State Of Decay: Difference between revisions

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- try to avoid destroying cars with reckless driving, there are limited numbers of them around. Oh and leaving them parked outside your base can repair them over time if you have an upgraded workshop. I'm not saying dont smash zombies with cars ever, just try to keep a few in repairs so you aren't always hunting around for another as the game progresses
* The game has an in-game day & night cycle (which takes 2 hours), but timers for facilities use real time. If a building project needs 1 hour to complete, you can quit the game, restart after an hour and it will have been finished.


- firing guns attracts zombies. This makes guns bad. You can make silencers in a workshop that stop this or find them in the world. These make guns great. Or at least the guns you can attach silencers to. You can totally mow down a horde like nothing with a silenced weapon or severely thin out a crowd in a fight.  
* The daily upkeep costs for your base resources also make use of real time. The game simulates how much was consumed when you load a save. Not having enough resources will have a negative effect, but it's not a game ender.


- Blunt weapons seem to be better than edged. They last longer and put zombies on the ground faster.
* Using unsilenced firearms and explosives will constantly spawn more zeds. Silencers are essential for using firearms, but they only last a certain amount of shots before you need to replace them.


- Nimble characters are great because they can get a sweep kick that puts multiple zombies on the ground
* For melee, blunt weapons are the best because they will knock down zeds and set them up for executes. Edged weapons simply don't deal with zeds efficiently until a survivor is very skilled at using them. Heavy weapons are slow and require timing to not get constantly clawed at by zeds.


- When a zombie falls on the ground do the finishing kill move because as far as I can tell you are invulnerable during it.
* The game is bad at telling you all the moves your character can do in combat. Look up a move list online.


- You can pick a specialization and character upgrades on the second tab of the menu. The game tells you this nowhere and you don't want to play and miss out on sweep-kicks
* You can hold an extra button while searching containers to speed it up, but it comes with the risk of triggering a loud noise and attracting zeds. It's not worth saving a couple seconds for that risk.


- At some point you can move your base. Don't pick the location the npc suggests with the treehouse. On the same side of town there is a trucking place that is bigger and better. I think after you visit the house he wants he makes you drive to like directly outside of it. There are other places that might be better I'm just less sure of them because they are outside of town with less places you can build outposts around them. Also scavenging is easier in town because obviously there are more buildings around.  
* By default you'll want to be carrying a melee weapon, a silenced firearm, a stack of ammo for it, stamina snacks and molotovs to deals with hordes/ferals. Even with large backpacks that will take up several inventory slots, but it's important to be prepared.


- The game doesn't explain this too well but you should build outposts directly around your base. You can put traps in the outposts on the building menu (though they may go in automatically). The traps kill passing zombies and prevent the hordes from making it to your base which is good because defending it constantly is bad.  
* A frustrating part early on is that you're constantly getting new missions and reminders of the ones you haven't finished yet. Focus on missions that say Ally In Trouble and Stranger In Trouble, since those can potentially lead to a survivor dying if you hold them off. Missions involving the army, the Wilkersons (in the East) and the courthouse (in the South) are all story related and can wait forever.


- Oh and if you find resources in places you intend to turn into outposts its probably not best to take them immediately because they get slowly transferred to your base when the area is turned into an outpost. So if you find a lot of food in the house you intend to turn into an outpost you could take it and get like 15 food units immediately or it will serve as a very constant source of food units. I'm not sure for how long but it seems to be quite a while.
* Eventually you'll get a mission from Jacob to look for a potential new home site. You will be taken to the Savini Residence in the town of Marshall, but there's an even bigger home site in the same part of town, a bit to the North-West. This Snyder Trucking Warehouse is the best home site in the game, but you need 50 construction materials and 12 survivors before you can relocate there.


- Oh and finally when building stuff. Most of it happens fairly quickly but some stuff way down the chain can take 4 hours or as I've heard 24 hours gametime. Set those going when you are finished playing. When you come back the next day it will be finished because the game keeps track of real world time too. Its weird like that.
* The main feature of outposts is that they have a safe zone area and hordes who wander into it will be destroyed by traps. You can upgrade the traps on your facilities screen which will increase the safe zone radius on all outposts for 2 hours. It's best to have several outposts near your base so hordes can't reach it.


- This game is tough. Resident-Evil-1-as-Cris tough. Be patient and don't grow discouraged if you seem to be on the bottom of a manure displacement ditch, it becomes easier once you start using your head instead of your cojones to survive.
* To create an outpost you need to search every container, clear out the zeds and then use "establish outpost" through the Radio Assistance menu. If there are still resources left inside containers it will reduce the daily upkeep for that resource, but only for the first kind of resource shown.


