
- Starting to settle up details on the new campfire system. Some details aren't completely worked out yet. This is the one feature that has put me through the most hair-wringing trying to balance and get right. Here are the things I'm thinking about:
There will be two campfire modes that you will be able to select between: "Classic" and "Immersive". (The Lite and Classic presets will use Classic campfires, whereas Hardcore mode will use Immersive campfires (naturally)).
Classic
- Use the new "Build Campfire" power to invoke a transparent fire ring that moves where you look. When you're happy with the placement, click it and 5 firewood will be subtracted from your inventory and the campfire will be built. It will start lit if Manual Lighting is Off. If you don't have 5 firewood, you can't use the power. Your campfire will last 6 hours.
So, basically, Classic will work just like Fire Kits do now, except the cost has been increased from 3 to 5. Wood harvesting will be adjusted upwards as needed.
Immersive
- Use the new "Build Campfire" power to invoke a transparent fire ring that moves where you look. When you're happy with the placement, click it. An empty fire circle will be built, and a container menu will automatically open, allowing you to place in it items that you would like to burn. Firewood, clothing, books, and other miscellaneous flammable items will count as fuel.
- You must have 10lbs. of fuel to light a campfire (tenatively).
- When you exit the menu, all items you selected will be dropped into the fire circle. The fire will start automatically if Manual Lighting is Off.
- Fire will output different amounts of heat and light depending on the amount of fuel (in weight) is on the campfire. A campfire will /always/ stop exposure gain, no matter how small it is; it's just a question of how quickly. They are ranked as follows:
- Roaring: at least 40lbs of fuel. Reduces exposure by 2.0 / second, and casts a very wide light.
- Blazing: at least 30lbs. of fuel. Reduces exposure by 1.5 / second, and casts a wide light.
- Crackling: at least 20lbs. of fuel. Reduces exposure by 1 / second, and casts moderate light. This is the current amount that Fire Kits restore in terms of Exposure Points.
- Flickering: at least 10lbs. of fuel. Reduces exposure by 0.5 / second
- (Smoldering): A decayed Flickering campfire. Cannot be built directly. Emits a faint amount of heat, smoke, almost no light, and won't dry you off when wet. Reduces exposure by 0.25 / second. To move from Smoldering to Flickering, you must supply the 10lbs fuel minimum again. So if your fire is still lit, it's a good idea to try to keep it lit.
- Campfires will burn through 5lbs of fuel per hour. A roaring fire will last 8 hours, for instance. What this means is that if you get a good 6 - 7 hours sleep near a roaring fire, you will wake up to a fire that is flickering or smoldering faintly, which I think will be really cool and immersive.
All of these numbers are subject to change as I continue to balance and tweak.
- I will be expanding the number of things you will find when using Wood Harvesting. Long, straight logs will be used to construct things like Tanning Racks and chairs.
- I am considering adding a new power to allow you to collect deadwood. The truth of the matter is that, when someone goes camping, if one does not have an axe, it is possible for them to acquire fallen dead wood to start a fire. Collecting enough of this kind of wood may prove to be problematic however. If I do implement a system such as this, it will be more as an emergency use power. It may help you shore up the remaining few pounds to get a fire going with other items you may have (books, and so on) to meet the 10lbs. weight minimum to start a flickering campfire. Good luck keeping this going in the snow and the rain!
- Speaking of snow and rain: I am working on doing something more interesting when using campfires in these conditions. I haven't worked out the details yet. They might be harder to manually light, or might not burn as long.
That's it for now. Back to work.



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