. Trail boots/Mackenzie's boots, ski boots & combat boots: When harvested, give only 1 cured leather, even though they are tall, full-shank boots. Combat boots and ski boots especially go halfway up the calf, but only give 1 leather, even though the shorter work boots give 2? Running shoes & leather shoes: When harvested, give 2 cured leather, while the trail/mackenzie/combat/ski boots only give 1. The leather shoes are made of leather, sure, but it really should give only 1 when harvested while those other four taller boots should give you 2 (but it's backwards). The running shoes really shouldn't give any leather, more like cloth, and if for the sake of the game mechanic of all shoes requiring/giving leather to repair/harvest, the running shoes should definitely not give more leather than any full-shank leather boot. Making my own specific recommendations for the warmth/wind ratings of the shoes is complex because of having to weigh the other features of all the shoes, but in general I think these changes should be made: Leather shoes should have more wind bonus than the running shoes, but perhaps leave the base warmth the same. Both should give only 1 leather when harvested, and maybe the running shoes should only give cloth and no leather. Trail/Mackenzie's boots should give more base warmth than the leather/running shoes, perhaps being the same as the combat boots or work boots. Both should give 2 leather when harvested, as should the ski boots and combat boots. Work boots base warmth should drop a bit and be the same as the combat boots and probably the trail boots, too. As of now they are way too close (only 0.5 C difference) to the warmth of mountaineering boots, which should be much, much warmer than any typical construction worker boot. Harvesting the work boots should give the same amount of leather as the combat and trail boots, meaning an increase in the other boots to 2 leather. https://thelongdark.fandom.com/wiki/Clothing
  9. Question Thread :: Milton Mailbag

    Hi, I have really enjoyed your game for the past year and a half, and I've often wondered about something. Has there ever been any plans to sprinkle more evidence of other, living humans in the game? I played survival mode for so long that when I started coming across live humans in Wintermute it was jarring (in a good way) One of my favourite parts of Hushed River Valley was finding the source of that eternal flame. I thought it was really cool to hint that other living humans had been through recently. Anyway, I thought it would be interesting to maybe sprinkle in some easter eggs of, for example, seeing a human walking through the snow when you are at a distance (at a lookout, or on a cliff's edge) or perhaps walking into a building that has a lit fire somehow The person would be inaccessible, of course, but my mind keeps wanting to find a trace of another living human being somewhere. Not just dead ones hahaha. Really enjoy your game, can't wait for Ep 3 and beyond, but I was just wondering if this is something you have ever considered. Thanks. Feel free to reply here or in Milton Mailbag.
  10. Survival Co-op

    First off, Hinterland, thank you for this beautiful game. I have been thinking about how nice multiplayer in this game would be. Specifically in survival, kinda like Minecraft. I'm personally PS4 but would love to talk about this with PC or XBOX as well. Thanks for considering.
  11. Mouse cursor & misclicks

    As it has been the past few years, I always seem to return to TLD after a break. And one thing that really struck me again when returning recently is how much time I waste dancing around sticks and stones with my controller while trying to pick them up...bouncing around the object like...left, no right...left again...no right again...ooh up a bit...no not that much...ooh little bit down click click click click click click....oh little bit left again.....tHERE YOU GO....one stick picked up. That cursor just seems to jump over and not picking it up so often.On Interloper, so much time wasted mis-clicking. I would love a change in that mouse cursor so it might cover a bigger area....or be more responsive to sticks and stones in particular cos I literally start asking myself whether it's worth the time to stop here for this one stick...or piece of coal...and although it always is....honestly...I'm wasting a lot of time with my cursor mis-clicking small items. And changing my sensitivity is not really the answer cos then my movement will just be slower...so not worth setting that down just to collect sticks.
  12. New Skills: Extract fibers from plants - maybe existing plants like the Maple Sapling Making cloth from fibers Extract & refine wax - from bayberry plants Poison - extracted from poisonous berries Extract salt from saltwater Cutting down trees - the higher level the bigger tree you can cut New Gear: Slingshot - made from sticks & rubber (rubber harvested from say rubber boots or rubber trees) - at workbench Sleighs - made of fir wood & metal (Can not be carried in inventory & can only be outside - slows you down considerably) - at Forge Snowshoes - made of wood and string - in inventory Skiis - made of planks & wax (made from Bayberry plants) - at workbench Bone knife - made from animal bones & cloth, so nothing goes to waste - at workbench A proper axe - to cut down trees - smaller at first then bigger the higher level you get - at forge Nails - for whatever use, you use nails for, lol - at forge New Ressources: Berries - both eatable & poisonous Bayberry plants Rubber trees - even though not natural to Canada Salt - to preserve meat for longer time Eatable mushrooms - found in caves growing on the walls & hard to spot Squirrels - not so much for the meat, but for the tail to add on rabbits hat or other hats Other things: When harvesting the lantern, we can take the Firestriker out to have for later use. (credit DystOptimist on Twitch) We should eventually be able to make a small cabin or something similar with the trees, we cut down. Only for the "endgamers" keeping a survival mode going for 3000-5000 in-game days. This is just a brainstorm wishlist....
  13. Unpredictable wildlife AI

