Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

The Berzerker posted:

You can find the rest of the plane scattered around the world. And yes, there are more notes, but since the game randomly generates what you find where, I can't direct you to anything specific. I've found notes in bars and warehouses and houses, they range from "god I hope you find this, goodbye" type stuff, to background on the potential cause of the outbreak.

My favorite was the goon who was celebrating his dark ritual actually working and then ran out to use his awesome undead-control powers.

Adbot
ADBOT LOVES YOU

coyo7e
Aug 23, 2007

by zen death robot

Lotish posted:

My favorite was the goon who was celebrating his dark ritual actually working and then ran out to use his awesome undead-control powers.
The parks service' response to Alan's requests for 50 caliber rifles as part of ranger loadout.

Rirse
May 7, 2006

by R. Guyovich
Well that interesting how fast Alan got the black plague. I get of course the mission that the preacher is sick, which of course Alan kills him. But almost literally a minute after I leave when everyone was yelling at him, he gets infected and has to be killed.

chernobyl kinsman
Mar 18, 2007

a friend of the friendly atom

Soiled Meat
What's the speculation as to the cause of the rising?

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe

End Of Worlds posted:

What's the speculation as to the cause of the rising?

It's pretty much completely glossed over. Lily lists a bunch of possible reasons for it at the end of the intro.

Blackray Jack
Apr 7, 2007
Murderology AND Murderonomy!

coyo7e posted:

Once you reach the church, just walk Marcus and Maya off into the trees 40 feet and wait to get eaten. If you take all their gear off you won't be able to recover their packs for the influence bonus (which you will need, without a couple of decently-leveled.)

Wouldn't this leave Ed and the other church survivors alive? Or does this generate a guy/woman at the church?

girth brooks part 2
Sep 6, 2011

Bush did 911
Fun Shoe

Blackray Jack posted:

Wouldn't this leave Ed and the other church survivors alive? Or does this generate a guy/woman at the church?

It just generates a random survivor for you to play. There's even a little cut scene for it.

Rirse
May 7, 2006

by R. Guyovich
Bah, Maya died to a big bastard while doing a mission with Sam to kill one. At least Sam was able to finish the job when it gave me control and bought her stuff back. Since that happened I felt like getting rid of Macrus since I rather purge out the two starting characters. Since I lost two people, I had to get some new people, so the survivor call got me two new character, one is a dead ringer for Maya named Sophia who has a ton of fighting perks. So her 'sister' will carry on in Maya place :unsmith:

Also I do notice a minor but annoying bug with the patch at the warehouse. Where it keeps playing the "you have too much supplies, build a storehouse" when nothing even near max. Funny seeing this message about building material when I only had three in the HQ.

v1ld
Apr 16, 2012

Rirse posted:

Also I do notice a minor but annoying bug with the patch at the warehouse. Where it keeps playing the "you have too much supplies, build a storehouse" when nothing even near max. Funny seeing this message about building material when I only had three in the HQ.

I'm seeing this bug, too. And like you, it started only after moving to Snyder. The storehouse has been repaired.

The game feels great post-patch. Sandbox mode should be a great addition to this game.

Mountain Lightning
Aug 8, 2008

Romance Dawn For
The New World!
I decided to play (presumably) as the devs intended and do a few missions without using the automobiles. Had a guy who was pretty much a better Ed go and run to do a job for the Wilkersons, and sweet Jesus was that tense. It was night, there's usually about 2-4 hordes on the road there, and my melee weapon broke on the way over. So I actually *had* to use stealth, as I hadn't gotten leg sweep yet from reflexes.

I'd keep playing like this, but running across the map is way too tedious to do it constantly. Instead, I wish they'd swipe an idea from the Day-Z playbook and make it so you have to repair cars before you can use them. Maybe keep a couple around that still work at start, but you have to find parts to get them up and running. Probably can't do it now, but putting it in sandbox or in Class 4 when it comes out would be pretty cool, at least as an option.

Also, Juggernauts seem a lot easier to kill now. Is that just me?

