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El Seven
Jan 15, 2012
A new contest has been posted: Are you a Superfan?

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El Seven
Jan 15, 2012
Sales figures and new mode announced here.

Updates to the updates here.

El Seven fucked around with this message at 13:16 on Jun 18, 2013

El Seven
Jan 15, 2012
Does anyone know if Alan gets over his sickness? Maya was sick to the point where I got the Mercy Kill mission but I ignored it and she got better. Just wondering if I ignore Alan long enough, will he get better too?

Has anyone else tried living at the Fairgrounds? I moved there yesterday and those drat fences are annoying...

El Seven
Jan 15, 2012
RE: Fairgrounds

I found the following interesting changes in Title Update 2:

• Removed several sections of fencing around warehouse near fairgrounds to improve navigation for missions in the area.
• Made it easier to navigate fairgrounds in vehicles.


This should make living at the Fairgrounds easier. :)

El Seven
Jan 15, 2012
Whoops! Forgot to build enough beds and upgrade the med bay at my new location. Now half my crew is sick with three Mercy Kill missions active. :(

El Seven
Jan 15, 2012

Fwoderwick posted:

Changing topic, how far are people sending out scavengers? I've basically only been sending people into the immediate vicinity around my homebase because I've been worried about their safety if they go further. Can I send people to the other side of the map without too much trouble?
I've asked survivors to run great distances before (Spencer's Mill to Marshall, Fairgrounds to the middle of the map, etc) and they tend to show up relatively unharmed, though, a few times I've had a mission pop up indicating that the Runner is in peril.

The frustrating part is that I go help the runner defeat the hoard (or whatever) and then they continue to run on to their destination, while I drive ahead/behind mowing down zombies. It would be so much easier if they could hop in the car so I could drive them to the location.

coyo7e posted:

I just wish I could figure out where all my loving snacks keep vanishing to, the number fluctuates pretty wildly.
I think that if you don't have a storage locker, the survivors snack on your snacks. However, if you have a high enough food supply, the snacks regenerate, to a certain extent, overnight. This is speculation, I don't have conclusive evidence of this.

Athanatos posted:

About the end: Is it suppose to be a mystery what is on the other side of the gate? I didnt even get a chance to rotate the camera before someone said "oh my god what do we do now?" and it ended. Can you see something on the other side?
I think it's supposed to be...City of Dunniway

El Seven
Jan 15, 2012

Rapacity posted:

I really want to try a bit of a challenge for this new play-through because, cool as it is, it is very easy. I think the most reasonable one is no vehicles except for missions requiring them and for distant transportation but has anyone thought of anything novel?
Use only one character. No matter how tired or injured he or she is, just only use that one person. :)

Edit: punctuation

El Seven fucked around with this message at 14:28 on Jun 28, 2013

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

El Seven
Jan 15, 2012

Dirty Karma posted:

No lie, that pisses me off.

Official talking heads said numerous times leading up to and immediately following the release "If it sells well we'll patch in co-op."

Thing is, though, this was never said. (Or if it was, please provide a link.)

From what I understand, and everyone please feel free to correct me if I'm wrong, high sales was only one of several factors that had to fall into place before co-op mode would even be considered. Once their internal sales targets were met, then they would have a discussion with Microsoft about the possibility of adding co-op. At this point MS probably gave them the go ahead to explore this possibility and it was only recently (i.e. the last few days) that it was determined that co-op would be a no go.

At no time was there ever a promise to add co-op. Though, I suppose some of the dev’s enthusiasm about the possibility may have led some to the wrong conclusion.

El Seven
Jan 15, 2012

Mental Midget posted:

Am I missing any safe houses in this list below?
Church
Savini House
Warehouse
Farmhouse
Fairgrounds
Alamo
There's the Kirkman Residence in Spencer's Mill. I just moved there the other day, it's centrally located for optimal looting (Not that the church is too far out of the way). Not being able to upgrade the workshop sucks, though...:(

El Seven
Jan 15, 2012
The Outpost Q&A has been posted. Some interesting things in there that I was totally oblivious to...

