Roadmap Version: 1.2 (Updated August 16, 2016)
Next Sandbox Update Planned For: End of August/Early September
Next Update (ASPIRATIONAL ***IT IS POSSIBLE NOT ALL OF THIS WILL MAKE IT INTO THE NEXT UPDATE ***)
New Experience Mode
The Hunted, Part 2
Coastline & “Beachcombing” Gameplay
Archery Skill
First-Person Presence: Light Sources
Decoy Exploit Fix
Steam Trading Cards
UI improvements
Specific world art improvements
Modifications to persistent Feats
***Please note that approximately 2/3 of the development team is dedicated to Story Mode work, which has an impact on the frequency and scope of Sandbox updates.
NEAR TERM (1-6 Month Window)
Moose
Cougar
Improved Cooking; more of the cooking action happens in-game (vs. in menus); cooking happens in game-time (i.e. not accelerated time), so you can multi-task.
Frostbite affliction
Axe (tool)
Wellbeing system (i.e. mental/emotional cost of survival; “willpower locket” fits in here)
Aurora gameplay effects & hazards
Widespread narrative collectibles
Backer naming and writing rewards integrated into game world
Primitive firemaking skill (ex. bow-drill)
Improved first-person presence (low-hanging fruit)
Improved Sprains
Improved Infections
New Clothing system & all new Clothing assets
NPCs in the Sandbox
Parley system
Improved firemaking (blowing mechanic; first-person presence)
Revolver
Non-map based Navigation system
Knowledge system
Improved first-person presence (more complex interactions)
Snowshoes or Nordic skis?
MEDIUM TERM (6-12 Month Window)
Mod support
Spring Sandbox
Moving water
Improved Fishing
Wolfpack behaviour
Wildlife interactions (ex. Wolves vs. Bears)
Grizzly Bear
Sandbox survivor personas (characters?)
VR Experience
Crafting for safehouse customization
Crafting for clothing customization
Gunsmithing & ammunition crafting
LONG TERM (12+ Month Window // R&D)
Full-season survival Sandbox (transitioning from season to season)
New travel options: Canoe, Horse
Seamless world streaming
Long-distance travel
Planting
Sandbox AI community social dynamics
NPCs in the Sandbox
Non-map based Navigation system
Dear Community,
The team’s been working hard on a ton of Story Mode features and content and here’s an update on some of what we’ve been up to since the last Story Mode update. Unfortunately, it’s not possible to really talk about Story Mode without at hinting at spoilers, so consider this a warning that there are light story mode spoilers below:
### THERE ARE LIGHT STORY MODE SPOILERS BELOW ###
New Regions
We’ve added two new regions for Episode One. One is nearly finished, and the other is being updated based on some story and mission changes, and will then be getting an art beautification pass. There are several new structures across both the new regions. Part of the new world we’ve added in Episode One is meant to help set the tone for what the world was like before “the event”. We also feel it’s important that Story Mode freshens up the existing Sandbox world for you, so in addition to adding new regions, we’re also updating the rest of the existing world.
Many of the exterior updates — like more detailed rocks, better grass, trees, etc. — will be gradually released in Sandbox updates. Most of the interiors — places like the Carter Dam, the Camp Office, Pleasant Valley Farm, etc. — have been updated with much more detailed interiors. Those interiors will be released when we launch Story Mode, so even the fans who are a lot more focused on Sandbox will be get something new to enjoy.
New grass and rocks
New Region
Updated Carter Hydro Dam Control Room
Updated Carter Hydro Dam Turbine Room
Episode One Playtesting
Episode One is fully playable from start to finish and we’re now doing in-house playtesting to work on pacing, flow, and polish. It’s been really interesting to see how the core survival gameplay we’ve proven in Sandbox works within a structure of open-world narrative-driven exploration. We’ve had to do a lot of tuning of various elements to find the right balance between survival and exploration. In general though, it feels really great to explore the game world while motivated by clear narrative goals — it makes for a nice contrast to the more open-ended Sandbox gameplay you’ve become used to.
One thing that’s emerged from our playtesting is that our current Episode One is much bigger than we expected. Most of our in-house playtests have it at about 5-6 hours of playtime, which is roughly twice as long as we had originally planned each episode being. This play length is determined by what narrative beats we’re hitting with Episode One, and how we’re pacing those out with our world size and gameplay “heartbeat”. We’re trying to figure out how this impacts our plans for Season One content.