    I get that dangerous wildlife is a fundamental part of the game's difficulty and that it's Hinterland's vision (afaik voyager is how HG intended the game, before the other difficulties were added). Right now predators have four states: oblivious, when they haven't noticed the player yet stalking, when they noticed the player but are still too far away to attack aggressive, when they are close enough to attack the player scared, when they run away whimpering Right now when the player gets detected there's a slim chance for the wolf to get scared and run away, and that's pretty cool. Too bad that bears and moose have only one reaction, which is stalking for the bear and attacking for the moose. It makes sense because having the bear or the moose run scared in front of a player that didn't hurt them in any way would be nonsense (unless it's pilgrim), but it's a bit boring because it's completely predictable. I'd like to see a fifth state for wolves, bears and moose: avoiding. It would replace fear upon detection in the wolf (and in the pilgrim bear) and it would consist in the animal noticing the player and trying to keep at a distance from them. Not a frantic run like a scared animal but a fast walk in the opposite direction. The animal could change state if the player would close distance on them quickly, running towards them. In that case they would go straight to aggressive, or scared for pilgrim. Of course this would not apply in case of wolves eating prey. It would be amazing if the balance between avoiding and stalking/aggression would change over time as well: at the beginning of the game avoidance would prevail, and slowly shift to a higher probability of stalking/aggression as the time goes by. Just imagine being sure that dangerous animals will keep their distance from you and suddenly one of them attacks you! That would be a fun surprise! TL;DR what if all dangerous wildlife had a chance to try to keep their distance from you upon detection, instead of having just wolves with a chance of running away scared and yelping in front of an unarmed guy? Yes this would probably be a nightmare to code, but I really wanted to get this idea out there. A girl can dream
  14. Challenge Scoreboard

    I know I got in a convo about this with someone, though it was probably on reddit. And I don't see any requests here based of a *very* simple search... Why can't I have my challenge records at least posted to my own account? I mean, I'd like to epeen and show off my [mostly sad] attempts, but the only option I have is taking a screenshot when I complete one and finding some outlet to post it to... and then, the problem is, if I chose not to take that screenshot, I can't even find the data to tell someone else. (I want to say I posted this here, but I suspect this "gripe" was posted elsewhere, and now I cannot find it.) If anything, I'd really like the achievements to show the lowest time any challenge was completed. Alsø alsø, previous attempts and scores would be really cool to see. I would love to play all the ones I've completed again, and try to beat the time. But I haven't saved all the times for them all, so there's a little bit of replayability lost.
  15. Mystix's new wishlist