After reading some of the answers, with a small enough population, in a large enough base, and proper outpost distribution/resource gathering, I think it might be possible to create a self-sustaining community.

El Seven
Jan 15, 2012

Dirty Karma posted:

Unless I'm reading this wrong outposts never stop producing AND setting up an outpost in a completely cleared building produces ammo? That would be... helpful.
Yeah, that's what I got out of it too...as long as you have materials to act as the input to the process, then the output will continue indefinitely.

El Seven
Jan 15, 2012

ChibiSoma posted:

So how many of these stupid 'defend the base' missions are there?
There are a few set piece encounters in the game, though, the fight at the Wilkerson’s was, for me, the toughest. Once I got past that battle, on my second try, none of the other big fights were challenging.

ChibiSoma posted:

No point in boarding up the windows anyway.
I don’t bother boarding any windows (at any time) since it doesn’t really serve a purpose. I usually end up going outside to kill the zombies that are banging on the boards.

Though, I read somewhere that boarding windows improves the Wits stat. Can anyone confirm?

ChibiSoma posted:

And is there a way to turn off radio chatter so I can just explore in peace?
Nope, not that I’m aware of.

ChibiSoma posted:

Not even sure how to turn a place into an outpost.
Push down on your D-Pad to access all the ‘favours’ you can spend Influence on.

ChibiSoma posted:

Can I at least assume the missions aren't actually on a timer? Or, at the very least, most aren't?
I think most (all?) missions are on a timer, though, there are few missions that are critical so missing a few isn’t game breaking.

TJO posted:

It's a pretty common glitch for the locker to be totally empty though, it's happened to me.
It's never happened to me but a guy I know had it happen last night. That was the first I heard of that glitch.


The follow-up to the Outpost Q&A can be found here. For those that are interested in the numbers involved in resource management, there's a couple of formulas provided. Neat stuff.

El Seven
Jan 15, 2012
Title Update 3 is now available.

El Seven
Jan 15, 2012
When Sergeant Tan visits your home base, what does he give to Lily?

El Seven
Jan 15, 2012

Atmus posted:

He gives her a thing that lets you call in artillery strikes. You have to call it in like any other favor and a marker appears in your inventory (but only if you have room for it) that you toss like a grenade. A few seconds later, everything explodes.

I used it against a Big Un once, but I had to toss it between him and I and run away. I guess it would be a fast way of clearing out infestations or whatever.
Ok, cool. For some reason I thought I got that ability when Erik gives the little speach at the farmhouse after I helped him save the civilians.

Oh, and run away is right. I dropped one of those things on a Juggernaut and I was in the AoE when it hit. ~80% HP damage!

El Seven
Jan 15, 2012
The PC version and Sandbox mode are both coming out this year, but a more specific release date has not yet been announced.

NESguerilla posted:

SOD has good intentions and and some cool ideas, but none of them work that well...
Can you share which of the good intentions and cool ideas that you thought didn't work that well? :)

El Seven
Jan 15, 2012

Tommofork posted:

Minor story spoilers: Sgt. Tam's artillery happy time. Cost 1 influence, 10 second cooldown. :getin: Also, there's a radio call in for Lily to refresh stamina. I don't think I've seen this in game, has anyone else?
Pastor Will can give an over-the-radio-pep-talk that removes stamina drain or fatigue or something like that.

Unfortunately, this ability goes away when Alan Old-Yellers the Pastor.

El Seven
Jan 15, 2012
One Million Sold!

El Seven
Jan 15, 2012
Update #1

Update #2

El Seven
Jan 15, 2012
Additional Breakdown info can be found here.

