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Dirty Karma
Jul 3, 2007
Ha! Babies...

You missed the entire 360 pre patch; 1min=1min craziness. poo poo was seriously frustrating.

That said, once you figure out how Outposts work, other then people in-fighting & jacking the locker, the real-time aspect is completely irrelevant.

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LeJackal
Apr 5, 2011

Dirty Karma posted:

Ha! Babies...

You missed the entire 360 pre patch; 1min=1min craziness. poo poo was seriously frustrating.

That said, once you figure out how Outposts work, other then people in-fighting & jacking the locker, the real-time aspect is completely irrelevant.

Don't clue any of us in on your little secrets, then.

Atmus
Mar 8, 2002

LeJackal posted:

Don't clue any of us in on your little secrets, then.

All of his 'secrets' have been repeated several times in this thread.

Pick your base, surround it with outposts, have 2-3 outposts gathering building materials, and at least one for food, medicine, and maybe ammo. Ignore fuel entirely.

If you have enough survivors, they will usually scrounge up more than they use anyway, so you have a magical net profit.

Mr. Pool
Jul 10, 2001
I just came back after playing the second day and similarly:

- all of my snacks were gone from inventory (I think I only had like 20-30 so nbd)
- morale was at ~50% even though I left it at full

Fortunately my resources were more or less where I left them, food took the biggest hit, but that is the easiest to fix.

Useful things I've found:
- Right now I am cheesing the heck out of the shooting exp glitch: If any zeds die in view while you are aiming with a gun, you get shooting exp. Therefore train hordes/stragglers to minefield/watchtower and level up! I don't feel particularly powergamey doing this since shooting doesn't seem to be that useful at all until higher levels. Specializing in a gun seems even more useless since you don't get a special move out of it.
- Characters with the Reflex skill tree (via the "Nimble" trait possessed by such characters as Ed and Sam) should definitely take the 'Spin Kick' skill since it hits very fast, very little cardio cost, contrary to description can hit multiple enemies, 99% of the time is a knockdown, and can even instakill reliably if there is a wall to your character's right since it will smash their head into it.
- The level one workshop can make "homemade suppressors" I basically had a lifetime supply after a day (it makes two at a time). Once the workshop levels up or you move to base like Snyder that has a machine by default you can make "Flaming Fougasse" for 1 fuel resource and it gives you FIVE molotov mines. This is awesome. You can quickly get a 100 of these and have a low risk way to kill Big Bastards and hordes for the rest of the game.

- Edged weapons is the best weapon tree imo (fastest swing, lowest weight, highest instakill %, can do a wide area attack via 'low slice') the downside is that edged weapons break the easiest and are the rarest. However once you have a good stockpile and a workshop to repair them this isn't an issue. Heavy weapons are a close second since normal attacks can hit 3+ enemies although it is very slow, highest weight, but also the highest durability. Blunt weapons supposedly can can stun->instakill Big bastards via 'uppercut' skill but I haven't confirmed this.
- Instead of using an outpost to strategically deny a road to hordes, you can just build a barricade with parked cars that will be impassable to hordes. (This is particularly doable in Marshall where you could block a road with 2-3 trucks between storefronts). Note that hordes will sometimes glitch through anyway.
- By keeping an eye on individual "Attitude" ratings on the roster screen you can sometimes pre-empt a "Depression" or "Anger management" quest by just switching to them and completing a supply run mission or other quest, which will sometimes kick them over to a positive attitude like "Ambitious" or "Determined"


Random questions:
- Has anyone gotten any positive "storyline" traits on a character? If you are escorting a character sometimes it will trigger them into telling a random backstory which then gives a new trait on their profile (Note: I have never triggered this for the character I am currently controlling, its only the escorted character). I have only gotten gag traits out of this, and once a negative one (alcoholic)
- How the heck are you supposed to park in the "repair spots" at the Snyder Warehouse? Parallel or Perpendicular to the fence? Left or right of the pylon?
- So you can keep researched abilities if you knock the related building down (ex: research everything you need from the library, then demolish it for something else), but do you keep research if you move bases?
- Having 'remote' outposts seems like a good idea for scavenging further away, but does that mean that survivors will just start getting "lost" or "in trouble" further from home base?, since survivors seem to just bounce around your outposts when you're not playing them
- Do 'combat training' missions at least give xp to the escorted character? I don't think any stars went up...
- Does leadership actually affect recruiting neighbors? How to take advantage of this other than having the leader character do any missions the neighbor gives. Ex: right now I have two enclaves at full trust but they stopped giving missions, can I trigger them to join by having a leader character go over and donate some lovely weapons and board up windows?

