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lunatikfringe
Jan 22, 2003
Anyone wanting to up the difficulty, just make a point to quick search everything (fumbles cause zeds to rush you) and start fights by firing a few rounds into some zeds.

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Coolguye
Jul 6, 2011

Required by his programming!
I didn't find being noisy to be a bad thing at all in story mode. It is in Breakdown, but honestly when I showed up to scavenge an area I'd fire a few shots from the noisiest weapon I had or blare on the horn of my car to bring all the zombies out. Then I'd either whittle them down with 9mm (which has functionally infinite ammo once you're in Marshall and the Courthouse gets set up nearby) or just run them over with my car.

Sure, it took a few minutes longer, but it was all sorts of worth it to walk into a house and just search the place, not worrying about camera angles getting you munched on. Quicksearching does make things harder just because fumbles there outright spawn a big blob of zeds though.

FrickenMoron
May 6, 2009

Good game!
Okay, I'm 100% sure now that resource consumption etc is horribly broken right now at least in breakdown!

a) The game keeps constantly whining about how my ressources exceed the stockpile. I even get it for materials which I have absolutely zero of.
b) Resource consumption for materials is super high even with 8 material outposts. Does the game not reset the consumption once you switch a homebase? In this breakdown round I went from Church -> Alamo -> Fairgrounds, and it only got worse each time despite me getting more outposts later on.

At least I figured out what all those weird "potential home sites" are. It's spawning points for the van after you advance one level in breakdown.

Edit: Also why do houses that have resources left get marked as "cleaned out" after you leave a game and come back?

FrickenMoron fucked around with this message at 16:52 on Dec 16, 2013

coyo7e
Aug 23, 2007

by zen death robot

FrickenMoron posted:

Okay, I'm 100% sure now that resource consumption etc is horribly broken right now at least in breakdown!

a) The game keeps constantly whining about how my ressources exceed the stockpile. I even get it for materials which I have absolutely zero of.
b) Resource consumption for materials is super high even with 8 material outposts. Does the game not reset the consumption once you switch a homebase? In this breakdown round I went from Church -> Alamo -> Fairgrounds, and it only got worse each time despite me getting more outposts later on.

At least I figured out what all those weird "potential home sites" are. It's spawning points for the van after you advance one level in breakdown.

Edit: Also why do houses that have resources left get marked as "cleaned out" after you leave a game and come back?
Sounds like your copy is broken as hell. If there are unlooted and unbroken resource stashes in a building there should always be a resource icon on them until they're empty. Leaving random items in a container though, will still count it as looted.

Karl Sharks
Feb 20, 2008

The Immortal Science of Sharksism-Fininism

coyo7e posted:

Sounds like your copy is broken as hell. If there are unlooted and unbroken resource stashes in a building there should always be a resource icon on them until they're empty. Leaving random items in a container though, will still count it as looted.

I've had both of those things happen after a couple reinstalls, so v:shobon:v

Kinetic Tools
May 6, 2009
I have the "houses with stuff in 'em marked as empty" bug as well. Does it every time I load up; only walking into houses fixes it.

coyo7e
Aug 23, 2007

by zen death robot

Kinetic Tools posted:

I have the "houses with stuff in 'em marked as empty" bug as well. Does it every time I load up; only walking into houses fixes it.
Do you also get the "you have too many resources" when they're at 0? I've never heard of that one at all.

Mister Bates
Aug 4, 2010

coyo7e posted:

Do you also get the "you have too many resources" when they're at 0? I've never heard of that one at all.

I get that one periodically, on the console version.

homewrecker
Feb 18, 2010
If I build a Library so that I can upgrade my health facilities to a Medical Lab and then I get rid of the Library, will I still have access to the Medical Lab and the benefits it provides?

Le0
Mar 18, 2009

Rotten investigator!
Some dude is doing a Realism/Balance mod which looks great I think.

https://forums.undeadlabs.com/threads/mod-brimstone-realism-balance-mod.38267/

Kasonic
Mar 6, 2007

Tenth Street Reds, representing
I dunno, even if it is in the name of realism, it just overall makes the game easier. I can't really complain as I can't mod worth poo poo.

My desires to see the resource system drain/transport rebalanced is probably too much.

Atmus
Mar 8, 2002

FrickenMoron posted:

Okay, I'm 100% sure now that resource consumption etc is horribly broken right now at least in breakdown!

a) The game keeps constantly whining about how my ressources exceed the stockpile. I even get it for materials which I have absolutely zero of.
b) Resource consumption for materials is super high even with 8 material outposts. Does the game not reset the consumption once you switch a homebase? In this breakdown round I went from Church -> Alamo -> Fairgrounds, and it only got worse each time despite me getting more outposts later on.