El Seven
Jan 15, 2012

Feeble posted:

That's Alan. Everybody hates Alan. He's a massive dickbag.
But he's a masive dickbag that's not wrong, given the circumstances. :)

Plus, he's voiced by Undead Brant. :cool:

El Seven
Jan 15, 2012
I don't know if this is old news or not - maybe I missed the announcement - but Undead Brant mentioned that there will be a second DLC in this post on the UL forums.

Undead Brant posted:

all three are done, two of them will be in Breakdown, the third will have to wait for DLC 2.

El Seven
Jan 15, 2012
Here's an update on keyboard & mouse.

El Seven
Jan 15, 2012
When I went from Breakdown Level 1 to Level 2, I didn't see an option for picking who I wanted to bring with me. As a result, I only brought my active character and left everone (including the two Hero characters I recruited) behind. :(

At what point of the process of activating the RV and moving on does the option appear to pick who I want to bring with me?

Also, did anyone else notice that uncompleted challenges reset to zero when going to the next level...or was I the unfortunate victim of a bug?

El Seven
Jan 15, 2012

Tibeerius posted:

This took me a while to figure out as well (and I even watched the livestream!). Once you make the decision to load up the RV, you need to talk to the people you wish to carry over; an option will be added to their usual dialog choices. You can load up something like 6 survivors. People who are already on the RV have their portraits updated in the notebook interface, where you can also choose to pull them off the RV in case you change your mind.
Ah, ok. Thanks!

Tibeerius posted:

The game explicitly warns you about this when you choose to "move on".
Well, aren't I a fool. Thanks for the info. :)

El Seven
Jan 15, 2012
Is it possible to recruit Heroes other than by completing challenges?

El Seven
Jan 15, 2012

Attention Horse posted:

Yeah, they pop up on the map as "Escort" missions.

I'm on Breakdown 7. Zombies finally disappeared from the minimap. I'm probably gonna die a lot.

The only time I've ever had an Escort mission appear for a Hero was right after I've completed a challenge.

***

Has anyone had an Escort mission for a Hero that randomly appeared (i.e. not due to completing a challenge)?

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.

El Seven
Jan 15, 2012
Some interesting news.

Jeff Strain posted:

Hola fellow survivors,

I wanted to let you know we’ve signed a multi-year, multi-title agreement to extend our development relationship with Microsoft Studios. We’ll be able to share details later this year, but as with State of Decay, we think it’s best if we just keep our heads down and build some prototypes before we talk too much. For now, suffice it to say there are big things going on with State of Decay.

If this were a press release, we’d have a carefully vetted quote from Phil Spencer, head of Microsoft Studios, expressing Microsoft’s excitement as well. But pictures speak louder than words, and we think Phil spoke pretty loudly during the keynote at E3 last year:



Thanks to Phil and everyone on our hard working team at Microsoft Studios for believing in State of Decay!

And most of all, thanks to all of you for your ongoing support, encouragement, and enthusiasm for State of Decay. We know how far we’d have gotten if it hadn’t been for your spreading the word, and it definitely wouldn’t be here. You made this happen.

It’s been a long haul from the original vision to this point, and the road ahead of us will take years to travel. We hope you’re up for the trip, because we can’t do it without you.

El Seven
Jan 15, 2012
Two questions:

1. When I have more survivors than beds, Lily occasionally declares that we need more beds and some people are already talking about leaving. Has anyone ever had a survivor leave due to insufficient bed space?

2. When a Mercy Shot mission is generated, if I leave it alone what happens? I heard that there is a 50/50 chance that the person will recover on their own OR turn into a zombie and eat 2 – 3 survivors before being put down. Can anyone confirm this?

Thanks!

El Seven
Jan 15, 2012
Thanks for the info. My Mercy Shot survivor has since recovered with no one eaten. :)

El Seven
Jan 15, 2012
DLC 2 has been announced:

Selected quotes from Sanya in the thread:

- TLDR: New map. I mean, we're just not sure if that was something anyone wanted. The gameplay is also different, and we'll go into details on that as soon as Geoffrey feels like everything is sufficiently locked down. Couple weeks, I think.