    Hi team, I know you're reading, so thank you for making my favorite game! When I took a look at my previous wish list (link) I was glad to see that most of the things found their way into the game over time. The thing I'm most grateful is the bow - it's been my favorite tool in the game ever since you added it. Here's my second list of things that I think will improve the quality of the game and will bring a bit more realism to the experience. I'm sorry it's too long, but I prefer to have it in one place instead of making 20 threads about everything. Also I know some of the stuff may already be written somewhere but I'll write them anyway so you see that there is high demand. High priority list (definitely should be implemented when you have the time to do it): 1. Let meat have it's own smelliness factor on it's own so animals would be attracted to it. The way it is now when you carry meat on you, you become a wolf magnet. But when it's on the ground, and the wolves didn't see you drop it they would just walk over it and ignore it. 2. Allow a dragging action (for example with the right button) for small outdoor containers (like backpacks, plastic and metal containers) to compliment the above wish. If we can move these closer to our bases we can safely store the meat in closed containers right there. The dragging action should also be possible for other small objects, like branches for example, and we should be able to slooowly drag dead wolves and deer. 3. Fire temperature should affect the speed of cooking and boiling. For example a slow fire will take longer time for both actions and a bigger fire will take less time. For example a fire made with 2 sticks can get you 1 liter of water for the same amount of time like the fire in a forge with lots of coal and 200 degrees output. 4. No melting of snow should be required when you are inside a fishing hut with a cleared hole. Why would you melt snow when you have water right there? Skip right to the boiling. 5. Have free time while fishing. I know some people find ice fishing boring so they want a minigame for reeling the fish out for example but I think it's okay - it is boring and it's meant to be. What I wish though is to have free time while the tackle is in there. For example I'd like to be able to tend the fire and cook, read a book, rest in my sleeping bag or prepare some rose hips for boiling while I'm fishing. There should of course still be the option to skip the time as it currently is if you have nothing better to do. 6. We should be able to look around unlimited at 360° while in cars and move between the left and the right seat, no matter front or back. The current viewing limitations inside cars makes it impossible to track the movements of an animal for example. 7. Wounds should not only drop the character's condition for the current moment and then allow him to recover but should affect the condition like the burns currently do (with the red bar) and slowly minimize and allow for recovery to occur. Burns do this better but they should not keep your condition low for 5 days straight and then suddenly disappear and allow you to recover. Both wounds and burns should have the red bar that will slowly make room for recovery, just like in reality when you have a wound or burn hurts you (which makes you feel that you're not at a 100%) and as they heal you feel better and better and feel less pain over time. 8. Painkillers should work for all pain. When you pop 2 pills you can't choose whether they should affect your wrist or your foot, they help for all your pain. You can achieve that with an injection, locally, but I don't want to see needles in the game. And I'm not going to complain about the amount of sprains, I definitely think they happen as mush as they need because the character is walking and occasionally running on snow, that probably has ice below it, with a load on his back - this is begging for a sprain. 9. Walking uphill should give a degree of warming bonus, running should give a few more degrees. Climbing on ropes should get your blood boiling for at least half an hour after you've stopped. Anything that makes you spend too much calories too fast should make you give off heat. It could be added like the bonus from a hot drink and the duration could be determined according to the calories spent. 10. Make toilet water non-potable. Everyone wants to boil that water they got from the toilet. 11. Pause activities when there are animals approaching. Example: I have a rabbit in my backpack and I go to explore. I stop to do some mapping with the charcoal and when the activity is done (the loading bar dissapears) there are three wolves already circling around me and waiting for me to be done, each one takes their turn at me and I die. In this situation this mechanic had an unfair negative effect. Another example: I'm harvesting a wolf carcass and cooking the meat, when I'm done (and loading bar disappears) I see that a bear walked through me and is standing just a few meters away, but when my character was in this "weightlessness" state it caused the bear to ignore me. In this situation the mechanic had an unfair positive effect. My suggestion is to pause the current activity, whatever it is (harvesting, cooking, mapping, etc.) when the character notices that there is a dangerous animal approaching. This will give enough time to take some action - light a fire, pull a weapon or run towards a safe place, because when you see a bear approaching you won't just stay to finish your chapter of "Advanced Guns, Guns, Guns". 12. Review boundaries of open windows at outdoor buildings so shooting through them is possible. I was in a situation where I tried to shoot a wolf with an arrow through a window of the maintenance shed and I ended up breaking the arrow. A test to place an object through the windows showed that they are blocked and objects don't go through. I was pleasantly surprised to see that shooting is possible through the broken windows of the PV farmhouse's sunroom. I'm not sure about other locations with broken/open windows but I think they should be reviewed. 13. Add the following commonly found IRL items: - axes for chopping wood faster, at the expense of being much heavier than a hatchet. Wouldn't carry it around with me but will leave it in my base. - kitchen knives that would be more common that the hunting knife, at the expense that they'll get ruined faster. Apparently the people that lived on the island left their houses in a hurry and left behind some food and clothes, but they took all of their knives with them? - lighters that should be rare and weigh a bit more but should be good to fire anything between 5 to 20 fires depending on the fuel they have. When you get a really good fire starting skill you will be able to use just the spark for at least 20 more fires until it breaks. - reading glasses, that could be used to start a fire but probably more slowly than a magnifier. - pens and pencils to use for mapping. When you go out on a mapping session you have to take 10 kilos of charcoal with you instead of a light pen or pencil? I love the hand-painted charcoal look of the map, but we should probably need a bit charcoal to just start a map of the region and then continue to modify it with a pencil. 