- Characters vary in their tolerance of damage but even the badasses will get killed if you are not careful about where and when you fight. Unlike Resident Evil, zombies respawn. Getting into a seemingly easy fight can end up with your character limping home with a sliver of life left. As the damage accumulates your characters will incur wounds which give you a vitality penalty until you are treated. This is very dangerous in a game with no healing items. There are painkillers (which remove penalties temporarily and won't heal), wounds don't magically fix themselves after snorting/smoking green+red herbs. Once you switch characters, they'll go into rest or the infirmary if you built one and start recovering.
* A basic workshop at your home site will automatically repair damaged weapons in the supply locker each day. A workshop (the second tier) will repair some parts of parked vehicles. A third tier workshop will repair parked vehicles completely.


- Initially you only have two characters that you can switch between so, again, be very, very careful. As you complete missions, your friendship values with the person will grow and you'll be able to switch out with them. Once you have 5+ friends, you may become riskier.
== Breakdown ==


- Melee is a very viable option in this game. Marcus can turn into a stimulant-jockey that jack knives the zombies into the grave. Remember to dodge and weave and roll. Melee requires you to kill the zombies one by one. Slow, yes but stamina regenerates. Ammo doesn't.
* You have a new menu tab that shows the available challenges which can unlock heroes (survivors with certain bonuses). Almost all of these challenges need to be done during a single level of Breakdown, your progress doesn't carry over to the next level.


- This is probably a bug but the game is hard enough that this won't break it. As you discover supply caches (fuel, meds, ammo, construction materials and food), you'll be tempted to call the scavengers to get someone from the base to lug out what you cannot carry. You can get at least one extra supplies if you call the scavengers first and then take the last bit of supplies. Cheating, yes but in a game where resources do not respawn it can be necessary.
* Stacks for consumable items go to 255 and you have a limit of 255 slots in your supply locker. It's hard to reach that limit during a campaign, but you'll definitely get to that point after several levels of Breakdown. It's best to get selective with your looting: do you really need another blunt weapon when you have a dozens at home?


- Workshops repair weapons and cars every dawn. All weapons you leave in the stash will get repaired periodically. Don't destroy weapons just because they are about to break. Stash'em in the inventory and take something else. Cars left in the safehouse parking spot will get repaired. You can run out of cars too.
* If you do reach the item limit consider establishing a temporary outpost near a conclave of neighbors. That way you can go back and forth to sell items at their supply locker. You'll lose some influence points in the process, but it is better than destroying items and getting nothing.


- If you find a cool weapon but don't have space to carry it home? Don't be afraid to eat/use pills/snacks or to destroy distraction items like firecrackers or flares so you can free a spot. I'm still bitter because I left a Mosin-Nagant in a gun shop, didn't carry it home and when the game entered simulation mode...someone went and nabbed it.
== Lifeline ==


- Zombie hordes are dangerous and running them over with cars will damage the car so you'll need to be creative to deal with them. If a horde is heading to the base, try driving around with a car and slam on the horn. The zombies will start pursuing you. Lead them to a goose chase and then dump the car and make your way home.
* The bulk of the campaign involves dealing with a flow of base sieges, wandering hordes and civilian rescues. However, if you don't progress the second mission (finding Dr. Horn) you'll have plenty of time to upgrade your base, establish outposts and loot places. You'll even have two companions helping you at all times! Just keep in mind that (1) the game won't save at all until you make progress in that mission, and (2) your character will eventually suffer from fatigue and the stamina bar will start shrinking. If the stamina bar is at the halfway point you should wrap things up and finally resume that mission.
 
* Influence points are your main currency during Lifeline and can be used to call in resources at your base. Early on you still want to raid warehouses and storages for construction materials to upgrade your base tho. It costs influence to establish outposts, so until you've filled all your outpost slots you'll want to keep some influence in your pocket.
 
* After a siege has taken place, hordes will start appearing on the highway and start walking towards certain locations. If they reach their destination it will create an infestation, which makes rescuing civilians trickier. The best way to deal with hordes is to put your outposts close to highway ramps, so their traps will blow up them up before they arrive.
 
* The easiest way to handle a base siege is to use grenade launchers. You start with one in your supply locker and you'll find more of them in certain supply trucks belonging to the local gun shop. Those trucks are in fixed locations on the map (they aren't random spawns). Your NPC companions don't use ammo, so they'll have infinite grenades. After a couple of sieges you might want to use a launcher yourself, so upgrade to a munitions workshop to create more grenades.