Tempora Mutantur
Feb 22, 2005

This game is really fun. I missed the Death from Above quest, sadly, which almost makes me want to start over but I figure I'll finish this playthrough first then try to do a game where I rally up a bunch of survivors and beeline for Snyder.

I cannot wait for a full-on infinite survival mode.

Atmus
Mar 8, 2002

Mr. Pool posted:


Random questions:
- How the heck are you supposed to park in the "repair spots" at the Snyder Warehouse? Parallel or Perpendicular to the fence? Left or right of the pylon?
- So you can keep researched abilities if you knock the related building down (ex: research everything you need from the library, then demolish it for something else), but do you keep research if you move bases?
- Do 'combat training' missions at least give xp to the escorted character? I don't think any stars went up...
- Does leadership actually affect recruiting neighbors? How to take advantage of this other than having the leader character do any missions the neighbor gives. Ex: right now I have two enclaves at full trust but they stopped giving missions, can I trigger them to join by having a leader character go over and donate some lovely weapons and board up windows?

Park parallel to the street. The game moves the cars into correct position when it fixes them anyway, so just get them close enough

Yes.

No.

No. It just gives bonus 'trust' or whatever when you do stuff.

Overdoze
Jan 6, 2008

Revolution of evolution
So how do I make make my partners shoot or throw grenades? Every time I get someone to come with me they only seem to use melee even though I always make sure they also have a gun and some throwable. There have been a few times when I really needed them to go loud but they just run into the middle of a horde to swing their bat around, leaving me to save their sorry rear end. Amazing how I haven't lost anyone yet apart from the compulsory storyline casualties.

Atmus
Mar 8, 2002
You don't, really. The only time they will fire at enemies is during the guns part of a training mission, or while on the watchtower. Sometimes they'll still shoot for no obvious reason, but it seems to only happen when they can't find a path to the enemy.

Tempora Mutantur
Feb 22, 2005

Can you switch control with them in combat, or no? Cause at least then you could switch to them, throw your nade/molotov/whatever, then switch back. I assume the conversation is disabled in combat, though.

Also I inadvertently drained my materials stockpile because all my outposts were food/medicine related. Doh. I also realize I missed out on a BUNCH of survivors because I just basically focused on getting my bases running well, so I need to spend some time cobbling together a ragtag bunch of 12 people to take over Snyder. I missed so many enclave it's nuts. I like that there's no real direct impact, though, I just have to wait for the RNG/the radio to find me more survivors.

Is the preacher dying actually avoidable? I was told "Black Fever: Preacher So and So Has it :(" and then within a few minutes, Alan shot him, so I finally went back to base. If I went back sooner, would Alan not shoot him?

How far into the plot is the "Meet the Law" quest? I noticed that quest just isn't disappearing so I assume it's a major plot point. Does it unlock anything in particular?

Bumper Stickup
Jan 7, 2012

Mmm... Offshore Toast!


Grimey Drawer

S.T.C.A. posted:


Is the preacher dying actually avoidable? I was told "Black Fever: Preacher So and So Has it :(" and then within a few minutes, Alan shot him, so I finally went back to base. If I went back sooner, would Alan not shoot him?

How far into the plot is the "Meet the Law" quest? I noticed that quest just isn't disappearing so I assume it's a major plot point. Does it unlock anything in particular?

Spoiler 1: Nope. His death is scripted. Plus Alan is a gigantic dick.

Spoiler 2: You're right in your assumption. And yes it gives you a chance to recruit more survivors to your enclave.

Overdoze
Jan 6, 2008

Revolution of evolution

Fibby Boy posted:

Spoiler 2: You're right in your assumption. And yes it gives you a chance to recruit more survivors to your enclave.

Does doing that quest suddenly make my life noticeably more difficult? I've been avoiding it because I'm too busy preparing to move bases and was afraid it might cause even more freak zombies to spawn or something like that. However I also need more survivors in my gang asap so would that be worth it? I only have like 10 and want to move to the warehouse.

Bumper Stickup
Jan 7, 2012

Mmm... Offshore Toast!