Mister Bates
Aug 4, 2010

Mountain Lightning posted:

I decided to play (presumably) as the devs intended and do a few missions without using the automobiles. Had a guy who was pretty much a better Ed go and run to do a job for the Wilkersons, and sweet Jesus was that tense. It was night, there's usually about 2-4 hordes on the road there, and my melee weapon broke on the way over. So I actually *had* to use stealth, as I hadn't gotten leg sweep yet from reflexes.

I'd keep playing like this, but running across the map is way too tedious to do it constantly. Instead, I wish they'd swipe an idea from the Day-Z playbook and make it so you have to repair cars before you can use them. Maybe keep a couple around that still work at start, but you have to find parts to get them up and running. Probably can't do it now, but putting it in sandbox or in Class 4 when it comes out would be pretty cool, at least as an option.

Also, Juggernauts seem a lot easier to kill now. Is that just me?

The way I'd do it is have an abstracted single-use 'car keys' item you can find while scavenging, which, when used, will allow you to activate one car, and that car will always be accessible from that point on, provided it runs (just assume they leave the keys in the car or whatever). No keys, no ride. Maybe include a specialist skill 'car thief' or something that allows that character to hotwire vehicles, but it should take a long time with a lengthy cooldown.

OldMemes
Sep 5, 2011

I have to go now. My planet needs me.
One thing that annoys me is that the zombies can climb over the fence at Synder trucking. I can understand them going over barb wire, since pain doesn't bother them, but them being able to get over anti-climbing fences, especially when the player can't, feels a little cheap.

Defending the trucking depot from the front isn't hard, but zombies tend to spawn in the area behind it, and can easily sneak through the back. I've had a feral get in once, which was a :stare: experience. Luckily Lily and a group of survivors held it off quickly.

I'm seeing what happens if you completely drain the map of resources in my current play through.

AlanFrost
Nov 16, 2012
I've been seeing strange things after starting a new game with TU2, and was wondering if anyone else was getting these?

Supplies over max and Influence over Fame are not draining down.
Doc has not come by, so ED is still sick; but I did the mission at the Wilkerson's to free him up. Story has progressed to where the Wilkersons are asking for a driver, I held off the zombies at the farm with the military, and I talked to the Judge.
The mission to go looking for another house has not appeared.

Should I restart again?

Rirse
May 7, 2006

by R. Guyovich

AlanFrost posted:

I've been seeing strange things after starting a new game with TU2, and was wondering if anyone else was getting these?

Supplies over max and Influence over Fame are not draining down.
Doc has not come by, so ED is still sick; but I did the mission at the Wilkerson's to free him up. Story has progressed to where the Wilkersons are asking for a driver, I held off the zombies at the farm with the military, and I talked to the Judge.
The mission to go looking for another house has not appeared.

Should I restart again?

Weird, I know for sure I had the supplies draining down when it was max since I saw the building material amount drain from 70 to 62 over time and had Doc appear. I probably suggest restart.

satanic splash-back
Jan 28, 2009

AlanFrost posted:

I've been seeing strange things after starting a new game with TU2, and was wondering if anyone else was getting these?

Supplies over max and Influence over Fame are not draining down.
Doc has not come by, so ED is still sick; but I did the mission at the Wilkerson's to free him up. Story has progressed to where the Wilkersons are asking for a driver, I held off the zombies at the farm with the military, and I talked to the Judge.
The mission to go looking for another house has not appeared.

Should I restart again?

The Wilkerson missions are not required to progress the story. You can completely ignore them if you wanted. Pretty sure the same is true about the military.

You have to rescue Lily's brother, he gives you the mission in question.

Also have you tried going back home after the Wilkerson's mission?

v1ld
Apr 16, 2012

AlanFrost posted:

ISupplies over max and Influence over Fame are not draining down.

Doc has not come by

The mission to go looking for another house has not appeared.

Doc coming by is a cutscene triggered when you walk into the radio room at the church. I don't remember if you have to be playing as Marcus or Maya for it to trigger, but you may want to try that. It also takes a while before it triggers, an in-game day or two. The house mission just takes a while to trigger, I think. There seems to be some element of randomness to when the simulation triggers many of these events as I've started 3 times and the relative ordering can vary quite a bit between non-dependent missions.