Work in progress Journal interface for Story and Side missions
We’ve also been working on all the Episode One narrative sequences. Some of these are 2D motion-graphics cinematics, in the same style as the Story Mode teaser we released last December. Some of these are interactive sequences with full 3D characters in the world. These 3D character sequences are a huge amount of work for us because they require building all the character assets, animating those characters to dialogue, building sets for them, etc. These are the kinds of sequences that aren’t normally built by small independent developers, as they are very time consuming and resource intensive. We’ve probably been quite over-ambitious in delivering these but we feel strongly about the importance of seeing these important story characters living and breathing in the game world as opposed to being limited to non-interactive cinematics.
Scriptment for The Long Dark: Episode One
New Clothing
We’ve recreated all the clothing assets in the game, to better match our updated character designs. We’ve also added several new clothing items. These items will replace all the equippable clothing gear items in the game, and also be the same clothing worn by characters you meet in the world. We’re also doing some work to improve the Clothing system, by adding some new gameplay features, and a better interface. Our goal is to be able to represent the clothing your character is wearing on a kind of “paper doll” interface, so you get a stronger sense of character “customization” that way. We’d like to support this with additional character customization features (for Sandbox) in the future, as suggested in our Sandbox Roadmap, but a lot of that work is aspirational at the moment. For now, we’re really happy to be able to update the clothing assets, to help the whole world feel more coherent. It’s probable that these updated clothing assets will end up being released in a Sandbox update, rather than us waiting for Story Mode to release them.
Work in Progress Clothing UI
Wolfskin Coat Concept Art
Wolfskin Coat: In-game textured 3D asset
First-Person Presence
The team’s been hard at work on improving the sense of first-person presence in the game. These updates aren’t technically related to Story Mode as we’ve decided to release them incrementally as part of Sandbox updates, but this is a pretty huge area of work for us as it’s meant creating a whole new animation system. Adding hands and a stronger first-person presence to the game is a huge undertaking and something we held off on for a long time out of fear of the scope of work, as The Long Dark has a large number of potential interactions compared to a lot of other games, but in the end I believe that including them strengthens the sense of your physical vulnerability in the game world and will create a more immediate feeling of connectedness to the environment, which in turn feeds into the range of emotions the game can inspire.
Animation logic tree for lighting Light Sources in first person
First-Person Presence: Flare
Aurora
We haven’t said much about the Aurora since we’re trying not to spoil it — but here are a few images to give you an idea of some of the things you might see in the game because of it.
Aurora in The Long Dark
The Aurora may have unexpected effects on the environment around you
Sandbox Updates
We know that while a lot of you are anxious about Story Mode news, many of you are actually a lot more interested in Sandbox progress. We’re doing our best to balance the need to get Story Mode launched, with your desire for regular Sandbox updates. Currently, about ⅔ of the team is focused on Story Mode-specific content — so, mission scripting, environment art, characters, animation, audio, etc. — and the other ⅓ is working on Sandbox updates. Because most of our content team is focused on Story Mode, our more recent Sandbox updates have been be focused on gameplay mechanics and UI. This will likely continue to be the case until we launch Story Mode. We know that a lot of you would like us to expand Sandbox with more regions — but unfortunately every region we build for Sandbox is one we can’t build for Story, and we don’t want to release the new Story Mode regions until we launch it, so they are new when you play them!
We understand that for the people who are really waiting on Story mode, that our time spent on Sandbox updates isn’t really meaningful to you, and vice versa for the people who care more about Sandbox. We’ve been slowly adding people to the team to try to increase our development bandwidth, but hiring is a painstaking process for a small studio, as everyone you add to the team has a much greater impact to the project and the overall team dynamic. And, we’re pretty picky about who we add to the team. We’re trying to be wise about how we do this so that we don’t break things that are working well for us, and when it comes to hiring, wise usually equals slow.
Launch Date
We’ve announced launch dates in the past, in the hope that providing these dates would give you something concrete to look forward to. Unfortunately, all they did was create disappointment when we decided to delay beyond these dates. Last time we talked about dates I said I wouldn’t provide a new date until I was 100% sure we would hit it. To that end, I’m not going to say anything further about when we’ll ship Story Mode, except to re-iterate that the team is working very hard on it, our goal is to launch content that lives up to your expectations and lets us capitalize on the full potential of our work, and most of all, to create something that will redefine the “survival” genre as the first strongly narrative-driven exploration-survival experience. And as Hinterland’s first title, and as part of an ongoing episodic/Seasonal release plan, it’s critical that we get our launch of The Long Dark right, as it sets the bar for our studio’s future. Not only will it help determine whether we can achieve our full ambitions for The Long Dark in the future — it will also help determine what other experiences we may (or may not) be able to make in the future.