At least I figured out what all those weird "potential home sites" are. It's spawning points for the van after you advance one level in breakdown.

Edit: Also why do houses that have resources left get marked as "cleaned out" after you leave a game and come back?

A: If you ever, EVER exceed your storage capacity, you will always get that warning. Went over on Medical Supplies once at the first house on the first level of Breakdown? Congratulations, you are going to get that warning periodically forever.

B: The formula it uses for determining consumption is all janky. It calculates daily usage partially against what you've been using it for. Stop building poo poo/making supressors/having bad luck with wall repair cards and you will eventually turn a profit on them. I had an abandoned story play through that gave me over 300 Materials when I loaded it up again. What I do is have mostly Materials outposts until I've finished my base and got near the max storage, then I remove a couple and go for ammo or whatever.

FrickenMoron
May 6, 2009

Good game!
Wow, thats terrible programming regarding the over capacity message.

Edit: Whelp, my breakdown file cant be loaded anymore, the game just crashes when I try to load the game! I was like 300/400 on the dealer challenge too etc.

Edit2: Managed to fix my game with the profile trick! Good thing google exists. Anyways, encountered a new bug. I left with a missing person mission, when I returned it said the person died in the log. I still had the mission though so I went there and my character immediately said "Found you!" when I entered the mission area. Then it told me to escort the "survivor" back to base. Except there was none. Also I got this descrption after going back to base:

FrickenMoron fucked around with this message at 15:37 on Dec 17, 2013

Mister Bates
Aug 4, 2010

FrickenMoron posted:

Wow, thats terrible programming regarding the over capacity message.

Edit: Whelp, my breakdown file cant be loaded anymore, the game just crashes when I try to load the game! I was like 300/400 on the dealer challenge too etc.

Edit2: Managed to fix my game with the profile trick! Good thing google exists. Anyways, encountered a new bug. I left with a missing person mission, when I returned it said the person died in the log. I still had the mission though so I went there and my character immediately said "Found you!" when I entered the mission area. Then it told me to escort the "survivor" back to base. Except there was none. Also I got this descrption after going back to base:



Welcome to State of Decay! :downsbravo:

Seriously, this game is fun, but it's also a complete mess that rivals STALKER: Clear Sky for the number of bugs it shipped with. Each patch fixes a few of them, but there are just so goddamn many that it's hard to squash them all.

The game's release was definitely rushed - you can tell that it was originally supposed to be much larger in scope and a good deal more complex, but a lot of the planned features got scrapped and several more were only implemented partially. I think that's also the source of many of the bugs.

xxEightxx
Mar 5, 2010

Oh, it's true. You are Brock Landers!
Salad Prong

Kasonic posted:

My desires to see the resource system drain/transport rebalanced is probably too much.

I just don't like having resources at a set number, there should be some rng that determines daily supply use, with events that can positively or negatively affect that numer instead of it always being static. I spend more time maintaining my base to make sure it has enough supplies for the next 24 hour logoff session than I do playing missions... to the point where I don't log off, I just pause the game and go to a different window.

But the one thing I would like to see is better management options of base people. I should be able to assign tasks, like scavenge, zombie kill patrol, assist other enclaves, etc, and assign teams to tasks. I don't know why half my members are "on a mission" or something, when I have no idea what that mission is, and I don't ever see them come back with anything.

xxEightxx fucked around with this message at 18:15 on Dec 17, 2013

FrickenMoron
May 6, 2009

Good game!
Is there any rhyme or reason which survivors are sent for supply runs? I just had my medicine/farmer guy killed after he ran out of the gate and into two hordes, i could do nothing for him.

Edit: Glad that's over with!

Fewd
Mar 22, 2007

#vmp #opsec #kolmiloikka #happoo

FrickenMoron posted:

Is there any rhyme or reason which survivors are sent for supply runs? I just had my medicine/farmer guy killed after he ran out of the gate and into two hordes, i could do nothing for him.

I had a similar thing but solved it by tossing a petrol bomb on the dogpiled guy. Walk it off you big pussy, I got the zombies off ya didn't I? :clint:

Bruteman
Apr 15, 2003

Can I ask ya somethin', Padre? When I was kickin' your ass back there... you get a little wood?

