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A new contest has been posted: Are you a Superfan?
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# ¿ May 25, 2013 03:36 |
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# ¿ May 13, 2024 05:54 |
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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 |
# ¿ Jun 18, 2013 13:13 |
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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...
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# ¿ Jun 25, 2013 15:35 |
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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.
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# ¿ Jun 25, 2013 18:47 |
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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.
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# ¿ Jun 26, 2013 15:56 |
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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? 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. 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?
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# ¿ Jun 27, 2013 17:18 |
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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? Edit: punctuation El Seven fucked around with this message at 14:28 on Jun 28, 2013 |
# ¿ Jun 28, 2013 14:11 |
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This hasn't been confirmed officially, but...
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# ¿ Jul 3, 2013 14:57 |
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Dirty Karma posted:No lie, that pisses me off. 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.
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# ¿ Jul 4, 2013 14:04 |
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Mental Midget posted:Am I missing any safe houses in this list below?
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# ¿ Jul 16, 2013 18:13 |
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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.
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# ¿ Jul 29, 2013 18:59 |
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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.
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# ¿ Jul 30, 2013 13:44 |
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ChibiSoma posted:So how many of these stupid 'defend the base' missions are there? ChibiSoma posted:No point in boarding up the windows anyway. 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? ChibiSoma posted:Not even sure how to turn a place into an outpost. ChibiSoma posted:Can I at least assume the missions aren't actually on a timer? Or, at the very least, most aren't? TJO posted:It's a pretty common glitch for the locker to be totally empty though, it's happened to me. 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.
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# ¿ Jul 31, 2013 18:10 |
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Title Update 3 is now available.
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# ¿ Aug 7, 2013 13:53 |
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When Sergeant Tan visits your home base, what does he give to Lily?
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# ¿ Aug 14, 2013 14:49 |
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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. 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!
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# ¿ Aug 19, 2013 18:08 |
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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...
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# ¿ Aug 22, 2013 10:50 |
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Tommofork posted:Minor story spoilers: Sgt. Tam's artillery happy time. Cost 1 influence, 10 second cooldown. 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? Unfortunately, this ability goes away when Alan Old-Yellers the Pastor.
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# ¿ Oct 3, 2013 15:30 |
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One Million Sold!
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# ¿ Oct 4, 2013 19:32 |
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Update #1 Update #2
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# ¿ Oct 7, 2013 19:17 |
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Additional Breakdown info can be found here.
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# ¿ Oct 11, 2013 15:26 |
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Feeble posted:That's Alan. Everybody hates Alan. He's a massive dickbag. Plus, he's voiced by Undead Brant.
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# ¿ Oct 11, 2013 18:52 |
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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.
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# ¿ Oct 17, 2013 13:20 |
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Here's an update on keyboard & mouse.
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# ¿ Oct 18, 2013 13:26 |
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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?
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# ¿ Dec 2, 2013 16:02 |
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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. Tibeerius posted:The game explicitly warns you about this when you choose to "move on".
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# ¿ Dec 2, 2013 17:51 |
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Is it possible to recruit Heroes other than by completing challenges?
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# ¿ Dec 6, 2013 18:14 |
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Attention Horse posted:Yeah, they pop up on the map as "Escort" missions. 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)?
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# ¿ Dec 6, 2013 20:16 |
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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.
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# ¿ Dec 19, 2013 16:45 |
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Some interesting news.Jeff Strain posted:Hola fellow survivors,
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# ¿ Jan 13, 2014 19:48 |
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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!
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# ¿ Feb 7, 2014 20:05 |
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Thanks for the info. My Mercy Shot survivor has since recovered with no one eaten.
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# ¿ Feb 10, 2014 17:49 |
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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.
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# ¿ Feb 12, 2014 15:15 |
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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." 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
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# ¿ Feb 14, 2014 14:30 |
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DLC 2 aka Lifeline newsGeoffrey 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.
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# ¿ Feb 28, 2014 16:33 |
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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.
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# ¿ Feb 28, 2014 20:05 |
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God hears all prayers even if the answer is no. Undead Labs hears your requests and, this time, the answer is yes.
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# ¿ Mar 11, 2014 19:18 |
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More Lifeline info here, detailing the new characters in the DLC.
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# ¿ Mar 19, 2014 14:43 |
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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.
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# ¿ Mar 26, 2014 14:20 |
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# ¿ May 13, 2024 05:54 |
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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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# ¿ Apr 14, 2014 14:19 |