The Long Dark - hinterland_community


Hello community,

We’ve just updated The Long Dark to v1.48 [47675] — STEADFAST RANGER.

For a detailed breakdown of the new features and changes, please review this update video. Full Release Notes are available below.

https://www.youtube.com/watch?v=WIwjUU_6DIY

New! Revolver — A close-quarters defensive tool against hostile wildlife.

New! Birch Bark Tea — A slow-gain condition restoration item brewed from a renewable natural resource.

New! Energy Drink — Quick-shot Stamina and Fatigue boost, useful for getting yourself out of a variety of bad situations.

New! Improvised Cloth Wraps — Stave off Frostbite on your Head and Hands with these basic wraps.

Overhaul! Rifle & Shooting Gameplay — Completely overhauled shooting and aiming mechanics for the Rifle and other ranged tools.

Overhaul! Sprain System — Improved Sprain gameplay dynamics and first aid solutions.

…and much more.



You’ll find the complete changelist for the Update below. Please be aware there may be WINTERMUTE story spoilers in the changelist.

If you encounter issues while playing The Long Dark please visit our Support Portal.

To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter, and follow us on Twitter (studio | game).



CHANGELIST v1.48 [47675]

Known Crash
• We are working with Unity to resolve a known, rare crash in the engine. This crash appears to only affect Windows and Mac players, although it may appear on other platforms. The crash seems to be a memory issue that is triggered by transitioning between scenes. We will release a fix for the crash as soon as we’re able to diagnose the root cause. In the mean time, we recommend you Save Often (in WINTERMUTE) or Rest Often (in Survival; Resting triggers a save). For more information, please refer to our Support Portal.


General Fixes

• General performance improvements across the game.

• Upgraded to a new version of Unity, enabling widespread improvements across the game.

• Fixed issue that restricted the game’s framerate to 120fps (on applicable systems).

• Streamlined the information appearing in players’ session output logs, to aid with support queries.


General Art

• [Enviro] Numerous optimizations to improve performance.

• [Enviro] Fixed numerous issues causing the player to become stuck in the terrain.

• [Enviro] Fixed numerous issues allowing the player to get outside the intended play area.

• [Enviro] Fixed numerous issues causing objects to clip and float in the world.

• [Enviro] Fixed numerous issues causing stretched or missing textures.

• [Enviro] Fixed issue causing lighting hotspots in the Bear Cave in WINTERMUTE Episode Two.

• [Enviro] Updated LOD to reduce popping on buildings and cliffs.

• [Enviro] Fixed issue causing hinges to appear on the same side for both exterior and interior doors.

• [Enviro] Updated transition zone entrance from Mountain Town to Mystery Lake to be more visible to the player.

• [Enviro] Updated flags to animate.

• [Enviro] Fixed numerous issues causing unlit textures.

• [Enviro] Fixed issue causing Cat Tails to appear out of alignment during their animation.

• [Enviro] Fixed issue causing inverted snow textures on trees.

• [Enviro] Updated numbers on lock boxes in the Milton Credit Union bank.


User Interface

• [UI] Updated “Disable HUD” setting to remove object labels (useful for game footage capture).

• [UI] Updated various text localizations.

• [UI] Fixed various overlapping UI elements in all languages

• [UI] Fixed issue causing mission sub-objectives to overlap with the next line.

• [UI] Fixed issue causing the “Archivist” badge to always appear as Complete.

• [UI] Updated various missing subtitles.

• [UI] Fixed issue causing a rounding error in Imperial Units when Melting snow.

• [UI] Fixed issue causing incorrect scroll bar alignment on the Stats screen in the Journal.

• [UI] Fixed issue causing the Scent Indicator to not always appear on the Status screen.

• [UI] Fixed issue causing the Radial Menu to inconsistently show the correct number of Light Sources in the Backpack.

• [UI] Fixed issue causing sub-objective text to overlap in certain Challenge Modes.

• [UI] Fixed issues causing the Stone ammo counter to be missing from the HUD.

* [UI] Fixed issue causing the Milton Water Tower icon to appear in the wrong location on the Map.

• [UI] Fixed issue where the player was unable to add potable Water to the Radial Menu after dropping the Water and drinking from it.

• [UI] Added an Accessible Struggle option, allowing players to select between Tap to Win and Hold to Win options.