- The new one does not integrate with Breakdown or the original. It's got a new way to play the game that I suspect some of you are going to really really really like.

- Yes, TU5 is coming with the expansion.

El Seven
Jan 15, 2012
From this this thread, we know what Lifeline will NOT have:

Sanya posted:

So, people who don't know anything about video games often think a community weenie's job is creating hype. It...can be? But a much bigger part of the job is about crushing your dreams. Or, as I'm supposed to call it when I'm talking to players, "expectation management."

If you think I'm hinting at giving you chocolate, and instead what you get is a snow cone, my poor little game gets heaps and heaps of pure internet rage. But if I tell you you're getting a snow cone, and then we bust our rear end to give you the greatest snow cone we can imagine AND you get the unexpected option of soft serve, things work out better for everyone.

Thus, I want to be super, super clear:

There is no multiplayer component in Lifeline. Jeff's post from last July still stands. If we had started working on multiplayer last July, we would still not be done, there would have been no DLC at all, there would be no PC version, and more importantly from your point of view, there would have been no patches or fixes. In that alternate universe, there would have effectively been silence from the Lab since June.

Feh, I say to that. I was bleeding inside when we announced that multiplayer was being pushed out to our next game, but at the time I thought it was the right call, and now I'm SURE it was the right call.

There is no character customization in Lifeline. Our central concept was that you customized a community by who you chose to rescue and develop. People are who they are when the apocalypse starts, with no chance to minmax. Individual customization, in choosing skills/clothing/facial piercing, is not part of State of Decay.

Lifeline is separate from Breakdown is separate from Original Recipe. Because there are different game systems in all three things, you can't cross back and forth between them. You can't take your community from O.R. over to the map in Lifeline, and you can't bring your beast survivors who've made it to level 19 in Breakdown over to Lifeline.

I don't usually like posting these unless I can immediately tell you what you are going to get, and I can't yet because Geoffrey needs to finish some stuff. I could see some speculation getting out of hand, though, and I never want you to feel disappointed if I can help it. I swear to you that the soft serve is amazing. Please hang in there for a couple weeks.

And from this thread we know that Lifeline will have

Sanya posted:

...only one base on the new map (and that will make perfect sense when Geoffrey describes the gameplay, don't worry). But it's a brand new one you've never seen before, with ten facilities.

There is currently a contest to guess the new base with the following options to choose from:

A) A rural manor house surrounded by corn fields

B) A small-town landing strip barricaded by wrecked airplanes

C) A hastily-erected military installation on the outskirts of a burning city

D) An abandoned industrial yard full of derelict machinery

El Seven
Jan 15, 2012
DLC 2 aka Lifeline news

Geoffrey on the Undead Labs website posted:

One major goal of our DLC is to explore new perspectives — to find interesting people in the world of State of Decay whose lives we haven’t experienced yet, and see what it’s like to face the crisis from where they stand.

This is what led us to create State of Decay: Lifeline — an expansion that explores the military side of the zombie apocalypse.

Taking Command
Few people have a greater opportunity to make life-altering choices than soldiers.In zombie fiction, the military is often the go-to badguy. They’re the hammer to which every problem is a nail, blindly mowing everything down to serve some unknown goal.

But this view is fairly one-sided and naïve. On the State of Decay team, we have a different perspective (some of us firsthand) — the military is made up of many good men and women who stand on the line that divides safety and civilization from chaos and war.

Few people have a greater opportunity to make life-altering choices than soldiers. They’ve played that role as side characters in the original State of Decay...but now we are adding a new story, in which you take on that responsibility yourself.

Losing Ground
At the height of the initial crisis, you still have support, but things are rapidly breaking down.You control Greyhound One — a small surviving unit that has been sent to the fallen city of Danforth to rescue scientists whose research is critical to fighting the outbreak.