They changed how stockpiles drain in TU2 and it's slower now, which may be why you're not seeing it change as much as it used to:

quote:

Stockpiles that are over the maximum storage provided by your current Facilities (the "cap") will no longer drain while you are not playing. Instead, Stockpiles that exceed the cap will drain every five minutes of play at the following rate: 2 if you're 100% over, 1.5 if you're 50% over, and 1 if you're 15% over.

Improved awareness of Stockpiles that are over the cap. The Assets page now displays both the current amount and cap for each Stockpile. Stockpile amounts that are over the cap will be displayed in yellow, both in the Assets page and the Home Status panel.

Influence in excess of Fame no longer drains while you are not playing. Influence in excess of Fame drains for every five minutes of play at the following rate: 2 if you're 100% over, 1.5 if you're 50% over, and 1 if you're 15% over.

The rate at which Stockpiles are consumed no longer factors in the number of missions played during the current day. It was causing Stockpile consumption to be too high.

AlanFrost
Nov 16, 2012
I did rescue Lily's brother, as i think that one is required before you can try to see Doc at Wilkerson's. I've been home several times, running rucksacks and managing anger. Sounds like I broke something somewhere, though I don't know how. I'll give it another go from scratch and see what happens.

coyo7e
Aug 23, 2007

by zen death robot

Pickled Kittens posted:

The Wilkerson missions are not required to progress the story. You can completely ignore them if you wanted. Pretty sure the same is true about the military.

You have to rescue Lily's brother, he gives you the mission in question.
He said he did the mission at the homestead to free up Doc, which means he rescued Jacob.


I believe that there is an upper limit on how many quests can be waiting for completion, so if you have too many other jobs waiting around, or if you haven't gone into the safehouse to register an updated cutscene, then Ed may not get well for an indefinite period. I recall some official forum rep on the undeadlabs forum, mentioning this being a possibility a couple weeks ago. Another possibility may be that Doc got hung up, have you quit and restarted and stuff? I assume you have but some people just hit pause and leave things that way overnight.


And stockpiles do drain a lot slower. I noticed at the church the materials colors would go yellow when I hit/passed the cap, and then they would drain at a more noticeable rate.

coyo7e fucked around with this message at 17:12 on Jul 1, 2013

Mortabis
Jul 8, 2010

I am stupid

Pickled Kittens posted:

Pretty sure the same is true about the military.

I think you have to complete the military missions to advance the story. My game didn't advance until I did them.

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer
My hillbilly pals the Wilkersons do not have ANY ammo! What the hell, guys?!

Mountain Lightning
Aug 8, 2008

Romance Dawn For
The New World!
Is it normal to start out with a hundred of each common ammo type?

coyo7e
Aug 23, 2007

by zen death robot

Mountain Lightning posted:

Is it normal to start out with a hundred of each common ammo type?
Known bug. Did you apply the update?

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer
Huh, I keep getting -1 population on my daily update, but I haven't actually lost anybody. New bug?

coyo7e
Aug 23, 2007

by zen death robot

Soonmot posted:

Huh, I keep getting -1 population on my daily update, but I haven't actually lost anybody. New bug?
That's world population. A survivor died. If you look at the logbook it'll tell you who it was, you may recognize them from an enclave you've found (or not found, yet).

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Soonmot posted:

My hillbilly pals the Wilkersons do not have ANY ammo! What the hell, guys?!

This is a problem for me as well. At least the Sheriff/Judge wait until they're dead before they stop stocking the locker. The Wilkersons, whether I help them or not, just stop having anything as soon as their quest chain ends.

coyo7e
Aug 23, 2007

by zen death robot

Lotish posted:

This is a problem for me as well. At least the Sheriff/Judge wait until they're dead before they stop stocking the locker. The Wilkersons, whether I help them or not, just stop having anything as soon as their quest chain ends.
I haven't seen anyone refill their storage lockers since the patch, tbh. I am starting to have a hunch.. :(

Mountain Lightning
Aug 8, 2008

Romance Dawn For
The New World!

coyo7e posted:

Known bug. Did you apply the update?