I've put about 20 hours into this now (about four playing the story mode, the rest in Breakdown) and this game is awesome. Been fortunate thus far I suppose to not be screwed by bugs/RNG stuff that I see everyone else talking about. The lack of control of survivors at base is maybe my biggest gripe, but I don't really have an issue with the rest of it. Maybe my expectations were greatly lowered by playing that sack of crap Fort Zombie a few years back (it's basically the same theme and gameplay - go on missions to gather survivors and resources, defend a home base, fighting even a few zombies at a time can be a threat, etc.), but SoD does everything that game tried 100 times better and it's really hard for me to put down.

Atmus
Mar 8, 2002

Fewd posted:

I had a similar thing but solved it by tossing a petrol bomb on the dogpiled guy. Walk it off you big pussy, I got the zombies off ya didn't I? :clint:

The way it handles Fire damage is great, too. The AI guy standing in a pool of thermite for its entire burn receives just as much damage/injury as a guy that juuust barely got caught be a molotov.

FrickenMoron
May 6, 2009

Good game!
A new bug! I threw a hand grenade at a horde for the grenadier unlock and instead of killing them they got stuck in a running ragdoll animation forever.

coyo7e
Aug 23, 2007

by zen death robot

Fewd posted:

I had a similar thing but solved it by tossing a petrol bomb on the dogpiled guy. Walk it off you big pussy, I got the zombies off ya didn't I? :clint:
Pop a snack and then just spam finishing moves as fast as you can, any zombie that's kneeling to attack a downed survivor is already primed for a finisher. I've also had a lot of luck using car doors without them getting mad about reckless driving.

Karl Sharks
Feb 20, 2008

The Immortal Science of Sharksism-Fininism

FrickenMoron posted:

A new bug! I threw a hand grenade at a horde for the grenadier unlock and instead of killing them they got stuck in a running ragdoll animation forever.



I had something like that happen, no idea what caused it though. I shot the zombie and it jumped up in a 30 foot or so arch. I chased it around shooting it and watching it bounce for quite some time :v:

Super Aggro Crag
Apr 23, 2008




And, of course as always, kill Hitler.


Hmm. I changed my mind. Having angry/sad/scared people at the Home Base is actually a good thing. You can take them along on loot runs or whatever without having to use 100 Influence. Not to mention half the time I have someone help me for 100 Influence they run home randomly.

Also, what's the best way to kill those super fat dudes that make your car explode?

coyo7e
Aug 23, 2007

by zen death robot

Super Aggro Crag posted:

Hmm. I changed my mind. Having angry/sad/scared people at the Home Base is actually a good thing. You can take them along on loot runs or whatever without having to use 100 Influence. Not to mention half the time I have someone help me for 100 Influence they run home randomly.

Also, what's the best way to kill those super fat dudes that make your car explode?
Also, you get bonus exp for leadership, fighting etc, for Slaughter bonuses while someone's following you around, I believe.

Bigguns go down to a couple of molotovs or explosives and a headshot or three since molotov damage is especially unreliable against them.. Anymore I just try to pop them in the head a few times and then hit them in the rear end with my melee weapon as they charge. Eating a snack is a good idea so you don't wind yourself rolling away.

girth brooks part 2
Sep 6, 2011

Bush did 911
Fun Shoe

coyo7e posted:

Also, you get bonus exp for leadership, fighting etc, for Slaughter bonuses while someone's following you around, I believe.

Bigguns go down to a couple of molotovs or explosives and a headshot or three since molotov damage is especially unreliable against them.. Anymore I just try to pop them in the head a few times and then hit them in the rear end with my melee weapon as they charge. Eating a snack is a good idea so you don't wind yourself rolling away.

Molotov's also stun fatties for a bit, so if you ever need to cut and run from one, busting a firebomb across their face isn't a bad idea.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Kasonic posted:

I dunno, even if it is in the name of realism, it just overall makes the game easier. I can't really complain as I can't mod worth poo poo.

My desires to see the resource system drain/transport rebalanced is probably too much.

I really want to get a decent gameplay mod out, but I have my hands full with other stuff. It's one of the things I want to mess with too. Just not sure if the best way is to rebalance the drain or change the rate the drain occurs at.

whoda thunkit
Sep 20, 2010
For some reason everybody started getting real pissy after I replaced all the beds in the fairgrounds with a garden and a library so I kept having problems at home. I got sick of holding everybody's hand so I just started kicking out the nobodies. Then, to my surprise each one started one man enclaves in the surrounding homes, when I stopped by to say hi it turns out they didn't hold a grudge and had amassed a very nice collection of ammo in each one. Now instead of scavenging for handfuls of bullets I just mooch off of my former whiners. I like this new situation and have started aggressively recruiting in hopes of pissing more people off and gaining new neighbors. We'll see how it goes.