14. Add an option for making individual notes on the maps. I for example want to indicate where I've left a rifle, which building has a workbench or a forge, which buildings have laptops or PC's that I should check during the next aurora. Also it would be good to be able to "erase" some of the icons (like cat tails or saplings) when these resources are not there anymore. This kind of customization will increase the feeling of ownership of the map, making it truly your own. 15. Allow sleeping anywhere, without the warming bonus from the bedroll and add a penalty for sleeping on a cold surface - for example your "feels like" will be lower and you might wake up with a "stiffness" that will lower your condition with 10% percent until you sleep in a real bed or bedroll. Also make it possible to make a bedroll out of wolf skins too (why not take 6 of them to make one). It's just silly not to do that with the tons of wolf skins you have but go and kill two bears just to make it. It should be warmer than the sleeping bag but not as warm as the bear's. Low priority list (should be implemented some time but I won't cry a lot if you don't): 16. Allow us to extinguish fires and collect some of the wood back and also add an option to remove a campfire (probably an "X" icon as a last option in the picker will do). 17. Make caves dark again. It's great that some caves have openings to have light and wood go through, but the places that are further from an opening should be darker. The cave should punish you for forgetting to bring a lantern and cause you to use a few matches if you don't have anything else. Of course we also have the possibility to "feel" our way around by dropping an object and dragging it around in the cave to find a way you can walk towards. 18. Move the bow and arrows from the workbench to the manual crafting menu. You can absolutely create a makeshift bow and arrows anywhere you are and while having some downtime (while fishing for example) and a hatchet or a knife. It absolutely does not require a flat surface like the clothes do. 19. Improve item positioning boundaries so items can be placed closer to each other and not require too much space between them. 20. Dry wood. I've read that you have a "hidden" dryness quality to wood. Please go on with this idea because this is one of the most fundamental issues a survivor will face in the winter. Wet wood will start a fire slowly (if they will at all) and won't raise the temperature as much as the dry wood. You'll have to plan ahead and put your newly collected wood closer to the fire. Newly fallen sticks will not be so wet but the wood from heavy limbs that have stayed in the snow will have to be dried for days. This will be a good challenge if you go on with it, because quite frankly we kind of have it easy with the wood. 21. Add possibility to listen for transmissions in Signal Hill control room (or similarly radio equipped areas) during auroras. Could be done by rotating a knob (similar to opening a safe minigame) to switch frequencies and listen for transmissions. Also the character could try to call for help with that equipment - say a few lines like "is anyone there", "if anyone can hear this...". Any pilot knows how to use a radio. Here's a chance to add a heavily distorted chatter that occasionally sounds on some frequency - this will be something to scratch our heads about, like the HRV signal fire. Spoiler ahead (skip if you haven't seen the signal hill buffer memories): After reading the journal of the last lady that worked at the signal hill I know it's been used to transmit weather forecasts, and she is the one that put the the classical music we can listen to when the radios work. So the control room should be used for something like this. 22. Make climbing down ropes possible with any amount of gear. In reality you would tie your backpack to the rope, descend it safely and then you'd go down the rope too or just throw any unbreakable objects down first. I know this will be hard to execute in the game and you've talked about how hard it would be to separate the inventory from the character, so at least allow us to climb down while (encumbered) with more gear. 23. While the inventory is filtered alphabetically or by weight first, make it sort the items by quality second. For example: Two liters of water (2 kg/100%), Wolf meat (1kg/100%), Wolf meat (1kg/85%), Wolf meat (1kg/70%)... 24. Add alternative key mapping option, for example to be able to open inventory with "I" key as well as be able to set an alternative "mouse button 4". Also please make it possible to switch through items in horizontal menus with "A" and "D" or "Left" and "Right" keys (like how many hours to sleep / what to use to break the ice in the hole / what item to cook on this slot) and switch through vertical menu items with "W" and "S" or "Up" and "Down" keys. The mouse scroller should be usable in all these cases as well instead of clicking tiny arrows on the screen. 25. Name screenshots by date first. I can see that the names of the screenshots contain some data related to the game, but when you sort them by name the way they are named now, they arrange themselves kind of randomly. Can you please make the name of screenshots begin with screen_yyyymmdd_ and then the rest of the code? Phew! That was a lot of stuff. I have collected these thoughts in a txt file for a while now, I hope they help make the game better! I want to also say that I strongly support a suggestion in another topic to make items stored outside freeze so we'll have to unfreeze or warm up before consuming. And also, animators, please give us an occasional falling star at night!
  16. Played and loved TLD since 2016 and Im all positive on the progress so far! Makes it hard not to think about ways to make it even more immersive and vast. - Thermos (tool) to make bringing hot food outpossible. Rare item. - Improvised spear (weapon) to equip if a Wolf is closing in, to possibly impale and not have to start a struggle. - Fire starting bow (tool), an improvised Fire starter, low success-rate. - Storing food outdoors (to keep it fresh longer) will attract wild life. Need to hide it in car/other container. Could make for good trap as well, just wait for the wolf... Good? Bad?
  17. Humble suggestions/wish list