This is at the height of the initial crisis. You still have a chain of command and access to off-map support, but the voices over the radio are making it clear that things are rapidly breaking down.

So what you end up with is the inverse of the usual progression. Instead of starting with nothing, and slowly building yourself up into a post-apocalyptic powerhouse, you start the game as a well-equipped, well-supported military unit, and then must learn to improvise as one resource after another is depleted…and isn’t coming back.

Holding the Line
You have defenses, artillery to call in, well-trained soldiers, and military-grade weaponry. But in the end, it’s down to fighting tooth versus blade.One of your first imperatives is to secure the Landing Zone where you can receive supply drops and extract civilians. This location becomes your base, which you must defend at all costs against the zombie horde.

Since this is a military story, we have the perfect opportunity to expand on the concept of defending that base. The people you are here to rescue are extremely important — and extremely tasty. If you let zombies overrun your gates, these helpless civilians will be among the first to feed the horde. Lose too many, and your mission is over.

You have minefields and defenses to build and upgrade. Off-map artillery to call in. Well-trained soldiers who will guard weak points and respond to zombie threats. A stock of military-grade weaponry to use from several commanding positions. But in the end, when the zeds get into the heart of your base, it’s down to fighting tooth versus blade.

Distributing Intel
In the coming weeks, we’re going to expand on more of these topics. We’ll introduce our all-new cast of characters, investigate our new military facilities and defenses, explore the map of Danforth, break down the military hardware…and add a few more surprises.

El Seven
Jan 15, 2012
Geoffrey, the lead developer of Lifeline, has reponded to some questions & comments:

(the bolded parts below are the names of the forum members Geoffrey is responding to)

Hey, guys! Thanks for all the positive feedback! I'm about to dive into a ton of hard work finishing up Lifeline, but hearing your enthusiasm makes it all totally worth it

I think there are a few questions I can answer without spoiling future design articles too much ...

King of AR
"Will we be able to assign soldiers to certain positions?" We want to avoid micromanagement, and let you focus on the action ... so Chris Willoughby has been adding some cool new behaviors to the soldiers' AI to make them independent. They take up defensive positions with their guns, and then rush in to help each other when the zombies break through the lines.

"What size will our starting group be?" You'll have at least a trio of well-developed characters, as you did at the beginning of the original game. Plus a bench of randomly-selected soldiers that you can deepen by rescuing stranded Army units. We'll go into more detail about the characters in a future article ...

"Will any new skills be added?" We're making a few tweaks. More on that when we discuss base facilities ...

Thunder Ice
One of our goals with Lifeline is to create a denser story made up of moral and strategic choices with real consequences. The brass isn't going to pull you out of Danforth for a single mistake ... but they also didn't send you in there for R&R. The knowledge that you can actually succeed or fail at your broader mission adds greater weight to all your decisions, and makes it really a huge deal when you successfully extract one of your high-value assets.

It's unlikely that anyone will have a "perfect" run through the first time. So we're going for a dense and fast-paced story, with a lot of variation, to make it interesting to jump back in and try again for the "best" outcome, no matter what happens your first time through.

Fayd
It's great to hear your passion about the military — and it's a very familiar sentiment around here. I haven't been in the service myself, but several members of the team have, and we reached out for all the best advice we could get to make the story and setting as authentic as possible.

Primus
While defending your new base against the horde is one of our most exciting new features, it isn't the entire game. You'll still be enjoying the old-school State of Decay experience, exploring neighborhoods, helping survivors, ransacking houses, sneaking up on zombies, etc.

GTigers55
You're definitely going to be driving around in Lifeline. The map is smaller, but it's not that small.

Bond Servant
You could always keep your weaker members safe! Throwing them in the meat grinder was your decision

In Lifeline, you do need to protect them, but if you succeed, they get extracted ... so they're not dead weight on your community.

El Seven
Jan 15, 2012
God hears all prayers even if the answer is no. Undead Labs hears your requests and, this time, the answer is yes.