• [UI] Updated the Weak Ice indicator.

• [UI] Added a new Slope indicator to warn players when they are traversing slopes that are steep enough to cause Sprains.


WINTERMUTE

• [WINTERMUTE] Made several updates to the Bear Spear encounters in Episode Two, including adding a checkpoint and streamlining the final Cave encounter.

• [WINTERMUTE] Polish pass on various cinematics and dialogues.

• [WINTERMUTE] Updated tutorials to reflect gameplay modifications introduced in this update.

• [WINTERMUTE] Fixed various issues with subtitle typos and timing.

• [WINTERMUTE] Updated description for the side mission “Basics of Survival: Find and harvest some medicinal flora native to Great Bear Island.”

• [WINTERMUTE] Fixed issue causing the Milton Credit Union bank vault door to play a closing animation when reloading your game, if the player was standing in front.

• [WINTERMUTE] Fixed issue causing a black screen to appear if a dialogue pop-up occurred during a cinematic.

• [WINTERMUTE] Updated Medicinal Flora tutorial text with additional details for clarity.

• [WINTERMUTE] Fixed script issue where the Carter Dam Control Room door cinematic wouldn’t play during The Wounded Trapper mission in Episode Two.

• [WINTERMUTE] Fixed issue causing players to be pushed into another room when opening the vault door in the Milton Credit Union.

• [WINTERMUTE] Numerous updates to Wildlife pathfinding.

• [WINTERMUTE] Fixed issue causing Blueprints to disappear from the Journal between Episodes One and Two. This fix is retroactive and will resolve it for players already impacted by the issue.

• [WINTERMUTE] Fixed issue causing players to become stuck in the floor if they loaded a game after saving it at the exact time the Milton Credit Union vault door was unlocked.

• [WINTERMUTE] Fixed issue causing overlapping text when hovering over a mission objective on the Map.

• [WINTERMUTE] Fixed issue causing Jeremiah to clip through his bed when reloading a save at the beginning of Episode Two.

• [WINTERMUTE] Fixed issues that allowed players to get on top of the burnt Schoolhouse in Milton.

• [WINTERMUTE] Fixed issue that kept the Bear Spear from appearing properly in the Journal after examining it.

* [WINTERMUTE] Fixed issue causing players to spawn in the wrong location if they reloaded a game saved immediately after the first Bear encounter in Episode Two.

• [WINTERMUTE] Fixed issue causing players to spawn in the wrong location if they reloaded a game saved while falling from a rope.

• [WINTERMUTE] Fixed issue causing mismatched values to appear for collected wood in the Journal, and when inspecting Grey Mother’s Firewood Bin.

• [WINTERMUTE] Fixed issue causing Milton Knowledge Items in the Journal to update incorrectly.


Survival Mode

• [Custom Mode] Fixed issue causing certain combinations of Custom Mode settings to generate an invalid sharing code.

• [Custom Mode] Fixed issue causing incorrect container loot to appear in Custom Mode.

• [Survival Mode] Fixed issue where Forging actions were not being interrupted when the Forge ran out of fuel.

* [Survival Mode] Fixed issue causing a partially-crafted Survival Bow to be usable if it was picked up while a completed Bow was equipped.

• [Survival Mode] Updated the Cold Fusion Feat description to properly reflect Air Temperature bonus.

• [Survival Mode] Updated medicinal Tea so it now acts like a First Aid item if a treatable Affliction is present. Otherwise it will still work as a Food item.

• [Survival Mode] Fixed issue where the Archery Skill Bonus was not applying reduced Arrow Condition loss correctly.

• [Survival Mode] Fixed issue causing some lockers to display the “locked” icon incorrectly.


Challenge Mode

• [Hunted] Fixed issue causing the Old Bear to clip through trees when fleeing.

• [Hunted] Updated Deer carcass placement.

• [Archivist] Fixed issue causing the sub-objective to update incorrectly after collecting the Buffer Memory from the Milton Post Office.


All Game Modes

• [All] Fixed issue where the fade to black transition would not appear correctly when exiting to the Main Menu

• [All] Fixed numerous pathing issues in the world due to missing nav mesh.

• [All] Fixed issue where Water in the Backpack would be consumed when drinking Water from the Cooking Screen.

* [All] Fixed issue causing audio for feeding Wolves to play even when the player wasn’t near one.