As always, we appreciate your support. We do not take it for granted.
melindro escribió:Que ganas que lancen el modo historia! A ver cuanto piden luego por los siguientes episodios, sino habrá que esperar al expassion pack o algo así
en la presa carter a la espera de cambiar de mapa y ver un nuevo horizonte
MURAD@S escribió:melindro escribió:Que ganas que lancen el modo historia! A ver cuanto piden luego por los siguientes episodios, sino habrá que esperar al expassion pack o algo así
Me sabría un poco mal para los que los hemos apoyado en el Early Access,que nos lo vendan por capitulos y que nuestro dinero sólo sirva para el primero de ellos.
El juego es de lo mejorcito aun siendo Early,la ambientación es Top.
New Languages
Apart from any new text added in this Test Branch (which hasn’t been translated yet), you should find the Sandbox has now been translated into: Portuguese, Brazilian Portuguese, Spanish, Finnish, and Dutch.
EMo-Kun escribió:¿Las trampas para conejo necesitan carnaza o algo? porque no me cae ni uno
Mendrolo escribió:EMo-Kun escribió:¿Las trampas para conejo necesitan carnaza o algo? porque no me cae ni uno
Tienes que ponerlas donde veas que hay. Si ves unos conejos por ahí comiendo, pues vas y plantas ahi las trampas.
Yo hace mucho que no juego, pero igual pasaba más de un día antes de que cayera alguno.
EMo-Kun escribió:Mendrolo escribió:EMo-Kun escribió:¿Las trampas para conejo necesitan carnaza o algo? porque no me cae ni uno
Tienes que ponerlas donde veas que hay. Si ves unos conejos por ahí comiendo, pues vas y plantas ahi las trampas.
Yo hace mucho que no juego, pero igual pasaba más de un día antes de que cayera alguno.
Pues vaya mala suerte porque la ponía donde había muchos y nada y más de un día seguro que pasó, me tocaron los listos xD
P3KaX escribió:Qué versión es la que hay disponible ahora mismo en GOG? Me sale instalada la 349...
LorK escribió:P3KaX escribió:Qué versión es la que hay disponible ahora mismo en GOG? Me sale instalada la 349...
Es esa, nos toca esperar un poco para tener disponible la ultima. Siempre actualizan gog con un poco de retraso (bastante en este caso para mi gusto )
P3KaX escribió:Para los de GOG: me acaba de instalar la 365
badness2099 escribió:Una pregunta fuera del tema, cual es la diferencia entre Steam y GOG?
A modo basico solo he usado Steam, y la diferencia que le he visto son los cromos, GOG tiene algo asi?
Se que GOG tiene un programa parecido al instalador de Steam para poder conversar y tener un control de la cuenta principal, aunque no recuerdo como se llama, pero aparte de los cromos, que mas hay de diferente.
Lo digo en la mas absoluta ignorancia, y gracias por las respuestas.
silfredo escribió:badness2099 escribió:Una pregunta fuera del tema, cual es la diferencia entre Steam y GOG?
A modo basico solo he usado Steam, y la diferencia que le he visto son los cromos, GOG tiene algo asi?
Se que GOG tiene un programa parecido al instalador de Steam para poder conversar y tener un control de la cuenta principal, aunque no recuerdo como se llama, pero aparte de los cromos, que mas hay de diferente.
Lo digo en la mas absoluta ignorancia, y gracias por las respuestas.
Es muy sencillo, la diferencia entre Gog y Steam es que aunque el primero ahora tiene un instalador a lo Steam, necesario para el online de algunos juegos, puedes bajarte el instalador, instalarlo en tropecientos equipos, pasarselo a los colegas, etc porque es Free drm (eso si los parches tienes que bajarlos aparte o el instalador con los parches incorporados). De hecho, aunque existe el modo desconectado de steam, con los juegos de gog puedes estar sin una conexion eterna y funcionaran siempre, en el modo desconectado de Steam ya requieres conectarte a steam primero para instalarlos, del modo Putin para que salga mas barato los juegos es otro aliciente, y que No man sky nos salio a 13.5 pavos en reserva (por lo que creo que hubo que ser muy gili para solicitar un reembolso costando ese precio) como que ya te imaginas por donde van los tiros.
badness2099 escribió:silfredo escribió:badness2099 escribió:Una pregunta fuera del tema, cual es la diferencia entre Steam y GOG?