Grimey Drawer

Overdoze posted:

Does doing that quest suddenly make my life noticeably more difficult? I've been avoiding it because I'm too busy preparing to move bases and was afraid it might cause even more freak zombies to spawn or something like that. However I also need more survivors in my gang asap so would that be worth it? I only have like 10 and want to move to the warehouse.

Nope. Those people, apart from the guys you save, just flat out die. Whoever you save gets to be apart of your enclave afterwards. Zombies don't spawn more frequently and neither do the freak zombies. Just knock that out of the way and get some more people to throw at zombies.

Mr. Pool
Jul 10, 2001
jfc

Has anyone ever gotten a survivor with the chemistry expertise yet? This is the only one I can't find. I probably killed off Marcus and Maya 50 times trying to randomly generate a new survivor with that skill, but no luck. Finally settled on a new main that has farming, powerhouse and two neutral skills. Oh well.

Overdoze
Jan 6, 2008

Revolution of evolution
Yeah I got a random dude that knows chemistry from searching for survivors over the radio. The other guy he spawned with had powerhouse and cooking skills, so I guess I got really lucky. Nice change from all the alcoholics and cowards with bum knees.

E-Tank
Aug 4, 2011

Overdoze posted:

Yeah I got a random dude that knows chemistry from searching for survivors over the radio. The other guy he spawned with had powerhouse and cooking skills, so I guess I got really lucky. Nice change from all the alcoholics and cowards with bum knees.

Yeah, it is surprising how many cowards and alcoholics have somehow managed to survive the zombie outbreak.

Bumper Stickup
Jan 7, 2012

Mmm... Offshore Toast!


Grimey Drawer
Best survivor I've ever seen was one my buddy got. He was taking him around town when the survivor just goes on this long rear end speech about toilet paper. Essentially, he though it was funny that you can generally find food and guns and stuff lying around but toilet paper is just gone. Then the perk thing popped up with "New trait discovered: Priorities."

Mr. Pool
Jul 10, 2001

Overdoze posted:

Yeah I got a random dude that knows chemistry from searching for survivors over the radio. The other guy he spawned with had powerhouse and cooking skills, so I guess I got really lucky. Nice change from all the alcoholics and cowards with bum knees.

The best one I've found was a lady that had: Braggart, Army Medic, Electrician (tools expert), Tough as Nails. Two for one!

Atmus
Mar 8, 2002
Last night I loaded up my game that I had basically abandoned a few months back when it looked like they really did just cap the number of survivors you could have.

No one was hurt, sick, or killed, none of the resources ran out, and instead, my base in Snyder has some ridiculous 390 units of construction materials. Everything but ammo and food are way over max too, but not by that much.

E-Tank
Aug 4, 2011

Atmus posted:

Last night I loaded up my game that I had basically abandoned a few months back when it looked like they really did just cap the number of survivors you could have.

No one was hurt, sick, or killed, none of the resources ran out, and instead, my base in Snyder has some ridiculous 390 units of construction materials. Everything but ammo and food are way over max too, but not by that much.

That's what happened to me. I was shocked and surprised.

My suggestion? Start just chain building as many suppressors as you can.

Tempora Mutantur
Feb 22, 2005

Is there any easy way to aim the throwable items? They have really slight arcs or randomness, to the point of being almost a straight trajectory with random recoil, right?

I ask because I burn through molotovs every time I use them since they're always juuuust outside of the point I wanted them to be but don't quite go exactly where I aim. Or is there a character skill that governs making them more accurate?

Either way, hey hey hey club zeds erry day anyway

Mental Midget
Apr 18, 2005

We're glad you could play SQIV. As usual, you've been a real pantload.

S.T.C.A. posted:

Is there any easy way to aim the throwable items? They have really slight arcs or randomness, to the point of being almost a straight trajectory with random recoil, right?

I ask because I burn through molotovs every time I use them since they're always juuuust outside of the point I wanted them to be but don't quite go exactly where I aim. Or is there a character skill that governs making them more accurate?

Either way, hey hey hey club zeds erry day anyway

They definitely require practice to get right, but once you can throw them reliably, they can be a hugely valuable way to get out of bad situations.

One common thing I've noticed is to always aim lower than you think you need to, if that helps at all.

LeJackal
Apr 5, 2011
If molotovs had a nice throwing arc illustrated, I would be joyous.

