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Yardbomb
Jul 11, 2011

What's with the eh... bretonnian dance, sir?

Lotish posted:

I think in the first round of Breakdown you need to join an existing community. See if you can find an enclave. Worst comes to worse I think the church is basically free.

Yeah I eventually found that group of people in the little woodsy town church to join up with, going good so far. Even made good friends with the crackheads squatting in a nearby house.

Cash really ain't doing all that much better, though I started him on cooking something nice for everyone at least and got a little medical place building up. :v:

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Kammat
Feb 9, 2008
Odd Person
Anyone else have zombies popping up through the highway? Had a soldier die while out wandering somewhere, so I cruised over to grab his rucksack which was on a highway camp site. There were a few zombies around which I killed off before going over to snag the rucksack. Just as I started to pick it up, an effing bloater pops up in front of me outta nowhere and explodes. WTF?

Fewd
Mar 22, 2007

#vmp #opsec #kolmiloikka #happoo

Dongattack posted:

Glad they worked on the bugs D:

I was on a supply run with another grunt and stopped to help as I saw some survivor being eaten alive in one of those ruins. Once I got close, one of the broken building corners sucked me into a wall. I was stuck there and could do nothing but watch the two others get chomped. Thanks, game.

Gonna wait a patch or two more to see if they unfuck Lifeline.

Propaganda Hour
Aug 25, 2008



after editing wikipedia as a joke for 16 years, i ve convinced myself that homer simpson's japanese name translates to the "The beer goblin"
I bought the base game and Breakdown during the daily sale and beat the base campaign tonight. That was a hell of a game! Took about 10 hours and the fun didn't outstay its welcome, even though the story was painfully trite. From the sounds of the thread I think I'll get Lifeline pretty soon.

skoolmunkee
Jun 27, 2004

Tell your friends we're coming for them

I'm thinking of starting a SoD LP now that TU5 is out. My question though is, I've been playing on xbox and the graphics aren't super great and there's some problems with pop-in when I'm driving. Does the game look and perform better on PC, or should I just stick with the xbox play and just laugh about rocks appearing under my truck?

FrickenMoron
May 6, 2009

Good game!

skoolmunkee posted:

I'm thinking of starting a SoD LP now that TU5 is out. My question though is, I've been playing on xbox and the graphics aren't super great and there's some problems with pop-in when I'm driving. Does the game look and perform better on PC, or should I just stick with the xbox play and just laugh about rocks appearing under my truck?

Its somewhat better on PC for sure. I'd get it for PC just for the better gun controls etc.

Diesel Fucker
Aug 14, 2003

I spent my rent money on tentacle porn.
Might leave Lifeline for a bit until the issues with followers not attacking is resolved. You pretty much HAVE to have someone with you in that game.

My second play through had me looting gun shops and finding gently caress all. That really knocked me into touch because the game before I set up an outpost in the police station which was rammed full of mad fancy guns. Had thousands of reputation after thay and called in so much resources and guns. Two ends of the specrum there.

Speaking of resources. Trying to get them 25 headshot killstreaks in Breakdown now and I'm running horribly low on ammo. I even went from level 1 breakdown to 4 hoarding bullets but I'm cutting it close here. It's been a huge pain in the arse up to now but it'll be so worth it.

Valiant Pudding
Dec 31, 2007
With raisins!
I'm very new to this game, played a couple of hours, still in my first base, the church. Got a question concerning weapon durability: the more blue bars, the longer the weapon will last in a fight right? But it will not visible degrade through usage (a full blue sledgehammer can break down without first dropping to one blue bar?)

I've build a workshop, mainly because of the automatically repairs item function. When are the items repaired? At dawn every day? Do the items need to be in the locker or can anyone carry them around? I just upgraded my workshop to a real workshop (and can now upgrade it to munition workshop or machine workshop), it now says that vehicles will be repaired overnight, but are items also still repaired in an upgraded workshop?

Also: I have too many survivors (due to story missions) and not enough beds. All my survivors are hurt/tired. They don't really seem to heal/sleep fast enough. What should I do about this?

