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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.
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# ? Jun 30, 2013 15:52 |
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# ? May 31, 2024 20:31 |
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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.
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# ? Jun 30, 2013 16:56 |
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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.
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# ? Jun 30, 2013 17:00 |
What's the speculation as to the cause of the rising?
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# ? Jul 1, 2013 00:43 |
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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.
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# ? Jul 1, 2013 01:24 |
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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?
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# ? Jul 1, 2013 01:59 |
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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.
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# ? Jul 1, 2013 02:31 |
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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 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.
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# ? Jul 1, 2013 02:51 |
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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.
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# ? Jul 1, 2013 06:01 |
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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?
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# ? Jul 1, 2013 06:14 |
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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. 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.
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# ? Jul 1, 2013 07:09 |
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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 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.
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# ? Jul 1, 2013 12:52 |
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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?
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# ? Jul 1, 2013 16:01 |
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AlanFrost posted:I've been seeing strange things after starting a new game with TU2, and was wondering if anyone else was getting these? 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.
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# ? Jul 1, 2013 16:06 |
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AlanFrost posted:I've been seeing strange things after starting a new game with TU2, and was wondering if anyone else was getting these? 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?
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# ? Jul 1, 2013 16:24 |
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AlanFrost posted:ISupplies over max and Influence over Fame are not draining down. 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.
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# ? Jul 1, 2013 16:38 |
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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.
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# ? Jul 1, 2013 16:40 |
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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. 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 |
# ? Jul 1, 2013 17:09 |
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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.
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# ? Jul 1, 2013 19:41 |
My hillbilly pals the Wilkersons do not have ANY ammo! What the hell, guys?!
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# ? Jul 2, 2013 06:35 |
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Is it normal to start out with a hundred of each common ammo type?
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# ? Jul 2, 2013 19:06 |
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Mountain Lightning posted:Is it normal to start out with a hundred of each common ammo type?
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# ? Jul 2, 2013 20:05 |
Huh, I keep getting -1 population on my daily update, but I haven't actually lost anybody. New bug?
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# ? Jul 2, 2013 20:23 |
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Soonmot posted:Huh, I keep getting -1 population on my daily update, but I haven't actually lost anybody. New bug?
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# ? Jul 2, 2013 20:28 |
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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.
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# ? Jul 2, 2013 20:30 |
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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.
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# ? Jul 2, 2013 20:39 |
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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).
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# ? Jul 2, 2013 21:22 |
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Mountain Lightning posted:Yeah. I figured it might be part of the update, since shotgun shells are rare even if you scrounge the barns.
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# ? Jul 2, 2013 21:31 |
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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
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# ? Jul 2, 2013 22:00 |
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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 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 |
# ? Jul 2, 2013 22:20 |
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Jonny Retro posted:The church locker starts with an assortment of bullets in it.
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# ? Jul 2, 2013 22:26 |
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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.
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# ? Jul 2, 2013 22:32 |
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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. 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.
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# ? Jul 2, 2013 22:37 |
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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.
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# ? Jul 2, 2013 22:57 |
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Party Plane Jones posted:You should start with some .22s from what I recall. 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 |
# ? Jul 2, 2013 23:05 |
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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.
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# ? Jul 2, 2013 23:07 |
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This hasn't been confirmed officially, but...
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# ? Jul 3, 2013 14:57 |
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El Seven posted:This hasn't been confirmed officially, but...
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# ? Jul 3, 2013 15:39 |
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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.
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# ? Jul 3, 2013 19:53 |
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# ? May 31, 2024 20:31 |
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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, 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.
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# ? Jul 3, 2013 23:13 |