    Played and loved TLD since 2016 and Im all positive on the progress so far! Makes it hard not to think about ways to make it even more immersive and vast. - Thermos (tool) to make bringing hot food outpossible - Improvised spear (weapon) to equip if a Wolf is closing in, to possibly impale and not have to start a struggle - Fire starting bow (tool), an improvised Fire starter - Storing food outdoors (to keep it fresh longer) will attract wild life. Could make for good trap as well... Please let me know what you think! Good? Bad? Doable?
  18. Helpful background dialogue

    Hello all, I'm playing through the new story mode but here are two things I noticed: 1.) Autowalk - I am sure people have said this before. I'll leave it at that. If anyone knows how, let me know 2.) Helpful/Informative background dialogue - I see people complain about the dialogue while exploring, I don't mind and tune it out for the most part. But as I found a decent jacket, our character (forget his name im sorry) said " This will come in handy." So if the item I find is a better item or has better condition then my current equipment, a line like above would be said. However, if it was not an improvement to my gear then he would say something like " There's no use for this." Or maybe this is already implemented and yeah. Thanks for reading.
  19. Hurricane Lantern

    This may have been suggested before, but I didn't see this particular suggestion in search. I know there have been many suggestions and discussions about candles since the earliest days of this game. I too would like to see candles implemented at some point, as it gives us more to do and work for. But I would like to make a different suggestion: the hurricane lamp. This lamp has a wick, requires a match (or a lit stick) and burns oil. If you are not familiar with these lamps, look them up. I have lived in the woods remotely for almost 40 years (two years without power). Power outages are a fact of life and frequent in the winter (4-6 times each year from an hour to 2-3 days). Yes, I have 5 gallon propane bottles and a propane lantern that works great. It hooks up to a "tree" that also feeds my propane stove. But this cannot put light everywhere I need it in the house, and having it hooked to the tree means it is not portable. I have three hurricane lanterns that I have in several other parts of the house. They take about half a quart (.47 liters) to fill a lantern and will provide light for about five nights running it four hours each night set on low. This is still light enough to read by, move about and get things done. It is much less light than my propane light puts out, but it is extremely efficient and long lasting. They also run on rendered animal fat. Suggestion: Have three of these lanterns drop in the game. The locations should be in advanced zones such as the Spence Family Homestead, the Mysterious Signal fire in Hushed River Valley, and the top of Timberwolf Mountain. Each site progressively harder to get to spreading them out in the game. They should only work indoors or in caves. The wicks can be replaced through crafting them. There is a small chance you can drop them while carrying them lit with a chance they will break if you do. Once broken, they are ruined. Can be a option you check in Interloper (getting all three could also be an achievement) Having these would provide more of a challenge (getting them), more things to work for (crafting wicks and cooking fuel) and provide the ability to mend and read in the later game. Not being able to read a book or mend a pair of socks while making potable water or cooking a big bear steak doesn't feel right. Using the current lamp is not practical due to it's heavy consumption of oil (which is fine). None of us planning on the long survive will use up our oil in this way. For those who choose to, a hurricane lamp would provide a small quality of life improvement earned from many days spent surviving in a harsh environment. -G
  20. game menu

