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The Long Dark Hotfixed to V1.49 [47860]
Hello everyone, We're really sorry to everyone who has experienced unfortunate Sprain activity since we released STEADFAST RANGER. We thought it might be useful to explain a bit about what's been going on. The "old" Sprain system calculated sprain chance by taking a slope angle, applying a % chance of sprain based on a base value, and adding more risk as the angle increased. We also increased the risk based on if you were Sprinting, Encumbered, or Exhausted. The fact that you didn't know what slope angle might cause a sprain when walking on it, was a large contributor to the sense of getting surprise sprains because you had no way of knowing you were "at risk". In STEADFAST RANGER, we added the Slope indicator to tell you when you are "at risk". The idea here was to give you a sense that you might get a sprain if you didn't change your behaviour, i.e. find a safer path. The Slope indicator doesn't guarantee you will get a Sprain, but it tells you that you are in a place where you MIGHT get one. There was a bug in the 1.48 release of STEADFAST RANGER where we were calculating Slope Risk modifiers for Encumbrance, Exhaustion, and Sprinting, when on FLAT surfaces. This meant that over time, even when walking on flat (non-sloped) surfaces, you might end up with a Sprain, if you were Encumbered, Exhausted, or Sprinting. Since we check on an interval, over time you are highly likely to get one. THIS WAS A BUG AND SHOULD BE FIXED IN THIS LATEST HOTFIX. Some people found the "flashing" warning exclamation to be anxiety-inducing so we removed it. The Slope indicator itself should be sufficient warning. Another thing we added in STEADFAST RANGER was a "Sprain Risk" affliction to Status. This is only meant to appear when you are Exhausted or Encumbered, to indicate that you are at greater risk of Sprains due to being in these states. This risk should only apply when you are walking on valid slopes. It does not mean you are generally at risk of getting sprains. You MUST be on a valid slope for Exhaustion, Encumbrance, or Sprinting to trigger a sprain. Some people are confusing the Slope indicator with the Sprain Risk affliction in Status, and they are not the same thing. There was a bug where the SPRAIN RISK affliction would appear any time you transitioned to a new scene. We've fixed that in this latest Hotfix. Please keep in mind that the new Sprain system means you are now more knowingly at risk of getting sprains than you were before STEADFAST RANGER. You might have become accustomed to spidering along the environment or walking up (or down) slopes that should have triggered sprains but didn't for a variety of reasons. This means that you may have to ADAPT your traversal of the world. It means there may now be paths that are more dangerous than they were before. Keep in mind that the Slope indicator is meant to be a warning, similar to Weak Ice. If you back away from the path you are on, you can avoid the risk of getting a sprain. If you persist on a path or slope where you see the Slope indicator, you accept the risk that you might get a sprain. It's in your power to decide where you want to travel, and how you want to get there. You may have gotten used to taking risky shortcuts that now have a more visible cost associated with them, whereas that risk was hidden before. Now that we'll have the Sprain system working as originally intended for STEADFAST RANGER, we'll continue listening to feedback from our players. Phase 2 will be to consider modifying the tuning on either the Slope Angle required to trigger sprains, or the probability of getting sprains over time when travelling on a slope, but we don't want to make those changes until we're first sure people are playing the system as it was intended. Changing too many things at once makes it difficult to know what is working and what isn't. Thanks for reading and we hope these fixes improve the Sprains "situation" for you. - The Hinterland Team
Fixed issue where revised Sprain system could trigger sprains on flat surfaces when Encumbered, Sprinting, or Exhausted. Fixed issue where Sprain Risk affliction indicator would appear on every scene transition. Removed flashing exclamation mark on Slope indicator due to causing widespread anxiety amongst our community. Let's face it, we could all use a little less anxiety. Tuned Revolver effectiveness when used against Moose (reduced) and reduced critical chance against Bears. Fixed issue where text was missing for the Small Arms (Revolver) research book. Fixed issue where players could not dismount from rope on upper cliff edge in an Ice Cave (Hushed River Valley region).