It would also be great if I could load like 4 rucksacks into the pickup trucks. I have all this cargo room! :argh:

Collateral Damage
Jun 13, 2009

Mental Midget posted:

They definitely require practice to get right, but once you can throw them reliably, they can be a hugely valuable way to get out of bad situations.

One common thing I've noticed is to always aim lower than you think you need to, if that helps at all.
Molotovs and grenades land where you aim, there's no real trick to it. Just aim for the lead zombie in a horde and watch them all roast.

Demiurge4
Aug 10, 2011

What's involved in this free-play DLC? It looks really good on paper, but does it add anything beyond the free gameplay?

LeJackal
Apr 5, 2011

Demiurge4 posted:

What's involved in this free-play DLC? It looks really good on paper, but does it add anything beyond the free gameplay?

Video Tour.

This should help.

Ugly In The Morning
Jul 1, 2010
Pillbug

LeJackal posted:

If molotovs had a nice throwing arc illustrated, I would be joyous.


Throwables in games should always have their arc illustrated, even in super-realistic type stuff. Your brain calculates that kind of thing really well in real life, but with no feedback in a game, you really need that assist to have decent aim.

lunatikfringe
Jan 22, 2003
Just got into this last night. My lootwhore ADD from playing Bethesda games put me off at first that I couldn't search every drat thing that looked like a container. However, once I was out of the tutorial area, I realized you have no time to casually search everything as you are constantly on the move when in the open. Idle time is not something this game affords you that's for sure. It is a nice change of pace and I like the sense of urgency and survival so far. Definitely worth the $20 on PC. I am also a semi-perfectionist when it comes to kitting out gear, and save states are something I normally have in games I play so this is going to get interesting.

Tempora Mutantur
Feb 22, 2005

tl;dr: In SoD, I can do a mission and still gently caress around looting places because it seems like most missions last for the time it takes you to do 3-4 other missions, and it seems like they take a very long time to disappear even when not playing.

I'm kind of finding that I have more idle time than I initially thought. My usual loadout for whoever I'm using is a large backpack, a stack of snacks (3-4, not sure why some people can carry 4 in a stack and others only 3), a stack of crappier meds (tussin or tylenol), and some lighter non-heavy melee weapons (frying pans are 8.5 pounds; gotta be a bug because they literally weigh more than rifles which are like 6-7 pounds). No need for guns, using the shift+jump attack in the OP means I can just knock them down with that and then do an execution.

Every character I take out, I just loot whatever I like, and then dropkick zombies and smash them all day. Blunt Weapons really do seem like one of the best specializations; the Wrench is a 1-pound 5-durability blunt weapon, and with the shift-attack that attacks everyone around you, I'll just go into a horde and do that till I'm out of stamina, eat a snack, and then keep doing that while I execute every chance I can get. Reflex characters get an AOE knockdown without even having a weapon specialization, so that's cool too, especially since they tend to get higher Wits for faster and quieter looting too.

I bring combat up because once you know you can kill virtually any number of zombies between dropkicks and cars (dropkicked zombies stumble zombies they hit, btw) looting becomes a lot more leisurely. There's a sense of urgency of "drat I need to get these morale/enclave friendship missions done before they expire," but it's nowhere near the "I CAN NEVER EXPLORE OR HAVE NICE THINGS BECAUSE OTHERWISE I LOSE ALL MY MISSIONS" urgency that I got from playing Dead Rising 1 and 2 (which were still awesome).

LeJackal
Apr 5, 2011

S.T.C.A. posted:

My usual loadout for whoever I'm using is a large backpack, a stack of snacks (3-4, not sure why some people can carry 4 in a stack and others only 3),

If you have the Powerhouse trait you can carry stacks of 4 in an inventory slot.

Shard
Jul 30, 2005

Can someone tell me how well this game sold?

Tempora Mutantur
Feb 22, 2005

Spikeguy posted:

Can someone tell me how well this game sold?

Very drat well.

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

LeJackal posted:

Video Tour.

This should help.

At approx 30 minutes they go to difficulty level 10. It looks amazing. :allears:

Hyzenth1ay
Oct 24, 2008
I installed this yesterday on the PC. I'm not sure what I expected, but the mouse support is utterly hosed. I had a survivor completely despawn (just vanish), and my Marcus got eaten by a zombie twice the size of god.

I played for twelve goddamn hours.