A modo basico solo he usado Steam, y la diferencia que le he visto son los cromos, GOG tiene algo asi?
Se que GOG tiene un programa parecido al instalador de Steam para poder conversar y tener un control de la cuenta principal, aunque no recuerdo como se llama, pero aparte de los cromos, que mas hay de diferente.
Lo digo en la mas absoluta ignorancia, y gracias por las respuestas.
Es muy sencillo, la diferencia entre Gog y Steam es que aunque el primero ahora tiene un instalador a lo Steam, necesario para el online de algunos juegos, puedes bajarte el instalador, instalarlo en tropecientos equipos, pasarselo a los colegas, etc porque es Free drm (eso si los parches tienes que bajarlos aparte o el instalador con los parches incorporados). De hecho, aunque existe el modo desconectado de steam, con los juegos de gog puedes estar sin una conexion eterna y funcionaran siempre, en el modo desconectado de Steam ya requieres conectarte a steam primero para instalarlos, del modo Putin para que salga mas barato los juegos es otro aliciente, y que No man sky nos salio a 13.5 pavos en reserva (por lo que creo que hubo que ser muy gili para solicitar un reembolso costando ese precio) como que ya te imaginas por donde van los tiros.
Gracias por la respuesta broo, pero una mas, sabes donde se pueden conseguir Keys de GOG a precios bajos?, En las paginas de key de siempre se ven muy pocas ofertas de GOG y con esa funcion de Offline me ha llamado mucho la atencion, probare en comprar unos juegos a ver como anda, pero quisiera algunas opciones con descuento (tu me entiendes)...
Nuevamente gracias
silfredo escribió: Proxy Ruso+ borrar cache del navegador y pasa de tiendas de keys. Y vete a los tutos que hay en el post de gog. Por ejemplo yo soy de los que usan hola, pero lo desactivo una vez que va a la pagina de Paypal y lo desinstalo hasta la proxima vez que lo necesite
Fanzelda escribió:This Halloween, we're trying something a little different in The Long Dark
https://www.youtube.com/watch?v=a1qK07Y ... e=youtu.be
Paboh escribió:Lo he probado un par de horas con una versión de la bahia del pirata y voy de cabeza a probarlo. Soy un poco reticente a comprar juegos aún en desarollo pero las sensaciones que me ha dado han sido únicas, realmente me he encontrado super perdido y sin saber muy bien que hacer o como orientarme.
¿Vosotros que le seguis la pista durante mas tiempo, el desarrollo se va completando o todavía hay muchas promesas?
Paboh escribió:Lo he probado un par de horas con una versión de la bahia del pirata y voy de cabeza a probarlo. Soy un poco reticente a comprar juegos aún en desarollo pero las sensaciones que me ha dado han sido únicas, realmente me he encontrado super perdido y sin saber muy bien que hacer o como orientarme.
¿Vosotros que le seguis la pista durante mas tiempo, el desarrollo se va completando o todavía hay muchas promesas?
rallyfc escribió:el juego es genial, pero a modo de broma, me da mucha rabia cada vez que veo alpacas de paja y no se pueden utilizar como combustible !
Que preferís pescar o cazar ciervos / lobos / osos?
reyhh23 escribió:¿Si se te apaga el fuego no lo puedes volver a encender?
Igual ya está respondida.
NEW REGION: FORLORN MUSKEG
We’ve added a new region to the game -- Forlorn Muskeg. It’s a vast frozen landscape of dead trees and ice. There’s very little shelter, so this region is definitely not for the faint of heart. Hardy explorers will be rewarded with access to a second Forge.
NEW CLOTHING ART
All the Clothing items have been re-built from scratch to better reflect the game’s art style. You may see some familiar items updated, as well as many new items.
NEW CLOTHING ITEMS
There are over 65 items now, which nearly doubles the amount of Clothing items in the game. We’ve also included a new Craftable Clothing item: Bearskin Coat.
CLOTHING TUNING
Every Clothing item in the game has had a tuning pass, though we expect to change some things based on further playtesting feedback. This tuning pass includes re-balancing the Weights and Warmth values of pre-existing Clothing items, to reflect the fact that you can now find and use a lot more Clothing than before.