• [All] Fixed issue causing chimney smoke to be visible when no fire was active inside a house.

• [All] Fixed issue causing ambient audio to cut off when entering a car.

• [All] Fixed issue causing the player to limp incorrectly after holstering a weapon while suffering from a Sprained Ankle.

* [All] Fixed issue causing the Storm Lantern extinguish animation to play after death, if players fell off a high cliff while holding a lit Lantern.

• [All] Fixed issue where the player was unable to extinguish a Storm Lantern if they opened the Radial Menu while placing it.

• [All] Fixed issue where “Worn Thermal Underwear” appeared as “New Thermal Underwear” in the Backpack.

• [All] Fixed issue that kept the player from fighting back during a Struggle if they were attacked while Repairing clothing.

• [All] Fixed issue causing muffled dialogue VO after firing a Rifle indoors.

• [All] Adjusted the amount on Condition decay on the Bedroll when it is left outside.

• [All] Fixed issue where the Wolf growl audio was missing in some scenarios.

• [All] Fixed issue causing absent wind audio when standing outside a cave entrance.

• [All] Fixed issue where the screen could become blurry during Wolf Struggles.

• [All] Added dialogue VO for quartering Wildlife.


Xbox One-Specific Issues

• [Xbox] Fixed issue where the game would no longer update information in the gamercard after resuming from standby.


Steam-Specific Issues

• [UI] Fixed issue where an incorrect mouse icon would appear when using left-handed mouse settings.

• [UI] Added scrolling with the keyboard arrow keys for the Buffer Memory screen interfaces discovered in-game during an Aurora.

• [General] Fixed issue causing graphical corruption when playing in OpenGL on an Nvidia GPU.


###END OF CHANGELIST###


If you encounter issues while playing The Long Dark please visit our Support Portal.

To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter, and follow us on Twitter (studio | game).
The Long Dark - Hinterland_Studio
Hello community,

We're excited to share the news that our next update to The Long Dark's Survival Mode, STEADFAST RANGER, will launch this Monday, May 6th (Pacific).

The update will be accompanied by a nearly 10-minute video outlining the various new additions and changes to the game, including details about the new Revolver. The update includes several new gameplay tools, improvements to existing systems, as well as a host of bug fixes and optimizations.

This update will apply to all in-progress Survival games and should not affect existing inventories or progress. The full release notes will be included in Monday's launch.

As always, we encourage you to start a new Survival game to fully experience the breadth of changes! So this weekend is a great time to wrap up your current game and get ready for STEADFAST RANGER.

- The Hinterland Team
The Long Dark - hinterland_community


Hello community,

The team’s been hard at work since the holidays, which we used to recover from finaling the massive December “Redux” release, and it’s time to update you on some of the things we’ve been doing in the meantime.


EPISODE THREE



The team’s been working hard on Episode Three this year. We’d started work on it in 2018 and then put it aside to finish up Redux and work through all the tech and pipeline improvements we wanted to use for the remaining Episodes of WINTERMUTE. One of the first things we did after coming back from the holidays was re-evaluate our plans for Episode Three scope based on the lessons we’d learned from building and shipping Redux.

A key lesson there was the importance of having enough gameplay and narrative content to “fill the space” of the game, to avoid the feeling of senseless backtracking or the world just feeling too empty, as it sometimes did in the 2017 Episode One and Two release. Building Redux provided a fresh perspective on how to better balance our narrative and survival experiences, as well as how to better write for narrative flow in our open-world survival experience. These key learnings let us review our plans for Episode Three to ensure we would hopefully avoid making some of the same mistakes we’d made in the original 2017 releases, which we weren’t super happy with (and nor were many of you). Based on how we feel Redux turned out, and how you also seem to feel about the improvements, we’re confident we’re on a much stronger path now.

Building Redux also showed us that the “ideal length” for a WINTERMUTE episode is about 5-7 hours. This gives us enough time to present a few interesting story threads, some compelling open-world survival gameplay, and enough narrative momentum to keep the story moving. It’s also an amount of content that feels substantial -- these aren’t throw-away one or two-hour experiences -- but they are compact enough that you can finish them in a weekend if you like.