How did I not play this sooner?! Jesus god this is fun as hell. Yeah, the interactions between survivors are shallow because they're randomized, but overall this is one of the most ridiculous fun games I've played in months. I'm in a car right now (like, an actual car in real life heading to a party with friends) and I am already thinking about what to do once I get home and I unpause it.

My wish list:
-Deeper, more meaningful interactions between survivors so they have more personality. Unique quests (such as Lily's father's watch) randomized would help this. I'd also like the ability to see the survivors fall in love; romance subplots and jealousy triangles would be interesting. I'm an old lady so I can say that.
-Respawning resources or resource drops. The world is supposed to be living, right? So stuff is always changing, regardless of whether you're the one changing it. It fits within the world to have other survivors moving through, leaving stuff around as they die or move on. Hell, you could even find a functioning base... maybe one with a giant hole in the wall and a lotta corpses.
-More skill specializations.

Kasonic
Mar 6, 2007

Tenth Street Reds, representing
You can see a truly massive game in State of Decay's bones. Now that we saw where they were going with it, it reminds me of Dead Island. The game was a buggy mess, but fun and addictive at its core, and now they're coming out with the much more interesting looking Dying Light. Being one of the bestselling XBLA games ever, I really hope they can find their funding for that dream game they were reaching for.


edit: vvv Outposts accrue resources infinitely, as far as I know.

Kasonic fucked around with this message at 18:16 on Nov 26, 2013

lunatikfringe
Jan 22, 2003
So I started a second profile after my first began suffering from survivor loss. I had no idea the random "kill zeds" or scavenge missions were usually one of your guys out in the field requesting help. I let a lot of these pass thinking they were not so important. By the time I made it to Marshall, I was missing some of my key survivors with good skillsets.

I am glad I started over as the first set of random survivors I found this time had some desirable skills. Multiple cooks, multiple sharpshooters, one electrician. I am reacting more quickly to random missions as they come up and morale is doing much better.

Has anyone fully experimented with Outpost resource farming? I know that leaving one rucksack resource in a building, tags that building with that resource. Setting up an outpost there will give you X amount of that resource per day. Ive then removed the last item (cleaned out the building) and it remained tagged with that resource. Will it stay this way permanently? Or is there a time limit? If you decommission that outpost, will it lose that tag? What if you leave multiple of the same resource in the building (IE 2 or 3 of the resource icons in the upper left show food) will that increase the amount of resource the outpost gives per turn?

Tempora Mutantur
Feb 22, 2005

It's pretty weird. I've had a place with no resources/nothing left turn into having materials when I had my base radio looking for resources. I then turned it into an outpost, looted it, and it's still (apparently) generating materials for me several real days later.

My biggest question/wish for this game is that you could get an itemized breakdown of what's consuming/generating each resource. I have no idea why the gently caress my Materials stockpile alternates between +5 and -14 every other day. I would love to know, but no idea.

Morale is also really weird. I logged in to like 20% morale, killed a horde, saved one survivor, and bam, 95% morale.

I also wish training your survivors did gently caress-all for making them less stupid when they're on their own, and that you didn't forcibly drop your rucksack when you have someone following you. I had tagged this massive stockpile of materials across the map, took someone with me as backup, and then found out that after i packed my rucksack and switched to the other guy, it forces me to drop the rucksack. Annoying.

lunatikfringe
Jan 22, 2003
Bah, of course when I finally post my Outpost questions on SA, I find the answers after days of searching:
(These were prior to the last update, but the mechanics here apply)

Undead Labs Sanya posted:

RESOURCES

Q: What types of resources can an outpost generate?

A: The plan was: Food, ammo, fuel, some medical supplies, construction materials. Whatever type of resource is in the building when you declare it to be an outpost is what it makes. More on that below. (Outposts without any resources in the building when you make your declaration will generate ammunition.)

Please note that as of this writing, fuel generation doesn’t work.

Q: How do we know how many resources an outpost gathers per day? Do they actually gather resources?

The resources aren’t gathered from the surrounding area; they’re generated. Here is the formula at this time. (If you are reading this Q&A in the future, please check the date.)

1 outpost = (3 * (type of resource) - 1 material) per day

So, if you have an ammo outpost, you will get three units of ammo and lose one unit of raw materials, each game day. (We are aware that the UI is not reporting either the gain or the loss accurately. We’re working on it as I type )

The resources have to be taken by your survivors to your home base (which is also where the materials are being consumed from, not your home base).