For the record, I'm only on Breakdown 1 so it might not work the same later but we'll see.

xxEightxx
Mar 5, 2010

Oh, it's true. You are Brock Landers!
Salad Prong

Super Aggro Crag posted:

Hmm. I changed my mind. Having angry/sad/scared people at the Home Base is actually a good thing. You can take them along on loot runs or whatever without having to use 100 Influence. Not to mention half the time I have someone help me for 100 Influence they run home randomly.

Also, what's the best way to kill those super fat dudes that make your car explode?

I lost Maya when I was doing a tough mission and the guy I brought with me, right when we were about take on a horde said "time to go home!" and vanished. I never use that option now.

The tough part about the fatties are not the fatties, but the other spawn. His charge is predictable, and he stuns himself afterwards, enough for you to get about three melee attacks in. If you do that three or so times, he should go down. Head shotting him is pretty easy for some added dps, since it's a big target and he doesn't move that fast.

Most cars seems to be rear wheel drive, so don't run into him with the back of your car.

coyo7e
Aug 23, 2007

by zen death robot

whoda thunkit posted:

For some reason everybody started getting real pissy after I replaced all the beds in the fairgrounds with a garden and a library so I kept having problems at home. I got sick of holding everybody's hand so I just started kicking out the nobodies. Then, to my surprise each one started one man enclaves in the surrounding homes, when I stopped by to say hi it turns out they didn't hold a grudge and had amassed a very nice collection of ammo in each one. Now instead of scavenging for handfuls of bullets I just mooch off of my former whiners. I like this new situation and have started aggressively recruiting in hopes of pissing more people off and gaining new neighbors. We'll see how it goes.

For the record, I'm only on Breakdown 1 so it might not work the same later but we'll see.
How do you kick them out? Just talk to them at the safehouse? I just kill them.. :ohdear:

I've found that with 2 or 3 counselors and leadership people, you tend to pretty much never have anybody unhappy, no matter what.

xxEightxx posted:

I lost Maya when I was doing a tough mission and the guy I brought with me, right when we were about take on a horde said "time to go home!" and vanished. I never use that option now.

The tough part about the fatties are not the fatties, but the other spawn. His charge is predictable, and he stuns himself afterwards, enough for you to get about three melee attacks in. If you do that three or so times, he should go down. Head shotting him is pretty easy for some added dps, since it's a big target and he doesn't move that fast.

Most cars seems to be rear wheel drive, so don't run into him with the back of your car.
Yeah, never ram a fatty with a car unless you plan on walkingrunning like hell when he probably doesn't die.

If I don't have survivors with me who'll go all Leroy Jenkins on them, I usually try and hide in a house since they can't go through the doors, and then take out all the trash and use the windows to pop in and out if there's nothing good to lure him into. Propane tanks and grills are useful too..

FrickenMoron
May 6, 2009

Good game!
Is there a way to mod bedrooms so they can accomodate 50 people? Im getting sick of having to build multiple ones.

El Seven
Jan 15, 2012
Undead Sanya posted some commentary on the re-use of voices in Breakdown.

Undead Sanya posted:

Most of you know that Breakdown was made entirely before we saw any income from the success of State of Decay. As such, we had to make a new, fun DLC out of assets we already had. That's why the map is reused, why most of the objects are recycled, why the new characters are existing NPCs, etc.

By the way, I'm SO not complaining. It's actually a lot of fun to scavenge and improvise and rely entirely on design to make something compelling and worthwhile. Really exercises your creative muscles. It's why working at a startup is actually a TON more fun than working at a megastudio with a bigger monthly budget for snacks than I had for PAX.

Anyway, the point is, all the assets had to be repurposed, and that included voice overs. We got the budget for exactly one day of new voice work, and we chose to have Lily come back for a few Breakdown-specific lines and a few easter eggs.

WITH THAT SAID. I wanted you to know two things. One, I'm trying to see if we could possibly fix at least some of the weird mis-matches, and the situations where one hero uses more than one voice. And two, I think DLC2 is going to please you all in terms of new assets of all kinds.

Tibeerius
Feb 22, 2007

whoda thunkit posted:

For some reason everybody started getting real pissy after I replaced all the beds in the fairgrounds with a garden and a library so I kept having problems at home. I got sick of holding everybody's hand so I just started kicking out the nobodies. Then, to my surprise each one started one man enclaves in the surrounding homes, when I stopped by to say hi it turns out they didn't hold a grudge and had amassed a very nice collection of ammo in each one. Now instead of scavenging for handfuls of bullets I just mooch off of my former whiners. I like this new situation and have started aggressively recruiting in hopes of pissing more people off and gaining new neighbors. We'll see how it goes.