In our original planning, we had considered building the episode around three major story “hubs”, each in a different region, but that episode would have ended up being larger than Episodes One and Two combined, and amount of content that just isn’t sustainable for our team size. Just the testing on an episode that big would be a hugely daunting task, nevermind populating it with enough interesting narrative and mission content to “fill the space”. The Redux knowledge has helped us focus Episode Three down to a tighter experience that takes place in a single region.



Therefore, Episode Three is the story of Astrid’s survival after escaping Milton, and takes place entirely in Pleasant Valley. As you probably know, Pleasant Valley is a *huge* region, with a lot of scope for interesting environments and some great story moments. We’ve been updating the region to freshen it up for the story, while adding some new landmarks and locations that are introduced in Episode Three. I’m really excited about how it’s all coming together, particularly in how true to Astrid’s character and background the episode is.


COMMUNICATING FUTURE RELEASE DATES

As you know, hitting publicly announced release dates has never been our strong suit.

As an independent studio without a huge marketing machine behind us, we count on our relationship with our community to be positive so that you’ll help us spread the word about the work we’re doing. We know we harm this relationship when we promise to deliver things to you and then, for whatever reason, they fail to happen.

Unfortunately, project planning and game development as a whole is not an exact science, and while we are ready to work really hard to hit our goals, I’m not willing to crunch my team to do so. In order to be more fair to the community, and also more fair to the development team, I think the best approach for us is to refrain from offering any more public release dates.

So, moving forward, we won’t publish release dates around any of our content, whether that be full Episodes or Survival Mode updates. We’ll keep working towards internal deadlines, of course, but we won’t share news on when we plan to ship updates until those updates are essentially finished. That way, when you hear a release date from us, you know it will happen.


SPLITTING THE TEAM

One of the things we’ve been working towards this year, with the development team, is hiring enough people with the right skills to be able to create two separate teams -- one to focus on Survival, and the other to focus on Story. We’ve made some great progress towards that goal and we’re getting very close to having all the people we need to accomplish that. Once we’re there, it’ll become easier for us to make consistent progress in both areas of the game, so that we can ensure a more steady supply of free Survival updates, as well as ensuring the Episodes get the resources they need. We still have a few positions to hire for to have full redundancy across both teams, but I’m hopeful we’ll get there within the next few months. If you know any great developers with experience crafting memorable and award-winning interactive experiences, please send them to our careers page!


SURVIVAL MODE UPDATE

Last year, we put a ton of effort into Redux and solidifying our foundation for the future Episodes, so this year we’re working to get back on track with producing more frequent Survival Mode updates. To that end, we’re working on a bunch of new features and content for the 2019 Survival releases. As per my earlier point about release dates, we won’t be sharing any tentative release windows for the next Survival release, but I will say that we’ve already done a fair bit of work on the new systems and content that will comprise the core of the next free update.





A few things we’re working on for the next Survival update include:

  • Adding the Revolver to Survival Mode.
  • Overhaul of the aiming mechanics for the Rifle, Bow, etc., to do a better job of integrating Fatigue and the breathing cycle, and making aiming less frustrating.
  • Adding a new Food item.
  • Adding a new Clothing item.
  • Fixing the Sprains system.
  • ...and more!

One feature I can confidently say *will not* be added in the next Survival update is the Bear Spear. This has turned out to be much more challenging to integrate well into the core Survival experience, so we’re taking a bit more time with it to make sure it’s a solid and promising addition to the Survival toolbox. It will eventually make its way into Survival mode, but it won’t be ready for the next update. And speaking of the Spear, we know that some of you [SPOILERS!] have been finding the Spear gameplay in Episode Two to be quite frustrating, particularly the last section in the Bear Cave, so we’re working on improving that. We’re also hard at work on a new Survival region, but that won’t be ready until (most likely) the update *after* the next one.

As you know we always like to keep a few surprises in our back pocket, but everything will be outlined in detail in the traditional Update Video we launch on update day. If you aren’t already doing so, it’s not a bad idea to subscribe to the Hinterland YouTube channel so you get notified when the update video goes live.