Q: What indicator (if any) is there that the outpost is no longer producing resources?

A: There isn’t one. Should you restock your home with raw materials, the outpost will start producing again.

Please note that there is currently a known issue where the outposts will continue to generate resources even if you are out of the raw materials.

Q: Does it matter if I set the outpost up on some random house with food, or a restaurant? E.g., searching from a high area fills in the map with various icons (warehouse, house, food, medicine, fuel). Is there a difference between putting an outpost on a house where I find food versus on a restaurant where I find food?

A: No. The important thing is just that there be one unit of the thing you’re trying to generate. See next:

Q: Does an Outpost built supply you with ammo if it's built on an area with no resources left? There's no difference between an Outpost built on an ammo supply store and one built on a building with no resources inside at all, right?

A: The materials used in generating resources are coming from your main base, not the outpost itself, so the number of resources at the newly-created outpost itself does not matter. But you’ve got to start with something in the outpost in the first place, unless you just want ammunition.

Q: If there are multiple caches in an outpost (say, medicine and food), are they both contributed, or is it only the map icon?

A: Only the icon.

Q: How is it determined which resource is gathered by an outpost? I have found places where two resources are in the same location, but it picks one instead of another.

A: It can only have one. The system looks in alphabetical order, and stops on the first one it sees: Ammo, food, fuel, materials, medicine. If it finds nothing, the system goes with ammo.

Q: If I find an outpost that has three material caches, and I make an outpost out of it, does having three unlooted caches count for the outpost daily supply? Or can I just leave one for the outpost to "count"?

A: You only need to leave one there to begin the resource generation cycle (assuming you don’t want the outpost to generate ammo). Leaving more won’t make a difference. And of course, once you’re rolling, you can take that one as well. Once the outpost resource type is established, that’s the type of resource it makes for the remainder of the game, no matter what else is left in the building.

Q: If you create an outpost,does any unclaimed loot in the building go into your inventory?

A: No. You still have to loot it. Please note that if you leave loot in the building (not to be confused with generated resources), other survivors may loot it. As Shaun reminded me, you and yours are not the only group of survivors in the valley...

Q: Why do resource rucksacks have to be dropped off at the main base? Could their materials be dropped off at the outpost stockpile for later transfer to the main base?

A: Funny story about that. We actually had it that way, originally. Unfortunately, it was possible to exploit the system as it was and effectively end the game. So... we changed it.

Q: Is there any screen or menu in the game that shows how many resources are being generated, where they're coming from, and how they're being consumed? Something like:

Daily food balance: -2
Income: +22 (+12 garden, +10 outposts)
Usage: -24 (-2 per survivor)

A: No, but I’ve passed this on as feedback in hopes of our being able to make improvements.

Q: What do the little green flags on the outpost icons mean?

A: Just that it’s an outpost

Q: Are you aware that outposts stop providing resource income as soon as there is a population change?

A: They don’t, not really. This is a display bug, not an actual resource bug. It should be (partially) fixed in TU3.

Mr. Pool
Jul 10, 2001
I'm with Jacob, I think the Savini house is just adorable :3: , my favorite base. Easily the most defensible, since it has the river to its back and steep terrain on two sides that zombies can't get up.

Mr. Pool
Jul 10, 2001

lunatikfringe posted:

I was missing some of my key survivors with good skillsets.


I read this as "good skillets"


I have personally seen Sam Hoffman kill a juggernaught with a frying pan, she is not to be trifled with....

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Atmus
Mar 8, 2002

S.T.C.A. posted:

My biggest question/wish for this game is that you could get an itemized breakdown of what's consuming/generating each resource. I have no idea why the gently caress my Materials stockpile alternates between +5 and -14 every other day. I would love to know, but no idea.

I also wish training your survivors did gently caress-all for making them less stupid when they're on their own, and that you didn't forcibly drop your rucksack when you have someone following you. I had tagged this massive stockpile of materials across the map, took someone with me as backup, and then found out that after i packed my rucksack and switched to the other guy, it forces me to drop the rucksack. Annoying.

The materials thing takes consumption and trade into account for some reason, so if you are making big batches of suppressors or making a Big Meal all the time, it counts that as part of the daily averages for what happens when you aren't playing.

Also, if your rucksack gets dropped anywhere near your base, some other guy will go get it and bring it back for you.

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