LeJackal
Apr 5, 2011

Valiant Pudding posted:

I'm very new to this game, played a couple of hours, still in my first base, the church. Got a question concerning weapon durability: the more blue bars, the longer the weapon will last in a fight right? But it will not visible degrade through usage (a full blue sledgehammer can break down without first dropping to one blue bar?)

I've build a workshop, mainly because of the automatically repairs item function. When are the items repaired? At dawn every day? Do the items need to be in the locker or can anyone carry them around? I just upgraded my workshop to a real workshop (and can now upgrade it to munition workshop or machine workshop), it now says that vehicles will be repaired overnight, but are items also still repaired in an upgraded workshop?

Also: I have too many survivors (due to story missions) and not enough beds. All my survivors are hurt/tired. They don't really seem to heal/sleep fast enough. What should I do about this?

Okay, so here is some information about weapons, durability, and so on.
All your melee weapons in SoD have three factors; Type, Weight, and Durability. Type can be Heavy(Big swings), Blunt (Knockdown chance), and Sharp (Insta-kill chance). Weight is self-explanatory. Durability governs how tough the weapon is, and how many Zed skulls you can crack open with it before it becomes damaged (turns yellow) and then finally breaks.

One of the best weapons is shown here:

The Wrench has 5 Durability, the maximum, and weighs only a single pound. A 5:1 Durability/Weight ratio is very nice.

So, how can you find weapons and keep them from breaking?

First, maintain your weapons. Build a Workshop at your Home Base. This will automatically repair and refresh the amount of damage your weapons can take over the course of every night if it is stored in your locker. It can be easy to remember if you swap weapons every time a fatigued Survivor returns to base - put the weapon they were using in the supply locker (with your loot) and equip them a new one before switching to another character. Never leave a character unarmed, in case their AI sends them on a mission! Maintaining weapons is very important, as the valley is a closed system and if you break every weapon no more will spawn.

Secondly, find yourself more weapons. Houses can be very random, but many good tools will spawn at locations in Spencer's Mill. Construction Sites and Warehouses are likely to contain Blunt Weapons like Crowbars, Nail Pullers, Pipe Wrenches and Prybars. You can also check Garages and Industrial Stores. There is a Construction Site right outside the church driveway, and a Warehouse behind the church across a field.

Valiant Pudding posted:

I just upgraded my workshop to a real workshop (and can now upgrade it to munition workshop or machine workshop), it now says that vehicles will be repaired overnight, but are items also still repaired in an upgraded workshop?

Yes.

Valiant Pudding posted:

Also: I have too many survivors (due to story missions) and not enough beds. All my survivors are hurt/tired. They don't really seem to heal/sleep fast enough. What should I do about this?

Build more pylons. I mean a bunkhouse. The first level just prevents negative status effects, but once you upgrade they'll sleep and heal.
I actually made an easy mod at one point to make bunkhouses worth more beds, its in one of my posts.

I hope this helps you!

LeJackal fucked around with this message at 15:51 on Jun 2, 2014

El Seven
Jan 15, 2012
When starting a new game of Lifeline, it is possible to build outposts prior to going to Black Friday. In fact, theoretically, one could loot 5/6 of the map before spawning the first mission (the other 1/6 is the near Black Friday and would cause the missions to begin).



Also, has anyone unlocked the Maverick achievement yet?

Ayn Marx
Dec 21, 2012

I have. There's a cheesy way to get it : start a brand new game and go back up the highway instead of looking for a car. There's a "danger zone" at the edge of the map and a little corner behind cars you safely cower in.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

LeJackal posted:


Build more pylons. I mean a bunkhouse. The first level just prevents negative status effects, but once you upgrade they'll sleep and heal.
I actually made an easy mod at one point to make bunkhouses worth more beds, its in one of my posts.