[[Category:Games]]
[[Category:Games]]

Latest revision as of 15:49, 30 March 2021

  • The game has an in-game day & night cycle (which takes 2 hours), but timers for facilities use real time. If a building project needs 1 hour to complete, you can quit the game, restart after an hour and it will have been finished.
  • The daily upkeep costs for your base resources also make use of real time. The game simulates how much was consumed when you load a save. Not having enough resources will have a negative effect, but it's not a game ender.
  • Using unsilenced firearms and explosives will constantly spawn more zeds. Silencers are essential for using firearms, but they only last a certain amount of shots before you need to replace them.
  • For melee, blunt weapons are the best because they will knock down zeds and set them up for executes. Edged weapons simply don't deal with zeds efficiently until a survivor is very skilled at using them. Heavy weapons are slow and require timing to not get constantly clawed at by zeds.
  • The game is bad at telling you all the moves your character can do in combat. Look up a move list online.
  • You can hold an extra button while searching containers to speed it up, but it comes with the risk of triggering a loud noise and attracting zeds. It's not worth saving a couple seconds for that risk.
  • By default you'll want to be carrying a melee weapon, a silenced firearm, a stack of ammo for it, stamina snacks and molotovs to deals with hordes/ferals. Even with large backpacks that will take up several inventory slots, but it's important to be prepared.
  • A frustrating part early on is that you're constantly getting new missions and reminders of the ones you haven't finished yet. Focus on missions that say Ally In Trouble and Stranger In Trouble, since those can potentially lead to a survivor dying if you hold them off. Missions involving the army, the Wilkersons (in the East) and the courthouse (in the South) are all story related and can wait forever.
  • Eventually you'll get a mission from Jacob to look for a potential new home site. You will be taken to the Savini Residence in the town of Marshall, but there's an even bigger home site in the same part of town, a bit to the North-West. This Snyder Trucking Warehouse is the best home site in the game, but you need 50 construction materials and 12 survivors before you can relocate there.
  • The main feature of outposts is that they have a safe zone area and hordes who wander into it will be destroyed by traps. You can upgrade the traps on your facilities screen which will increase the safe zone radius on all outposts for 2 hours. It's best to have several outposts near your base so hordes can't reach it.
  • To create an outpost you need to search every container, clear out the zeds and then use "establish outpost" through the Radio Assistance menu. If there are still resources left inside containers it will reduce the daily upkeep for that resource, but only for the first kind of resource shown.
  • A basic workshop at your home site will automatically repair damaged weapons in the supply locker each day. A workshop (the second tier) will repair some parts of parked vehicles. A third tier workshop will repair parked vehicles completely.

Breakdown

  • You have a new menu tab that shows the available challenges which can unlock heroes (survivors with certain bonuses). Almost all of these challenges need to be done during a single level of Breakdown, your progress doesn't carry over to the next level.
  • Stacks for consumable items go to 255 and you have a limit of 255 slots in your supply locker. It's hard to reach that limit during a campaign, but you'll definitely get to that point after several levels of Breakdown. It's best to get selective with your looting: do you really need another blunt weapon when you have a dozens at home?
  • If you do reach the item limit consider establishing a temporary outpost near a conclave of neighbors. That way you can go back and forth to sell items at their supply locker. You'll lose some influence points in the process, but it is better than destroying items and getting nothing.

Lifeline

  • The bulk of the campaign involves dealing with a flow of base sieges, wandering hordes and civilian rescues. However, if you don't progress the second mission (finding Dr. Horn) you'll have plenty of time to upgrade your base, establish outposts and loot places. You'll even have two companions helping you at all times! Just keep in mind that (1) the game won't save at all until you make progress in that mission, and (2) your character will eventually suffer from fatigue and the stamina bar will start shrinking. If the stamina bar is at the halfway point you should wrap things up and finally resume that mission.
  • Influence points are your main currency during Lifeline and can be used to call in resources at your base. Early on you still want to raid warehouses and storages for construction materials to upgrade your base tho. It costs influence to establish outposts, so until you've filled all your outpost slots you'll want to keep some influence in your pocket.
  • After a siege has taken place, hordes will start appearing on the highway and start walking towards certain locations. If they reach their destination it will create an infestation, which makes rescuing civilians trickier. The best way to deal with hordes is to put your outposts close to highway ramps, so their traps will blow up them up before they arrive.
  • The easiest way to handle a base siege is to use grenade launchers. You start with one in your supply locker and you'll find more of them in certain supply trucks belonging to the local gun shop. Those trucks are in fixed locations on the map (they aren't random spawns). Your NPC companions don't use ammo, so they'll have infinite grenades. After a couple of sieges you might want to use a launcher yourself, so upgrade to a munitions workshop to create more grenades.