MOTION-CAPTURE SPACE



In a previous dev diary I mentioned that we’d been able to get our hands on the motion-capture gear from Capcom Vancouver’s now closed dev studio. We’ve been using the equipment and we thought you might like to catch a glimpse of the current set-up; this image is from the camera test we did to check out 18 of the 36 cameras. Unfortunately, we don’t have enough space in our current studio to set up all the cameras, but we’re looking for some overflow space so that we can set up all 36. In the short term, we’re going to remove the built-in desks and set up the gear in-house so that the animation team can very quickly and easily iterate on narrative scenes or gameplay animation in support of our Survival and Story goals. The animators whipped up this simple little animation to show you how well it works -- all told this took about an hour or so to shoot and integrate. It’s only a quick test and obviously not something we’d ever ship, but it’s fun as a proof of concept and, let’s face it, Jeremiah has some sweet moves worth sharing.




NINTENDO SWITCH VERSION



We get a lot of questions about when The Long Dark will be brought to the Nintendo Switch. As you may know, we spent some time last year trying to get the game up and running on Switch devkits and ran into a lot of performance issues.

The latest version of Unity -- which we’ll be rolling out as part of our next Survival update -- does offer some performance improvements (which should also make the Xbox and PlayStation versions of the game run more smoothly), but we still don’t find the Switch performance to be at an acceptable level yet. We’re going to keep working on it alongside our other priorities, but I want to set reasonable expectations around this -- not every game can run well on the Switch, and if we’re not able to get The Long Dark running at a level of performance and visual quality that I’m happy with, we won’t be shipping it. All that said, I’m still hopeful that we can find solutions to the current issues, and we think The Long Dark would be really compelling on this portable platform, so we’re not giving up!


*****

Thanks for reading this update, and if you’d like to share your thoughts about the contents of this developer diary, I hope you’ll take a few seconds to join the official The Long Dark community, as well as following us on Twitter. If you haven’t already done so, and you’d like to be kept up to date on project announcements outside of general development updates -- for example, sale events, new merchandise, and information about the studio -- please consider signing up for the Hinterland Newsletter. And if you’re interested in more regular, bite-sized responses to community questions, make sure to check out the (almost) weekly Milton Mailbag.

See you where we see you!

- Raph
The Long Dark - hinterland_community
Hello community,

We’ve just hotfixed The Long Dark to v1.47 [45127] to address some issues that surfaced since our REDUX Update in December.

NOTE: Please be aware there may be WINTERMUTE story spoilers in the changelist.

If you encounter issues while playing The Long Dark please visit our Support Portal.

To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter.

You’ll find the complete changelist for the hotfix below.


CHANGELIST v1.47 [45127]

*[All] Fixed issue causing the Stamina Bar colours to be inverted.
*[All] Fixed issue where the warmth bonus from equipping a lit Storm Lantern or Torch wasn’t being applied correctly in-game.
*[All] Fixed issue where ice textures could appear distorted in various locations.
*[Survival Mode] Fixed issue causing various shrubs and rocks to float in Pleasant Valley.
*[Survival Mode] Fixed issue where cabinet doors could shift out of place after breaking down other objects in the same interior.
*[Survival Mode] Fixed issue where ice was missing collision in several locations, causing players to fall through.
*[WINTERMUTE] Fixed issue causing the Push/Pull Knife UI text to overlap in German and French during the encounter with Hobbs in Episode One.
*[WINTERMUTE] Fixed issue causing Jeremiah’s Storage Bin outside Trapper’s Homestead to appear sunk into the ground in Episode Two.

###END OF RELEASE NOTES###
The Long Dark - hinterland_community
Hello community,

We’ve just hotfixed The Long Dark to v1.46 [44395] to address some issues that surfaced since our REDUX Update in December.

NOTE: Please be aware there may be WINTERMUTE story spoilers in the changelist.

If you encounter issues while playing The Long Dark please visit our Support Portal.

To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter.

You’ll find the complete changelist for the hotfix below.


CHANGELIST v1.46 [44395]