This is the sissy way to fix an overpopulated base. The correct answer is to take the trash out with a few snacks and see how far you can run them until they die. Think of it as a mini-game. You lose some morale, but it's comparable to finding a rucksack or two. Remember: 2 rucksacks of food = 1 human life

coyo7e
Aug 23, 2007

by zen death robot

Skandranon posted:

This is the sissy way to fix an overpopulated base. The correct answer is to take the trash out with a few snacks and see how far you can run them until they die. Think of it as a mini-game. You lose some morale, but it's comparable to finding a rucksack or two. Remember: 2 rucksacks of food = 1 human life
If you make sure to leave at least one item on them you can regain most of that morale loss by rescuing their rucksack, too.

edit: I usually give them a melee weapon and a molotov and then let them go out in a blaze of glory... Fifty feet from the safehouse.

coyo7e fucked around with this message at 18:15 on Jun 2, 2014

a7m2
Jul 9, 2012


I noticed some unnamed warehouse between Snyder Trucking Warehouse and Savini Residence was a potential home site. It's not listed on any wiki or the OP and on the map it doesn't actually show as a potential homesite (but the radio command pops up and from a survey point it does get listed as that). Is this a glitch or are there random/unlisted home sites in the game?

Godmachine
Sep 5, 2004

I am beyond God.
I am Human.

Eruonen posted:

I noticed some unnamed warehouse between Snyder Trucking Warehouse and Savini Residence was a potential home site. It's not listed on any wiki or the OP and on the map it doesn't actually show as a potential homesite (but the radio command pops up and from a survey point it does get listed as that). Is this a glitch or are there random/unlisted home sites in the game?

They're "potential home sites" and can't be settled. The designers originally intended for the map to have far more home sites but this was scrapped for whatever reason.

Eediot Jedi
Dec 25, 2007

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

Actually they're spots for the RV in Breakdown. But yeah, they scrapped more home sites because a) xbox360 limits b) too resource intensive.

coyo7e
Aug 23, 2007

by zen death robot

Ayn Marx posted:

I have. There's a cheesy way to get it : start a brand new game and go back up the highway instead of looking for a car. There's a "danger zone" at the edge of the map and a little corner behind cars you safely cower in.
Can't find this corner. More explicit directions, please?

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

Tommofork posted:

Actually they're spots for the RV in Breakdown. But yeah, they scrapped more home sites because a) xbox360 limits b) too resource intensive.

The lovely thing about them is that even though there is nothing there for most of them, they still force you into slow running mode, as if you were in your own base. Very frustrating.

Eediot Jedi
Dec 25, 2007

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

That slow down drives me up the wall. If I wanted to walk I'd loving lay off the control stick :argh:

a7m2
Jul 9, 2012


Godmachine posted:

They're "potential home sites" and can't be settled. The designers originally intended for the map to have far more home sites but this was scrapped for whatever reason.

Ah, what a shame. Thanks for the answer!

El Seven
Jan 15, 2012
Has anyone completed the Sasquatch quest line? There's some revealing ideas there about the nature of the outbreak.

Also, some folks on the Undead Labs forums are speculating that Doghouse Actual was at the Fairgrounds in the main game.

Not sure if that's a big spoiler or not, it hasn't been confirmed...

Mister Bates
Aug 4, 2010

El Seven posted:

Has anyone completed the Sasquatch quest line? There's some revealing ideas there about the nature of the outbreak.

Also, some folks on the Undead Labs forums are speculating that Doghouse Actual was at the Fairgrounds in the main game.

Not sure if that's a big spoiler or not, it hasn't been confirmed...

Doghouse Actual is definitely not at the fairgrounds if you read the situation reports your helicopter pilot periodically drops off. The Fairgrounds base doesn't drop out of radio contact until several days after you lose contact with Doghouse.

Also, speaking of the situation reports, holy poo poo the US in State of Decay is fuuuucked. St. Louis is just completely loving gone with no radio contact with any survivors in the city at all, the quarantine facilities in Indianapolis are at 200% capacity and the dead are starting to break out into the city proper, the military units left in Philadelphia had to flee from the city after taking heavy casualties, the attempt to quarantine Trumbull Valley failed and even more dead got out, and there are already tens of millions of people dead. This campaign does a much better job of making the apocalypse actually feel apocalyptic than vanilla State of Decay did - that was you dealing with a relatively localized outbreak in a quarantine zone, while Lifeline makes it really clear that things are pretty much this bad everywhere, and getting steadily worse.