CLOTHING LAYERING SYSTEM
You can now layer Clothing items using a slot-based system. Some areas of the body -- example, the Torso -- have multiple slots, which allows you to layer more than one thing. For example, you can wear two items on your head, whether that means two Toques, or Two Scarves, a Scarf + Toque, etc.
CLOTHING UI & “PAPER DOLL”
There is a whole new Clothing UI, which communicates what your Survivor is currently wearing in the various slots. You can now easily see when a slot is empty, and remedy that. You can also see when a slot has multiple options available, for example when you pick up a new Clothing item.
Cycling through the valid items in a slot will allow you to see a comparison between the currently equipped item in that slot, and the other valid items in your Backpack that would work in that slot.
Paper Doll layering should display the correct items on the outside layers, giving you a quick visual frame of reference as to what your Survivor is wearing.
Damage states are visualized on the Clothing Items and on the Paper Doll items, providing a quick visual frame of reference for whether items need to be repaired or not.
You can access the new Clothing UI from the Radial menu, from the Backpack interface, or using the C hotkey.
WETNESS, FREEZING, & DRYING
In certain weather types, your exterior Clothing layer now accumulates Wetness. As items become Wet, they lose some of their Warmth value, and become heavier. Once an item is 100% Wet, it begins to slowly Freeze. Frozen items lose more of their Warmth value, and become heavier. An item’s Warmth value when Wet depends on the Material type. Ex. Wool retains more Warmth when wet, than Cotton.
Wet and Frozen items can be dried when worn or placed near a Fire, or when worn in interior locations with above freezing temperatures. Each Clothing item has a different rate at which it dries, depending on the Material type.
Dry Clothing protects your body from accelerated Hypothermia risk, and Frostbite.
CLOTHING ITEM STATS
Every Clothing Item now has a series of Stats which are displayed when you select that item in the Clothing interface. Gear selection and maintenance will require a balance between these various factors.
Stats include:
* Warmth: How much Warmth this item affords. The Warmth of all *worn* Clothing items is totalled and used to modify the Air Temperature. The Feels Like temperature (accessible from the Tab key) is the result of [Air Temp] - [Clothing Warmth]. Ex. If the Air Temp is -20C, and you are wearing Clothing that offers a combined total +10C Warmth, the “Feels Like” temperature is -10C. We then use this -10C “Feels Like” to calculate how quickly your Cold Bar depletes. Keep in mind that some types of materials (ex. Wool) still offer Warmth when they are wet; others do not (ex. Cotton).
* Windproofness: How much Windchill protection the Clothing item provides. This value reduces the effect of Windchill in reducing your “Feels Like” temperature.
* Waterproofness: How water repellent this item is, which modifies how quickly it becomes Wet.
* Weight: How much an individual Clothing item weighs. Remember, any Clothing items worn or carried in your inventory all count against your total Inventory Capacity. Wet and Frozen items will weigh more than those same items when they are dry.
* Condition: A % range that reflects the current physical Condition of an item, between 100% (New) and 0% (Ruined). Item Warmth, Warmth When Wet, and Waterproofness scales with Condition, ex. an item’s capacity to provide Warmth is compromised as it becomes more worn out.
* Mobility: Bulkier or more restrictive clothing items may impact how quickly you can move through the world. This is expressed as a % decrease of your Sprint stamina. For example, if you wear a combination of bulky clothing items that reduce your Sprint by 10%, you’ll notice that reflected in the size of available Sprint resource in the HUD meter. Note that this only affects Sprinting and not Climbing.
* Protection: How much this item protects from Physical damage to your Survivor, including Wildlife attacks, Falls, Burns, etc. The higher your total Protection %, the less damage you will take from these events.
Deeper Stats and differentiation through tuning means that you can now create Clothing combinations that support different playing styles or daily goals. For example, if you intend to make a fast supply run to a nearby location, it makes sense to wear light waterproof clothing to optimize your Inventory capacity for supplies you may find. If you’re heading into unknown territory and scouting an area you think might have hostile wildlife, you may opt for heavier items that offer more physical protection, at the expense of some mobility and carrying capacity.
REVISED LOOT TABLES
We’ve revised all the Loot Tables, to better distribute Clothing around the world. We’ve also hand-placed more items and balanced the availability of the rarer Clothing items. You should find the search more rewarding. You should not find too many repeat items per container, although it may occasionally happen. You should generally find Clothing items where you would expect to find them. Keep in mind that Loot availability is modified by your Experience Mode.