General

*[ALL] Fixed issue causing Wolves to become stuck in their howling animation and unresponsive to the player.
*[CHALLENGE MODE] Fixed an issue where the game would need to be reloaded after changing languages in order for the change to take effect.
*[CHALLENGE MODE] Fixed issue preventing the Old Bear from reacting to the player during Hunted Part Two if they had transitioned indoors numerous times during the Challenge.
*[WINTERMUTE] Fixed issue where a Mackenzie VO line about the locked bank vault could be triggered multiple times in a row in Episode One.
*[WINTERMUTE] Fixed issue causing Grey Mother to float if a Deer Hide was placed under her chair.
*[WINTERMUTE] Fixed issue that kept some cinematic sequences from triggering when a player placed the Bear Spear on the ground in Episode Two. Players can no longer place the Bear Spear from the Radial Menu.
*[WINTERMUTE] Fixed issue causing the interior of Trapper’s Homestead to appear briefly prior to a cinematic at the beginning of Episode Two.
*[WINTERMUTE] Fixed issue causing the “FINISHED” option displayed during NPC dialogues to be missing Italian and Polish localization.
*[WINTERMUTE] Fixed issue causing the “Crumpled Note” to appear twice at the Maintenance Shed in Broken Railroad during Episode Two.
*[WINTERMUTE] Fixed issue with the Old Bear’s pathing to prevent it from running into a cave wall during the “What One Man Can Do” mission in Episode Two.
*[WINTERMUTE] Fixed issue that would sometimes leave the player with a black screen after an encounter with the Old Bear in Episode Two.
*[WINTERMUTE] Fixed issue causing a brief visual anomaly to appear prior to the beginning of the final cinematic in Carter Dam at the end of Episode Two.
*[WINTERMUTE] Fixed issue causing out-of-sync subtitle timing during the Old Bear encounter inside the Crummy in Broken Railroad.
*[WINTERMUTE] Fixed issue causing the Campfire associated with the Hank’s Hatch side mission at Mystery Lake’s Unnamed Pond to burn indefinitely.
*[WINTERMUTE] Added animation to the red cloth around the Bear Spear when returning to Jeremiah at the end of the “What One Man Can Do” mission in Episode Two.

Art

*[ALL] Fixed various environment art issues.
*[ALL] Fixed issue that could cause cupboard doors to appear out of place in various interior locations.
*[ALL] Fixed issue causing the Breyerhouse Winter Crew Warning note to display incorrectly when examined.
*[ALL] Fixed issue causing wildlife carcasses to sink into the snow at various locations in Mystery Lake.
*[SURVIVAL MODE] Fixed issue causing items to float and overlap in the Maintenance Shed due to the new Forge location.
*[SURVIVAL MODE] Fixed an issue where breaking down furniture inside a building could sometimes cause kitchen cabinet doors to become offset.
*[SURVIVAL MODE] Fixed issue causing a lamp to float after breaking down a table in the Milton House location in Mountain Town.
*[WINTERMUTE] Fixed issue causing papers to float after breaking down a table in Mystery Lake Camp Office.
*[WINTERMUTE] Fixed issue causing a Tinder Plug to become embedded inside a chair in Trapper’s Homestead.

Gameplay

*[ALL] Fixed issue that kept players from being able to interact with objects after rapidly equipping and throwing Stones.
*[ALL] Fixed issue preventing proper Rifle Placement on the wall mount inside the Broken Railroad Hunting Lodge.
*[ALL] Fixed issue where players could become trapped after crawling inside a pipe outside Carter Hydro Dam.
*[ALL] Fixed issue preventing players from placing Hacksaws and Arrows on flat ground.
*[ALL] Fixed issue that allowed players to interact with an invisible terrain barrier near the tunnel in Forlorn Muskeg that connects to Mystery Lake.
*[ALL] Fixed issue that incorrectly allowed Placement of Clothing items on top of Fires.
*[ALL] Fixed issue preventing players from using the keyboard to select weapons during a Wolf Struggle.
*[WINTERMUTE] Fixed issue where players could incorrectly place items above NPCs, making the items appear to float.
*[WINTERMUTE] Fixed issue preventing players from picking up various loose Rifle Ammunition in Forlorn Muskeg.
*[WINTERMUTE] Fixed issue that kept some objective information for the “Survival School” side missions from being visible to players.
*[WINTERMUTE] Fixed issue blocking the completion of the “Start a Fire” objective if a player had already placed a Campfire prior to the objective kicker appearing on screen.
*[WINTERMUTE] Fixed an issue where Mackenzie could become stuck near the cave to leave Milton at the end of Episode One.