As for the Sasquatch questline, yeah, pretty much everyone should do that one. It's pretty interesting from a story perspective and raises a bunch of questions about just what the gently caress the outbreak is. I do like how they come out and say that it's definitely not a virus, and I also like how they point out that bites don't actually infect people and then mock your first high-value asset for killing himself for no reason based on 'monster movie bullshit'.

Eediot Jedi
Dec 25, 2007

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

I'm either really, really, really out of practise or Lifeline is much harder. Probably both. I really miss quality of life mods like more ammo/items to a stack.

e: where the powerhouse characters at???

TheOmegaWalrus
Feb 3, 2007

by Hand Knit
I consider myself a seasoned State of Decay player and Lifeline still manages to throw a curveball my way occasionally.

I used to breeze through the campaign/DLC with the same few tricks, but those don't really hold up anymore.

The hardest part of this expansion is accepting that there will be losses :(

Mister Bates
Aug 4, 2010
Yeah, that's the biggest change in this DLC, honestly. There is basically no way you are going to be able to save literally everyone - some of your soldiers will die, some of the civilians you're trying to save will die, and sometimes there is just no way to win a fight and you have to cut your losses and run like hell. In the main game and Breakdown, it's usually possible to keep everyone in your group alive until you get to really high Breakdown levels, through careful playing. I had exactly one non-scripted survivor death the first time I went through the main campaign; in Lifeline, I lost six soldiers over the course of the campaign, and several civilians as well. By the end of the campaign, there were barely any original members of Greyhound platoon left alive, and Black Friday was a sort of ad-hoc mess - the chain-smoking poet who openly hates being in the military, the lazy rear end in a top hat who somehow always manages to be somewhere else when work needs to be done, the men's rights activist/pick-up artist douchebag, the rich trust fund baby who joined the military so she could see how the poors lived for two years, and a bunch of 40-something reservists in civilian clothes who put in their two weekends a month while waiting for their statutory obligation to expire.

Danith
May 20, 2006
I've lurked here for years

Yardbomb posted:

Thanks to the magic of Steam sales, I got this and it's DLC and decided to start off with Breakdown.

While my jackass radio person won't let me make a base anywhere, I think I'm pretty well equipped to find one eventually.


I think with the first level of Breakdown you need to go to a community and join them

edit: beaten at the top of the page

Danith fucked around with this message at 02:46 on Jun 3, 2014

Dandywalken
Feb 11, 2014

Price is good, but sounds a bit buggy :( Worth buying now, or should I wait a patch or two?

Mental Midget
Apr 18, 2005

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

Dandywalken posted:

Price is good, but sounds a bit buggy :( Worth buying now, or should I wait a patch or two?

If you enjoyed the base game/breakdown I'd say its worth it even with the bugs. Nothing has really detracted from my overall enjoyment, though I did rage quit one because of Sasquatch's idiot AI. The other reason someone may not like Lifeline so much is if they are not a fan of SoD's gunplay, because Lifeline kicks it up to 11.

Valiant Pudding
Dec 31, 2007
With raisins!
Thanks for the tips earlier guys. Really enjoying this game. Got a few more questions tough:

- should I switch characters when the character I'm switching from is in a safe spot (outpost/home base) just to be sure? Are chances higher something'll happen to them if I just leave them out there somewhere in a car?
- there were some infestations near my base (got the message "too many infestations") and a bunch of people went missing (like 4 or 5), was this connected? Should I clear out infestations regularly to limit the people who go missing?
- is there anything to be done about missing people, besides going on survivor missions when they pop up? Building outposts?
- are all items limited on the map (like weapons and vehicles)? I've been sparing my aspirin and such for this reason, but should I be popping a bottle every now and then? Do they ever show up magically in supply lockers?

and finally: I see a lot of talk about mods. Are there any mods suggested for a first playthrough, or should I just go vanilla?