Yeah. I figured it might be part of the update, since shotgun shells are rare even if you scrounge the barns.

I haven't gotten far enough in any quest chains to see if their supply lockers get restocked. I did notice a random group of survivors were apparently ammo-dudes, though. They had the ammo symbol next to their trust meter and the supply locker they had was full up with a wide range of ammo (sans .50, grenades, and shells).

coyo7e
Aug 23, 2007

by zen death robot

Mountain Lightning posted:

Yeah. I figured it might be part of the update, since shotgun shells are rare even if you scrounge the barns.
The 100-ammo thing was a glitch they were supposed to have fixed with the second patch, apparently "some characters getting stacks of 100 ammo" when you log in was not intended, or something along those lines.

Mountain Lightning
Aug 8, 2008

Romance Dawn For
The New World!

coyo7e posted:

The 100-ammo thing was a glitch they were supposed to have fixed with the second patch, apparently "some characters getting stacks of 100 ammo" when you log in was not intended, or something along those lines.

I found them in the supply locker when I first got to the church, as I was offloading Marcus and Maya's backpacks for their gruesome murder glorious unarmed raid on an infestation. Haven't seen any further ammo dumps from the game.

girth brooks part 2
Sep 6, 2011

Bush did 911
Fun Shoe

Mountain Lightning posted:

I found them in the supply locker when I first got to the church, as I was offloading Marcus and Maya's backpacks for their gruesome murder glorious unarmed raid on an infestation. Haven't seen any further ammo dumps from the game.

The church locker starts with an assortment of bullets in it.

EDIT: \/\/\/ Durp, yeah. I miss understood.

EDIT 2: Wait, there's supposed ammo in the Ranger Station? I don't think I've ever seen any.

girth brooks part 2 fucked around with this message at 22:34 on Jul 2, 2013

coyo7e
Aug 23, 2007

by zen death robot

Jonny Retro posted:

The church locker starts with an assortment of bullets in it.
I don't think I've ever seen more than like 13 or 28 to begin with there, though? It's the same stuff you get at the ranger station (plus whatever you left yourself)?

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS
Has there been an updated ETA on the PC version coming out? The official forum states that some websites are calling it happening this month on the 22nd. I figure it's just theory crafting, but dredging through the forums to confirm that is like pulling teeth.

Really want to get this, but it'd be equivalent to dropping $50 on a game since I have to order a new Xbox power supply. And given that it doesn't have a fully realized sandbox option yet, gently caress that.

girth brooks part 2
Sep 6, 2011

Bush did 911
Fun Shoe

Archonex posted:

Has there been an updated ETA on the PC version coming out? The official forum states that some websites are calling it happening this month on the 22nd. I figure it's just theory crafting, but dredging through the forums to confirm that is like pulling teeth.

Really want to get this, but it'd be equivalent to dropping $50 on a game since I have to order a new Xbox power supply. And given that it doesn't have a fully realized sandbox option yet, gently caress that.

Nope no news yet.

Instead of digging through the forum you can just check this thread: http://forums.undeadlabs.com/showthread.php?22578-Roundup-Thread

Anything worth knowing gets posted in there.

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe

Jonny Retro posted:

EDIT 2: Wait, there's supposed ammo in the Ranger Station? I don't think I've ever seen any.

You should start with some .22s from what I recall.

coyo7e
Aug 23, 2007

by zen death robot

Party Plane Jones posted:

You should start with some .22s from what I recall.
It's not 100% consistent, but in my like 18 restarts, I've definitely seen .22, 9mm, and .40 cal ammo (usually all 3, I suspect those are the "tier 1" ammo types) in the storage locker probably half the time, as well as the bracketed board/nailboard and coffee/snacks/painkillers. I screwed around with that locker a bit and found it's a non-Influence-hit locker until the church opens up, so it's a good way to stash everything from the starting area, then you can cherry-pick the valuable stuff and leave the small backpacks and poo poo in the locker to be picked up in your own safehouse at leisure.


edit: VVVV hrm, can't say I ever tested for before and after. Good thought. VVVV

coyo7e fucked around with this message at 23:08 on Jul 2, 2013

v1ld
Apr 16, 2012

Jonny Retro posted:

EDIT 2: Wait, there's supposed ammo in the Ranger Station? I don't think I've ever seen any.