User Interface

*[ALL] Fixed issue where, while Charcoal is equipped, the Ammunition UI would appear when bringing up Quick Stats.
*[ALL] Fixed issue that kept the New Location Discovered kicker from appearing after finding Mackenzie’s crashed plane.
*[ALL] Fixed issue where Clothing item slots would remain highlighted after closing the Clothing menu and switching between keyboard and gamepad.
*[ALL] Fixed issue where the HUD would display the Rifle Ammunition count on the wrong side of the screen when putting the Rifle away or switching equipped items.
*[ALL] Fixed issue causing text to overlap when the “RELOAD” command appears after equipping the Distress Pistol.
*[SURVIVAL MODE] Fixed issue causing overlapping text to display when interacting with Cairns.
*[SURVIVAL MODE] Fixed issue causing the Map screen to run out of memory and stop displaying icons for newly mapped locations.
*[WINTERMUTE] Fixed an issue with overlapping text on Jeremiah’s Storage Bin.
*[WINTERMUTE] Fixed issue causing the incorrect name to display for some locations on the Save/Load screen.
*[WINTERMUTE] Fixed issue causing the Knowledge item for frozen corpses to be missing from the Journal after the tutorial kicker appears on screen.
*[WINTERMUTE] Fixed an issue where the wrong location would appear on-screen when inside the Bear Cave in Episode Two.
*[WINTERMUTE] Fixed an issue where the Journal would not update when Mackenzie retrieves the Bear Spear in the cave during the “What One Man Can Do” mission in Episode Two.

LINUX

*[WINTERMUTE] Fixed issue that kept the final Episode Two cinematic in Carter Dam from triggering if a player had an item in Placement mode as the sequence was about to begin.

Windows/Mac/Linux

*[ALL] Fixed an issue where changing key bindings could alter the appearance of the description text when equipping certain items.

Xbox One

*[WINTERMUTE] Fixed issue preventing players from picking up the Storm Lantern and Torch from the shelf in Trapper’s Homestead at the beginning of Episode Two.


### END OF RELEASE NOTES ###
The Long Dark - hinterland_community
Hello community,

We’ve just hotfixed The Long Dark to v1.45 [44231] to address some issues that surfaced since our REDUX Update in December.

NOTE: Please be aware there may be WINTERMUTE story spoilers in the changelist.

If you encounter issues while playing The Long Dark please visit our Support Portal.

To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter.

You’ll find the complete changelist for the hotfix below.


CHANGELIST v1.45 [44231]

*[ALL] Numerous environmental art fixes.
*[ALL] Fixed issue that allowed the player to move between the bed and the wall inside Orca Gas.
*[ALL] Fixed issue causing the loading screen tip for Sprains to appear with incorrect localization.
*[ALL] Fixed issue causing ambient daytime lighting to appear during nighttime in some indoor locations.
*[ALL] Fixed issue where save file naming conventions were not consistent across all game modes.
*[ALL] Fixed issue where players could simultaneously Cook Meat and Boil Water on the same Cooking surface.
*[ALL] Fixed various issues causing problems with alignment and overlapping text on some UI elements.
*[ALL] Fixed issue where players could become trapped against the rocks near the radio tower in Mountain Town.
*[ALL] Fixed issue causing players to become trapped in a stack of pipes outside Carter Dam in Mystery Lake Region.
*[ALL] Fixed issue with the terrain near the North Tower in Forlorn Muskeg that caused some players to become trapped in the ice.
*[ALL] Fixed issue that kept the Crafting menu from scrolling correctly when using a gamepad or the mousewheel.
*[WINTERMUTE] Fixed issue causing the Old Bear to appear invisible during the encounter in Broken Railroad Region in Episode Two.
*[WINTERMUTE] Fixed issue where the Stamina bar was not displaying when Crouching and Aiming with the Bear Spear.
*[WINTERMUTE] Fixed issue causing some tutorial kickers to appear with incorrect localization.
*[WINTERMUTE] Fixed issue that allowed players to stack items on Grey Mother.
*[WINTERMUTE] Fixed issue where a UI or game element could sometimes appear briefly before the loading screen, when loading a WINTERMUTE save.
*[WINTERMUTE] Fixed issue causing the camera to spin after Mackenzie blacks out during the first encounter with the Old Bear in Episode Two.
*[WINTERMUTE] Fixed issues with the Old Bear’s pathing around the fallen radio tower in Forlorn Muskeg in Episode Two.
*[WINTERMUTE] Fixed issue that kept the audio from playing when cables sparked inside Carter Dam.
*[WINTERMUTE] Fixed issue with the description for the “Snare a Rabbit” Survival School side mission that kept some players from completing the objective.
*[WINTERMUTE] Fixed typo and updated the description for the Decent Mountaineering Boots given to the player by Grey Mother in Episode One.
*[WINTERMUTE] Fixed issue that kept snoring audio from playing correctly while Grey Mother sleeps in Episode One.
*[WINTERMUTE] Fixed issue that caused exploration music to continuing playing during an encounter with the Old Bear in Episode Two.
*[WINTERMUTE] Fixed issue causing Methuselah to continue appearing at Orca Gas during the Leave Milton mission at the end of Episode One.
*[WINTERMUTE] Fixed issue that kept the elevator doors from opening in Carter Dam at the end of Episode Two, if a player interacted with them while Mackenzie was speaking.
*[WINTERMUTE] Tuned Wolves in Green Survivor Experience Mode to be less aggressive.
*[SURVIVAL MODE] Fixed issue with an invisible barrier preventing players from entering a cave in Hushed River Valley Region.
*[SURVIVAL MODE] Fixed issue with the collision shape for the Hacksaw to make Placing the item easier on various surfaces.
*[SURVIVAL MODE] Fixed issue that kept several markers from appearing correctly on the game map.
*[SURVIVAL MODE] Fixed issue causing the Radio Tower to appear incorrectly on the game map for Mystery Lake.