FROSTBITE AFFLICTION
Now that players can visualize what their Survivor is wearing in each location, we have the means to properly communicate Frostbite Risk.
Through exposure (i.e. when an area of the body is not protected by Clothing), or due to clothing items becoming Frozen, an area of the body will begin to accumulate Frostbite Risk (expressed as a %). One this risk becomes 100%, your Survivor will receive a Frostbite Affliction in that area. Frostbite does permanent, irreparable 10% damage to your Survivor’s Condition (note: this tuning may change over time). You can track Frostbite afflictions in the First Aid screen (accessible from the Radial menu). It is possible to accumulate multiple Frostbite Afflictions -- one per major area of the body. Once you have a Frostbite affliction, your maximum Condition will never recover beyond that point.
The speed at which your Frostbite Risk increases depends on the Air Temp, and the area on your body. For example, Frostbite Risk increases more quickly in the extremities -- hands and feet -- than on the Torso.
Keep in mind that in addition to Frostbite, you still have to monitor Hypothermia risk, which works as it did previously.
We intend to build on this system in the future, by adding modifiers to Skills requiring dexterity (ex. Crafting, or Archery, etc.) when you have Frostbite damage to the Hands, for example.
IMPACT TO PRE-EXISTING CLOTHING
One outcome of this update is that some Clothing items that exist in your current Inventory may change, post-update. This includes, to varying degrees, item names, descriptions, but also statistics. We apologize in advance if this results in you losing the benefit of a favourite Clothing item. We hope that on the whole, you’ll appreciate all the new benefits offered by the enhanced system.
GAMEPLAY CHANGES: STAMINA
We’ve modified the Stamina tuning to reflect changes in the clothing system, notably the inclusion of Mobility. You’ll find that you can now sprint for shorter bursts but the Stamina recovery is much quicker. Also, the Fatigue cost of Sprinting has been reduced, so over the course of a day you’ll be able to Sprint more before you get Exhausted. This is modified by the Mobility penalties of wearing bulky clothing items, which reduce your Stamina -- as indicated by the right side of the Stamina bar being blocked out with a section of red. This indicates how much Stamina you are “losing” due to Clothing choices.
##
THE LONG DARK SANDBOX v.386 CHANGELIST
* [NEW!] Addition of new region: Forlorn Muskeg
* [NEW!] Addition of new enhanced Clothing system and assets; refer to the detailed design notes on this new system as it changes core gameplay significantly!
* [NEW!] Affliction: Frostbite
* [Crash] Fixed intro video crash on Windows XP
* [Crash] Fix for rare crash when placing footprints
* [Gameplay] Retuned Sprint Stamina recovery and Fatigue cost
* [Gameplay] Retuned cool downs on Heated drinks; they will now stay warm much longer
* [Gameplay] Retuned Hypothermia recovery times
* [Gameplay] Retuned Hypothermia Risk times; it now takes longer to develop Hypothermia
* [Gameplay] Hypothermia recovery times now modified by Experience Mode
* [Gameplay] Added ability to relight a burned out Campfire
* [Gameplay] Made Scrub Brush harvestable for fuel
* [UI] Added new Clothing “Paper Doll” interface
* [UI] Decoy moved to the Camp Craft submenu on the radial
* [UI] Fix for buttons overlapping when progress bar is active on inventory UI
* [UI] Accelerant now stacks (no longer degrades)
* [Bug] Fixed bug that caused Fluffy to fall through the floor of the Dam
* [Bug] Fixed bug that prevented Challenge retries from working properly
* [Bug] Fixed bug that caused audio to be muffled after started a game after a drowning death
* [Bug] Fixed bug that caused wind audio to cut out in interiors
* [Bug] Fixed issue where it was possible to equip partially crafted clothing items
* [Bug] Fixed bug with showing "Repair" instead of "Read" for books when using gamepad
* [Bug] Fix issues with Distress Pistol not animating and playing audio
* [Bug] Fixed snow shelter rendering glitches
###END OF CHANGELIST###
Yomateix escribió:Nuevo Patch de contenido para el modo Sandbox...
https://youtu.be/OHK7nfv9dRM
http://www.hinterlandforums.com/index.p ... %E2%80%9D/
rallyfc escribió:Que pasada el nuevo mapa, lo intente 3 veces, mi récord fue 14 horas de supervivencia, joder que chungo es, al menos ya encontré la forja, pero aún no he encontrado un sitio donde dormir sin tener que encender un fuego toda la noche, es un mapa genial. Estéticamente me gusta mucho