El Seven
Jan 15, 2012
More Lifeline info here, detailing the new characters in the DLC.

El Seven
Jan 15, 2012
Here's some new Lifeline info in the form of a Q&A:

Undead Sanya posted:

Geoffrey is way too busy to do a design article this week. He's got to get all the features locked down before he's allowed out of his cage again. Fortunately, he and Foge took some time to do this miniature Lifeline Q&A.

Can you play as civilians?

No, in Lifeline you’re a soldier. The civilians are NPCs.

Will the civilians defend themselves or just cower like baby rabbits? Will the scientists you are supposed to save help protect the camp, or just be dead weight?

The scientists you are responsible for evacuating are largely unarmed, with poor physical skills and no gun training. So while they will defend themselves when they're out in the open, they won’t do it well ... and once they're in the base, Geoffrey says it's up to you to keep them safe.

They won't be dead weight for long, though. Periodically, they will be extracted to a safe place, leaving you room in your community to go out and rescue more.

In Lifeline, you answer to a chain of command, and your orders are to rescue important people with the skills that your superiors think might be key to ending the outbreak. As Vienna Cho will remind you, though, there are plenty of other civilians out there who also need your help, and you can choose to rescue them, too, if you decide they're worth your time.

Will fuel become more important?

Why, yes, there are going to be new uses for fuel. We’re not ready to go into details, yet, but we’re planning another design article after we get back from PAX. (Note to any reporters/bloggers/vloggers attending PAX: You should totally make an appointment with us. )

Will guard towers upgrade to manned turrets?

No. There are defenses to invest in at the base (and some new facilities we’ll be unveiling as we get closer to launch), but the guard towers are just a place for soldiers to stand with their weapons.

Will there be any new weapons?

Yes. Not a kajillion of them, but some nice new toys.

Can you manufacture machined suppressors?

No, your field workshop won't be that well-equipped. But as Geoffrey says, “a soldier has other ways to procure advanced equipment when needed.”

Can you still level up stats?

Yes.

Can you explain how the timing works? Is the whole thing timed, or is it just timed on missions where you have to evacuate the civilians? I mean, if I don’t rescue a civilian, can I just wander around for a bit?

Let me just quote Geoffrey rather than fake it: “There is a cycle of building pressure in the city's zombie population. When it reaches a breaking point, the zombies attack your base, and you need to be there to defend your civilians. That is where most of the time pressure comes from.

“Civilians you are asked to rescue also have a limited shelf life out in the wild. You can choose whether and when to rescue them, but they won't survive for long on their own.

"There is not an overall time limit, however. As long as you're staying on top of the periodic orders that come down from HQ, and you aren't getting your people killed, you can stick around for quite some time to explore the outskirts of the city."

So, this is like a tower defense game?

There’s certainly a bit of that feel to it, sure, especially when we’re talking about defense. You need to invest in and plan your defenses, and fend off waves of attackers. But it’s still State of Decay. We think the psychological issues and the simulation systems of State of Decay make the experience awesome, but you’ll have to let us know what you think!

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El Seven
Jan 15, 2012
Alpha build of the Lifeline map can be found in this thread.

Here's a few minutes of gameplay posted by IGN: link.

Some Lifeline commentary by IGN: link.

There is a 17 minute video posted on YouTube (which I can't find at the moment) that has extensive gameplay. The sound quality isn't the best but it sounds like drones are going to be a thing in Lifeline.

There is also a least one new vehicle, a militarized version of the modern pickup.

It seems like the centre of the city is totally infested and cannot be accessed but there are so-called Danger Zones that continually spawn zombies while you're in the area. An easy way to level up/kill off characters.

In the video for which I cannot find the link, an undergound tunnel was shown with wall-to-wall car wrecks & zombies. And a mission spawned down there. Spooky!

Oh, and generators. Generators have been (re)added.

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