[ 2019-05-09 00:46:18 CET ] [ Original post ]
Fixes to Sprain System -- Phase 1
Hello everyone, We're really sorry to everyone who has experienced unfortunate Sprain activity since we released STEADFAST RANGER. We thought it might be useful to explain a bit about what's been going on. The "old" Sprain system calculated sprain chance by taking a slope angle, applying a % chance of sprain based on a base value, and adding more risk as the angle increased. We also increased the risk based on if you were Sprinting, Encumbered, or Exhausted. The fact that you didn't know what slope angle might cause a sprain when walking on it, was a large contributor to the sense of getting surprise sprains because you had no way of knowing you were "at risk". In STEADFAST RANGER, we added the Slope indicator to tell you when you are "at risk". The idea here was to give you a sense that you might get a sprain if you didn't change your behaviour, i.e. find a safer path. The Slope indicator doesn't guarantee you will get a Sprain, but it tells you that you are in a place where you MIGHT get one. There was a bug in the 1.48 release of STEADFAST RANGER where we were calculating Slope Risk modifiers for Encumbrance, Exhaustion, and Sprinting, when on FLAT surfaces. This meant that over time, even when walking on flat (non-sloped) surfaces, you might end up with a Sprain, if you were Encumbered, Exhausted, or Sprinting. Since we check on an interval, over time you are highly likely to get one. THIS WAS A BUG AND SHOULD BE FIXED IN THIS LATEST HOTFIX. Some people found the "flashing" warning exclamation to be anxiety-inducing so we removed it. The Slope indicator itself should be sufficient warning. Another thing we added in STEADFAST RANGER was a "Sprain Risk" affliction to Status. This is only meant to appear when you are Exhausted or Encumbered, to indicate that you are at greater risk of Sprains due to being in these states. This risk should only apply when you are walking on valid slopes. It does not mean you are generally at risk of getting sprains. You MUST be on a valid slope for Exhaustion, Encumbrance, or Sprinting to trigger a sprain. Some people are confusing the Slope indicator with the Sprain Risk affliction in Status, and they are not the same thing. There was a bug where the SPRAIN RISK affliction would appear any time you transitioned to a new scene. We've fixed that in this latest Hotfix. Please keep in mind that the new Sprain system means you are now more knowingly at risk of getting sprains than you were before STEADFAST RANGER. You might have become accustomed to spidering along the environment or walking up (or down) slopes that should have triggered sprains but didn't for a variety of reasons. This means that you may have to ADAPT your traversal of the world. It means there may now be paths that are more dangerous than they were before. Keep in mind that the Slope indicator is meant to be a warning, similar to Weak Ice. If you back away from the path you are on, you can avoid the risk of getting a sprain. If you persist on a path or slope where you see the Slope indicator, you accept the risk that you might get a sprain. It's in your power to decide where you want to travel, and how you want to get there. You may have gotten used to taking risky shortcuts that now have a more visible cost associated with them, whereas that risk was hidden before. Now that we'll have the Sprain system working as originally intended for STEADFAST RANGER, we'll continue listening to feedback from our players. Phase 2 will be to consider modifying the tuning on either the Slope Angle required to trigger sprains, or the probability of getting sprains over time when travelling on a slope, but we don't want to make those changes until we're first sure people are playing the system as it was intended. Changing too many things at once makes it difficult to know what is working and what isn't. Thanks for reading and we hope these fixes improve the Sprains "situation" for you. - The Hinterland Team
THE LONG DARK -- HOTFIX TO v.1.49 [47860] -- FULL RELEASE NOTES
Fixed issue where revised Sprain system could trigger sprains on flat surfaces when Encumbered, Sprinting, or Exhausted. Fixed issue where Sprain Risk affliction indicator would appear on every scene transition. Removed flashing exclamation mark on Slope indicator due to causing widespread anxiety amongst our community. Let's face it, we could all use a little less anxiety. Tuned Revolver effectiveness when used against Moose (reduced) and reduced critical chance against Bears. Fixed issue where text was missing for the Small Arms (Revolver) research book. Fixed issue where players could not dismount from rope on upper cliff edge in an Ice Cave (Hushed River Valley region).
*** END OF RELEASE NOTES ****
[ 2019-05-09 00:46:18 CET ] [ Original post ]
The Long Dark
Hinterland Studio Inc.
Developer
Hinterland Studio Inc.
Publisher
2017-08-01
Release
Game News Posts:
251
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Very Positive
(94144 reviews)
The Game includes VR Support
Public Linux Depots:
- The Long Dark Depot (Linux) [2.24 G]
- TLD Dev Depot (Linux) [5.42 G]
- DLC01Linux [721.27 M]
- The Long Dark: Wintermute Linux DLC [8.16 G]
- The Long Dark: Tales from the Far Territory Linux DLC [728.71 M]
Available DLCs:
- The Long Dark: Tales from the Far Territory
- The Long Dark: WINTERMUTE
***THE LONG DARK IS AN EARLY ACCESS TITLE. THE SANDBOX IS IN A CONSTANT STATE OF IMPROVEMENT, AND IT ISN'T FINISHED. BUYING THE LONG DARK ON EARLY ACCESS SUPPORTS OUR ABILITY TO CONTINUE IMPROVING THE GAME. FOR MORE INFORMATION, REFER TO THE EARLY ACCESS INFORMATION ABOVE.***
With an average of 3-4 updates per month, The Long Dark is in a state of constant improvement. We have released over 75 updates since bringing the game to Early Access. Updates typically include new gameplay, tuning, new areas, items, and visual improvements. We are constantly improving the game based on our iterative development process, with input from the community.