Linux Only
*[WINTERMUTE] Fixed issue causing the cinematic to play incorrectly after killing the Old Bear in Episode Two.

### END OF RELEASE NOTES ###
The Long Dark - hinterland_community


From everyone at Hinterland Studio — we wish you a great and relaxing time with friends and family. It’s been a fantastic year for the game and the studio, culminating with the recent release of Episodes One and Two Redux. We are incredibly grateful for your continued support, and the thoughtful interactions we get to have with the community through the Milton Mailbag and other channels. Now onto 2019, Episode Three and beyond!

We also wanted to let you know that Hinterland will be on holiday break from December 21st to January 8th. You can of course still reach us through our new Customer Support Portal. Please keep in mind that while our support team will follow up with you, it may take up to 48 hours before we respond. In the meantime, please refer to the FAQ available on the Portal for a list of troubleshooting steps you can check out before we get back to you.
The Long Dark - hinterland_community
Hello community,

We’ve just hotfixed The Long Dark to v1.44 [44110] to address some issues that surfaced after our REDUX Update.

NOTE: Please be aware there may be WINTERMUTE story spoilers in the changelist.

If you encounter issues while playing The Long Dark please visit our Support Portal.

To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter.

You’ll find the complete changelist for the hotfix below.

CHANGELIST v1.44 [44110]

*[ALL] Fixed colour grading for early-morning ambient lighting effects.
*[SURVIVAL MODE] Fixed Rabbitskin Hat not appearing on the Paper Doll screen for the female survivor.
*[WINTERMUTE] Improved the Old Bear’s pathing when in the cave system during the What One Man Can Do mission in Episode Two. Please note we’re still working to resolve all scenarios where the Old Bear can become stuck.

### END OF RELEASE NOTES ###
The Long Dark - hinterland_community
Dear players of The Long Dark on NVIDIA on Linux:

Unfortunately, the latest version of Unity (used in the Redux version of The Long Dark) introduces graphical corruption issues when played using NVIDIA video cards. Fortunately, there is a workaround that may address these issues for you by forcing the game into OpenGL 4.2.

To do this:
  • Right-click on The Long Dark in your Steam Library
  • Select Properties
  • Select Set Launch Options
  • Paste the following in the resulting text box: -force-glcore42 -force-clamped
We’ll continue working with Unity to resolve the issue with a proper fix, but until then this work-around should allow you to play the game.

- The Hinterland Team
The Long Dark - hinterland_community
Hello community,

We’ve just hotfixed The Long Dark to v1.43 [44083] to address some issues that surfaced after our REDUX Update.

NOTE: Please be aware there may be WINTERMUTE story spoilers in the changelist.

If you encounter issues while playing The Long Dark please visit our Support Portal.

To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter.

You’ll find the complete changelist for the hotfix below.

CHANGELIST v1.43 [44083]

*[ALL] Fixed the entrance to the basement at Skeeter Ridge in Pleasant Valley appearing in the wrong spot.

### END OF RELEASE NOTES ###
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