The Ranger Station ammo shows up only after you've checked things out for them and they're dead, from what I've seen.

El Seven
Jan 15, 2012
This hasn't been confirmed officially, but...:(

Tibeerius
Feb 22, 2007

El Seven posted:

This hasn't been confirmed officially, but...:(
I thought they had already said this, but maybe I was just reading between the lines. They've made it sound like "sandbox mode" would be the last major revision to the game.

Atmus
Mar 8, 2002
I had a thing happen when doing one of the cops' mission where a feral attacked us. It got knocked down and the cops just started Police Brutalitying it like crazy, it was hillarious.

As for stuff happening overnight, I actually kind of like it. Usually it's "Here's a bunch of stuff that the runners brought in while you were away". For the people that only have bad poo poo happen, do you leave it at low morale, or with assistance missions still open or something? All the bad things seem to happen to other enclaves for me, with just the occasional dude getting hurt for my guys.

Adbot
ADBOT LOVES YOU

girth brooks part 2
Sep 6, 2011

Bush did 911
Fun Shoe

El Seven posted:

This hasn't been confirmed officially, but...:(

Here's the full update on it from the forums:

http://forums.undeadlabs.com/showthread.php?27317-Update-on-multiplayer

Undead Jeff posted:

Hola fellow survivors,

There's been a flood of good news about State of Decay lately, and it's been both exhilarating and humbling to share it with you. It's always easy to share good news; but it's much harder to share disappointing news, and unfortunately that is what I must do today.

Over the past few weeks we've been working with Microsoft to lay plans for the future of State of Decay, including future Title Updates, DLC, and possible sequels. As part of that process we've also been thoroughly evaluating the possibility of adding co-op multiplayer to State of Decay. While there are great things in store for State of Decay, unfortunately multiplayer is not one of them.

As many of you know, we had originally planned to offer co-op multiplayer in State of Decay. However, we had to make the decision to cut it during development, which we announced in our forums one year ago. The reasons were mostly technical, as we were up to our eyeballs trying to retrofit our game engine to support an open-world sandbox game rather than the FPS style games it had been designed for. That retrofitting would have extended to the multiplayer support as well, and we estimated it could have delayed release of the game by as much as half a year. It was a painful decision, but a necessary one given the realities of our team size and project budget.

It's no secret the game has done well, so we now have the opportunity to realize some of our hopes — and your hopes — for how we reinvest in the game and make it even better. We know co-op is the most requested addition to State of Decay, and we've also continued to hope it might be a possibility after release. Unfortunately, after reevaluating it over the past few weeks, we believe our original estimate of six months was optimistic; the actual time is probably closer to nine months.

We could "check the box" and shoehorn multiplayer in sooner than that, but it wouldn't be a great experience, and certainly not one we'd be proud of. It's not simply a matter of adding the technology, but also redesigning core game systems to support multiple players, and then adding new content designed for people to play together. It's easy to imagine how all that would come together — as many have said, the game is practically begging for it — but retrofitting the game to add that experience would take the rest of this year, and well into the next. Worse, it would preclude our ability to offer any other kind of support for the game, including Title Updates and DLC.

We want to see a multiplayer State of Decay as badly as you do, but it’s not feasible to retrofit it into the existing game. That said, I can say definitively that multiplayer will be the absolute heart of any future State of Decay games. As many of you know, we've always had ambitious plans for the future of State of Decay, and those plans have not changed.

From the entire team at Undead Labs, I want to express our gratitude and appreciation to each of you for being here on the forums and giving us your thoughts, hopes, and opinions on the game every day. I'm not just talking to those of you who give us support and encouragement — although you give us the rocket fuel we need to keep going every day — but also those of you who provide constructive criticism and help "keep it real.”

Stay tuned for announcements on what we are going to do with State of Decay. We're just getting started.

Jeff

tl;dr They may be able shoe horn some sort of half rear end multiplayer in, but they'd much rather wait until the next game and continue to focus on things they can do whole rear end.

  • Locked thread