Please note that the Early Access price provides immediate access to the Sandbox Mode, and includes the cost of Season One episodes of the Story Mode, the first of which will be available at the game's full launch.
The Long Dark is brought to you by Hinterland Studio, an independent game developer comprised of industry veterans with significant credits on many renowned series including Far Cry, Red Faction, Saints Row, God of War, Mass Effect, Knights of the Old Republic, Dragon Age, Company of Heroes, and many others. The Long Dark is the team's first attempt to create a unique and thought-provoking independent game that pushes the boundaries of the medium.
We appreciate your support of our efforts!
What is The Long Dark?
The Long Dark is a thoughtful, exploration-survival experience that challenges solo players to think for themselves as they explore an expansive frozen wilderness. There are no zombies -- only you, the cold, and everything Mother Nature can throw at you.Current Game Features
The Early Access version of The Long Dark features the game’s non-narrative Survival Sandbox mode. The game will leave Early Access one we launch Episode One of our Story Mode. All Season One episodes are included in the cost of Early Access.- No hand holding! The game challenges players to think for themselves by providing the information but never the answers. You have to earn the right to survive.
- Permadeath! See how long you can survive, check your standing on the global Leaderboards, then head back in and push yourself to survive longer.
- Monitor your Calorie count, Hunger and Thirst, Fatigue, and Body Temperature. Maintain your overall Condition if you want to survive. Let yourself weaken and any small threat may lead to your death.
- Over 30 square kms of wilderness to explore (and with more regions coming!). Mystery Lake, Coastal Highway, Desolation Point, Pleasant Valley, and more, all interconnected and each with dozens of explorable locations.
- Dynamic weather, wildlife, and time of day, all with an impact on how you choose to survive.
- Over 100 gear items including clothing, tools like hatchets and rifles, first aid equipment, foodstuffs, light sources like lanterns and flares, and firestarting equipment.
- Hunt Deer, Snare Rabbits, and watch for Crows as they can signify the presence of animal, or human, corpses that can be vital sources of Supplies. Wolves are territorial and will defend their territory, or stalk you if they catch your scent. If you let them get too close, you may find yourself in a desperate struggle to survive. Be on the lookout for Black Bears, as they roam the landscape in search of food.
- Harvest Wood for fuel, maintain your Gear and Clothing, and keep your Knife, Hatchet, and Rifle in top shape as they will save your life!
- Harvest Medicinal plants like Old Man's Beard Lichen, Rose Hips, Reishi Mushrooms.
- Deep First Aid system featuring many afflictions including: Sprains, Blood Loss, Infection Risk, Infection, Food Poisoning, Dysentery, and more.
- Craft Snares, First Aid items, Repair your Clothing and Tools, and Harvest raw materials from the environment, as you do your best to become self-sufficient.
- ...and much more!
Ongoing Development
With an average of 3-4 updates per month, The Long Dark is in a state of constant improvement. We have released over 75 updates since bringing the game to Early Access. Updates typically include new gameplay, tuning, new areas, items, and visual improvements. We are constantly improving the game based on our iterative development process, with input from the community.
Please note that the Early Access price provides immediate access to the Sandbox Mode, and includes the cost of Season One episodes of the Story Mode, the first of which will be available at the game's full launch.
The Hinterland Team
The Long Dark is brought to you by Hinterland Studio, an independent game developer comprised of industry veterans with significant credits on many renowned series including Far Cry, Red Faction, Saints Row, God of War, Mass Effect, Knights of the Old Republic, Dragon Age, Company of Heroes, and many others. The Long Dark is the team's first attempt to create a unique and thought-provoking independent game that pushes the boundaries of the medium.
We appreciate your support of our efforts!
MINIMAL SETUP
- OS: SteamOS or Ubuntu 16.04 or 17.04
- Processor: Dual-Core Intel i5 CPU @ 2GHz+Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel 4xxx Series w/ 512MB VRAM or better
- Storage: 7 GB available space
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