FrickenMoron
May 6, 2009

Good game!
Is there some actual game over state linked to infestation? I remember reading the amount of infestations changes the amount of special zombies spawned or something like that.

Dongattack
Dec 20, 2006

by Cyrano4747

Dandywalken posted:

Price is good, but sounds a bit buggy :( Worth buying now, or should I wait a patch or two?

No reason to wait, they don't fix the bugs anyway :v:

It's good tho, just every so often a really frustrating or annoying bug gets in the way of the experience.

Ayn Marx
Dec 21, 2012

coyo7e posted:

Can't find this corner. More explicit directions, please?

I'll try to screen that up for you tonight.

a7m2
Jul 9, 2012


Valiant Pudding posted:

- there were some infestations near my base (got the message "too many infestations") and a bunch of people went missing (like 4 or 5), was this connected? Should I clear out infestations regularly to limit the people who go missing?
Sorta. They make morale drop which I believe affects it. It might also directly be related, I don't really know. It is a good idea to clear out infestations either way.

Valiant Pudding posted:

- is there anything to be done about missing people, besides going on survivor missions when they pop up? Building outposts?
Usually missions will pop up to save them/bring them back.

Valiant Pudding posted:

- are all items limited on the map (like weapons and vehicles)? I've been sparing my aspirin and such for this reason, but should I be popping a bottle every now and then? Do they ever show up magically in supply lockers?
Outposts generate resources, though I'm not sure they'll generate more than if you'd gather them. Either way I'd just always take some pills with you just in case. I use them fairly regularly, I'm at the last mission and I'm in no danger of running out.

Mental Midget
Apr 18, 2005

We're glad you could play SQIV. As usual, you've been a real pantload.
For the Lifeline DLC - If you get Sasquatch killed somehow, do you still get the tactical nuke quest? I'm trying to figure out a way to kill off Plot-specific NPC's to keep the main campaign going indefinitely.

Ayn Marx
Dec 21, 2012

Here's a couple pictures of the where you can cheese "Maverick" if you feel like it :



Simply crouch behind the car. A few zombies attacked me, but the two NPCs with you when you start dealt with them.

Azran
Sep 3, 2012

And what should one do to be remembered?
I haven't started playing Lifeline yet, too entertained with Breakdown and modding so far. Can anyone spoil for me that info bit that this

El Seven posted:

Has anyone completed the Sasquatch quest line? There's some revealing ideas there about the nature of the outbreak.

aludes to? Thanks. :v:

Ayn Marx
Dec 21, 2012

"Sasquatch" is the codename of a "high speed low drag" operator type that you can rescue - and then escort on a few missions that provide background information into the outbreak. It ends with him setting up a tactical nuke to wipe out the city.

coyo7e
Aug 23, 2007

by zen death robot

FrickenMoron posted:

Is there some actual game over state linked to infestation? I remember reading the amount of infestations changes the amount of special zombies spawned or something like that.
No. However if you allow too many infestations then all your survivors will constantly go out and need help or end up injured, enclaves will eat poo poo and die way faster, and you'll have a lot more trouble overall doing pretty much anything.

Look at the pre-TU1 stuff people were talking about, the game was glitched to have unlimited radius for infestations so you'd inevitably end up with the entire campground in the very far north with each tent/cabin infested, which caused everyone in the safehouse to freak out and get in fights due to low morale and generally end up in trouble CONSTANTLY, to the point that shutting off the game would probably mean one or two might be dead the next time you played.

There's certainly no loss state tied to it that I've heard of though, ever.

Skandranon
Sep 6, 2008
fucking stupid, dont listen to me

coyo7e posted:


There's certainly no loss state tied to it that I've heard of though, ever.

I think people have identified things in the game files that implied that there would be a game over scenario based on infestations, but like many things, was removed from the game.

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FrickenMoron
May 6, 2009

Good game!
Can you actually relocate to another base in lifeline?

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