![]() This update includes: New to Survival! Blackrock Region added to Survival Mode. Please keep in mind that due to being on holiday, our responses might be delayed. If you run into any issues with the game during that period, and wish to contact us, please use our Support Portal. As usual for this time of year, the Hinterland team will be enjoying well-deserved rest with loved ones this holiday season, and the studio will be shut down from December 20th to January 3rd. This will still be free for all existing customers. And just to be crystal clear - none of these changes will have any impact on the delivery of Episode Five. Part of our update plans also include how to handle next-gen visual enhancements. Beyond this, our plan for and beyond is to introduce some form of a paid update path for Survival Mode. Our belief is that this will help us better maintain the game and ensure a high-quality experience for our players. In theory this should make it easier for us to update the game in the future, both shortening the testing cycle and ensuring it can be more focused on a narrower band of changes. One illustrative example of this is that every time we change an element of UI, or a foundational art asset or system that is shared between the modes, we have to then test all the episodes, all the survival mode regions and content, and all the Challenge modes against this change. Until now Story content has been a layer on top of the core Survival Mode foundation, which has allowed us over the years to share the world and mechanics between the two modes, then using tuning variables and a complex system of scene layering to keep the two different experiences separate but relatively cohesive. This split is mostly about how we structure content and data in the game on the development side. In fact depending on how we handle this, the split may be mostly on the back-end and invisible to you as player. ![]() Our initial focus will be on supporting The Long Dark, but we plan for this to be a long-standing investment in time and resources, and the things we learn and the modding community we build with you, will hopefully become a strong foundation of more things to come in future Hinterland games. I don’t know, like if you were to press, say I know that sounds crazy, but it just might work! Is there a Update on this Project? Hmm, maybe a jump feature. I do respect the coice of the devs and I will not publish any mod api for The Long Dark as long as I don’t have an official permission. Please remember: As I’m a game developer myself I do understand that developers want to have control over things like when their game is modable. All the support and interest of the people makes me proud of my mod api. This is still a hobby project currently but I’m looking into monetizing it somehow in many ways as I’m investing alot of time over hours in it. When I get some access to the game project files I can create these core mods much faster and much better. This ensure that mods will be compatible to new changes as long as possible. My ModAPI also implements a “core mod” which is written individually for every game. Personally it’s very short sighted of any developer not to allow modding but it’s Hinterlands game so they can do whatever they want with it. Even today people still create mods for Doom this is the reason why the game is still very popular. I can understand Hinterland not wanting mods to be allowed in this early stage, but after the game reaches final I cannot see why they wouldn’t allow it. To not allow mods will not give this game much of a life span. Will be interesting to see what they have to say about it. The core and mechanics make this game, and changing any of it, will ruin it for the end user, atm. This is, as posted above, only in the EA so modding it, will, I’m sure put something in the game, the the Devs have in their Roadmap, and doing so WILL take away from them, what they want to apply and how they want to apply it. Yea I’m pretty sure the Dev’s don’t want any Modding as yet. But I totally get your point and will think about it. This increases compatibility to new versions. There is a core mod which will offer the most important parts of the game to the modder. But the ModAPI is modified for every game. TL:DR Modding early access screws the end consumer, please dont do this yet. ![]() ![]() Modding an early access game just adds more frustration as the mods are constantly out of date with the games patching process and if someone mods an aspect the developers had wanted to implement, issues ensue between dev and modder and the end consumer loses out. There definetly will be a support for new textures, meshes, sounds and so on. There may be a support for texture changes later. The ModAPI is currently limited to code changes only. To all out there: Do you have interest in Mod support? The next update 0. The whole ModAPI is made as flexible as possible. ![]()
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