For the record, I'm only on Breakdown 1 so it might not work the same later but we'll see.

coyo7e posted:

How do you kick them out? Just talk to them at the safehouse? I just kill them.. :ohdear:
When a survivor has a scared/angry/sad mission pop up for them, you can opt to kick them out via dialog. whoda thunkit's tip was to encourage unrest via lack of beds. I also managed to create a one-survivor enclave of outcasts in this manner. However, I believe I have also kicked people out and never heard from them again, so there is no guarantee of a new nearby enclave. Still, it is relatively low risk as long as you don't kick out anyone who you wouldn't happily feed to a horde at some point anyway.

FrickenMoron
May 6, 2009

Good game!
Breakdown 7 is really starting to get hellish, I dont know how some people take level 10+ easily. Zombies are literally everywhere and freak spawns are getting super dense. That said does this qualify as zombie cruelty? I hacked off their legs and suddenly my helper starts to chokehold them.

Atmus
Mar 8, 2002

Super Aggro Crag posted:

Also, what's the best way to kill those super fat dudes that make your car explode?

Molotovs/Flame Fougasse's if you are defending an enclave
Any kind of bullfighting shenanigans if you are solo
m60/any other LMG if you have some dork trying to kill himself against one.

Super Aggro Crag
Apr 23, 2008




And, of course as always, kill Hitler.


I almost lost my two best survivors last night, Marcus and Maya by being arrogant and not bringing any snacks or painkillers on some loot runs.

Mister Bates
Aug 4, 2010

Super Aggro Crag posted:

I almost lost my two best survivors last night, Marcus and Maya by being arrogant and not bringing any snacks or painkillers on some loot runs.

Yeah, this game is pretty easy when you're careful, but anytime you aren't, the game will pretty much always catch you off guard and completely wreck your poo poo. Every survivor I've lost has been the result of me getting complacent and doing something stupid, like failing to bring any snacks/meds, making too much noise searching a house while there were two hordes shambling about outside, or deciding to push on and search just one more house after my only melee weapon breaks.

DJ Toxin
May 1, 2007

Well this sucks. The latest patch completely broke the game for me. Sprint no longer works, neither mouse button, interact doesn't work... basically I can walk around and not open doors. A peek at the Steam forum shows that I'm not the only one, so update at your own risk.

Edit: Never mind, a new patch fixed it.

DJ Toxin fucked around with this message at 00:23 on Dec 21, 2013

Atmus
Mar 8, 2002
Anyone doing Breakdown on the 360 should be aware that the 'Too many survivors will turn your game into a crashy mess' thing is still there. I was up to 56, and when the game spawned another enclave somewhere, it started hardlocking the console.

coyo7e
Aug 23, 2007

by zen death robot
I can't imagine why I'd want all those useless alcoholic slobs stinking up my safehouse.

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Mental Midget
Apr 18, 2005

We're glad you could play SQIV. As usual, you've been a real pantload.
I think my 3 top wants for mods for Breakdown are as follows:

Remove Influence

Remove item/ammo count limit in stash

Allow turning in of resources at outposts

I don't think these things would break the game too much, and it would definitely increase my enjoyment of the game. At Breakdown level 6 I find myself constantly item swapping (grabbing low influence items out of the stash and depositing high influence items) for like 15 minutes at a time just so I can have enough influence to switch around outposts. Also just chain-destroying items just so I can have room for other stuff. I spent 5 full minutes pulling out 46 aspirin and then destroying them one at a time. Those kind of game mechanics are unnecessary B.S. The ammo type limit/stack count limit in the stash is also another piss-off. If I make the effort to go hunt down the ammo, I should be able to stash it. Finally, constantly driving back and forth from a town 3 minutes away back to my base to bring 1 canvas bag at a time really sucks the fun out of the game and makes me just save and quit.

Edit: As an aside, how do you do the mercy killing achievement? I've had gravely ill survivors before but no option to mercy kill them. Do they have to be gravely ill AND be "sad" or whatever at the outpost? So confused.

Edit 2: The OP is great but it would be nice if you added a Modding section, some of the posters in this thread have come up with some cool stuff but it's a chore to try and hunt for their posts over 77 pages.

Edit 3: Gonna try out this Brimstone mod, seems to address at least some of my annoyances http://www.nexusmods.com/stateofdecay/mods/8

Mental Midget fucked around with this message at 19:28 on Dec 24, 2013

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