    would it be nice if hinterland animate bear walking around jeremiah cabin at game menu :)? when game is finished
  21. Sweating

    What do you folks think about adding a sweating mechanic to the game? It would be as simple as if feels like temperature goes above 98.6F (or whatever the C equivalent is) you get an extra tick mark on your water decrease level. It's probably rare for most folks to have the feels like temperature to go this high, but it feels a little odd being next to a roaring furnace for hours on end, beating on white-hot metal while wearing however many layers and not having some sort of "too hot" penalty. If memory serves, sweating is something that you really want to avoid in cold weather survival situations as sweat can freeze and over-cool you plus dehydrate you faster. I feel like it definitely has a place in TLD.
  22. Mummy Bag

    I think it'd be cool to have a low temperature mummy bag added to the game as a third option between the sleeping bag and the bearskin bedroll. It wouldn't weigh as much as the bearskin, probably be about as warm, but have no chance of scaring off wolves. It would be rarer than the sleeping bag and probably not appear in Interloper (as with the expedition parka and whatnot), and not be repairable by hand like the sleeping bag is, requiring a decent amount of cloth to repair. I think this would fit well as a lower weight but lower safety (no wolf scare chance) option that still offers more warmth than the bearskin bedroll.
  23. I occasionally manage to walk off short cliffs and hurt myself. The game shows me what I did to myself, but once those notices fade away and they fade pretty quickly, I have no way to recall them later on to look at how I hurt myself and my gear. Generally I am referring to minor injuries (bruising) and clothing damage, so a long-term recall does not seem necessary, but it might be nice to have a screen to recall how one tried to inadvertently commit suicide or laugh at what happened when walking (half asleep, on auto-pilot).
  24. Cooking, Faster Scroll

    Circumstances: I was cooking meat and having to use the cooking surface (no pots). I have cans but they are not large enough to cook meat and I had a couple herbal teas and coffees in inventory. I was not doing the drop meat on ground then place it on cooking surface. Click on the cooking surface, select the cook icon, then you are at a horizontal scrolling menu starting ALWAYS at the first can, then you have to scroll past the cans, then the teas, to get to the meat you want to cook. I got irritated so I would just click click click until the menu gets to the end which is where the last meat that I could cook would be. It occurred to me that if there was a >> button to shift the menu all the way to the right it would help me keep from boiling over. Similarly, a << button could shift the menu all the way to the extreme left, though I don't know if anyone would really find that useful, but maybe for consistency. Alternately, rearrange the menu so cooking utensils (pots and cans), heated items (teas), and raw/cold items (meats and soups and peaches) could each have its own segment, so the player can go to the desired segment and get on with cooking rather than having to always scrolls all the way (in this case) to get to the meat to be cooked. The existing menu works, but this would help improve it, I hope.
  25. Looking out Windows

    Many a time, I've wondered just how bad the weather really is outside but been unable to actually check on account of the fact that all the windows are opaque. It's not a big complaint, but it would be cool if windows had a function. Now I'm pretty sure that making all the windows into actual windows would probably be too hard to implement for the loading screen locations. However, perhaps there's another way. I think it would be cool if you could walk up to a window and activate it. What this does is load up an image from outside the house, letting you see what's outside. You wouldn't be able to move around or anything, and maybe it wouldn't load things like dropped items or animals, but just looking outside is something I think would be really cool.