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re: State of Decay - Open World Post Apocalyptic Zombie Survival Game - Xbox\PC
Posted on 6/15/13 at 8:04 pm to SaintLSUnAtl
Posted on 6/15/13 at 8:04 pm to SaintLSUnAtl
It does need evening out, however, I did have times when I turned it back on and had gained some materials.
Posted on 6/15/13 at 10:21 pm to jmarto1
i beat it last night and started a new game today. gonna try and make it through this bitch without losing anyone. Definitely makes a difference now that i actually know how to play
Not sure how i feel about the fact it really doesnt matter how many characters you go through or how much you level them up, you'll always have some scrub you can beat the game with.
Not sure how i feel about the fact it really doesnt matter how many characters you go through or how much you level them up, you'll always have some scrub you can beat the game with.
Posted on 6/15/13 at 10:27 pm to Slingin Pickle
quote:
Not sure how i feel about the fact it really doesnt matter how many characters you go through or how much you level them up, you'll always have some scrub you can beat the game with.
This is why I can't wait for the new updates. They are talking about expanding the map and adding different missions.
They are still working on trying to get their game allowed in other countries right now, but their sales are already through the roof.
Posted on 6/15/13 at 10:34 pm to RTR America
TU2 patch notes:
LINK
LINK
quote:
U2 is in final QA and we hope to deliver to certification early next week.
Please note this a draft list, and we may add, remove, or change entries before certification.
Big changes here. We're excited to get this out!
Jeff
TU2 Patch Notes
Fixed rucksacks falling through floor and being unrecoverable. Rucksacks are now moved to an easily accessible location within the same building.
You can now manufacture homemade painkillers in the Medical Lab.
Stockpiles that are over the maximum storage provided by your current Facilities (the "cap") will no longer drain while you are not playing. Instead, Stockpiles that exceed the cap will drain every five minutes of play at the following rate: 2 if you're 100% over, 1.5 if you're 50% over, and 1 if you're 15% over.
Improved awareness of Stockpiles that are over the cap. The Assets page now displays both the current amount and cap for each Stockpile. Stockpile amounts that are over the cap will be displayed in yellow, both in the Assets page and the Home Status panel.
Influence in excess of Fame no longer drains while you are not playing, and the rate of drain during play is reduced from 6 per minute to 2 per minute.
The rate at which Stockpiles are consumed no longer factors in the number of missions played during the current day. It was causing Stockpile consumption to be too high.
Fixed a bug that caused some characters to be given 100 ammo.
The "Too many infestations!" to-do item is now properly cleared if you relocate your Home to a site with fewer than two infestations within 500m.
Fixed several areas on the map where the player can get stuck.
Fixed several pockets of deep water.
Fixed a bug that could cause unexpectedly large numbers of zombies to spawn near the Mt. Tanner cabins.
Fixed a bug that caused games with large communities to fail to load.
Fixed a bug that allowed players to get stuck in the abandoned farm house north of Marshall.
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.
Adjusted draw distance of dynamically generated vehicles to match pre-placed vehicles.
Fixed a bug that caused character to become stuck in a falling state when dropping from a ladder into a group of zombies.
Fixed a bug that prevented weapon durability from being reduced by certain combat moves.
Made it easier to execute "Double Kill" move.
Fixed a bug that caused a Feral zombie to react incorrectly if you dodged while he was leaping.
Fixed a bug that briefly displayed debug text in the main menu after selecting a storage device.
Made major adjustments to Facility action times to make Facilities more useful during the current play session:
Globally changed Want delays from 1 real-time day to 4 real-time hours.
Duration of Fitness Regimen, Combat Training, Big Meal, Feast, and Firearms Practice changed from 3 real-time days to 2 game-time hours (where "game time" means time playing the game, not counting time that elapses while you are paused or logged out) so you get the full benefit of the bonus while you are actually playing the game.
Cooldown on Big Meal and Feast changed from 22 real-time hours to 3 game-time hours. This means your community is "full" for 1 game-time hour after the effects of Big Meal and Feast wear off before the Facility actions can be used again.
Trade Opportunity action time changed from 1 real-time day to 90 real-time minutes.
Train Outsiders action time changed from 1 real-time day to 90 real-time minutes.
Preservation Attempt action time changed from 3 real-time days to 90 real-time minutes.
Create Biodiesel action time changed from 3 real-time days to 90 real-time minutes.
All Library research actions changed from 2 real-time days to 4 real-time hours.
You now receive a Stockpile bonus upon claiming a new Home site. Each site comes with a specific number of Stockpiles, based on the size and number of Facility sockets in the site.
Fixed a pathing bug that caused zombies to get stuck in the floor during a "Besieged" mission.
Added a "Stick Sensitivity" option.
The game will now repair saves affected by a bug fixed in TU1 that could cause Lily to be killed by the simulation.
Characters selected for Mercy Shot mission can no longer recover from their injuries.
Mercy Shot missions can no longer select playable characters.
Moved "Horde Alerted!" banner higher on the screen and reduced size to avoid interfering with driving.
If you move your Home site when a Trade Opportunity mission opportunity is active, the mission opportunity now relocates to the new Home site.
Lily no longer reminds you to come to the final mission site. It was annoying during sandbox play after winning final mission.
Edged weapons are now effective against Feral zombies.
Fixed bug relating to Juggernaut reactions to incendiaries.
Fixed a bug that notified you of simulation events affecting NPCs that are not in your community.
Searching for Stockpiles with the radio is now more reliable.
Fixed bug causing stimulants to have permanent effect. Stimulants such as coffee and energy drinks now properly wear off over time.
It is no longer possible to establish an Outpost or relocate your Home while on a mission.
Improved audio volume mixing.
Improved music track selection logic.
Posted on 6/15/13 at 11:12 pm to RTR America
This time around I want to explore across the river a bit more. I really didn't touch it unless I went on a mission. Has anyone found a better site than the warehouse?
Posted on 6/15/13 at 11:31 pm to jmarto1
quote:
This time around I want to explore across the river a bit more. I really didn't touch it unless I went on a mission. Has anyone found a better site than the warehouse?
My friend told me he moved to the fairgrounds over there from the warehouse and extremely regretted it.
I think I may check it out now that I have beaten the game.
Posted on 6/15/13 at 11:32 pm to RTR America
Did anybody try the McReady farm?
Taken from GameFaqs message board:

Taken from GameFaqs message board:
quote:
So when is undead labs going to send me my check for beta testing it's game?
quote:
so what was Maya doing camping? with 2 Guys?
This post was edited on 6/15/13 at 11:36 pm
Posted on 6/16/13 at 8:20 am to jmarto1
When does the first patch come out? I'm done for now.
Last thing I did was built a fleet of about 10 cars. I log back in. 2 cars. Wtf.
Last thing I did was built a fleet of about 10 cars. I log back in. 2 cars. Wtf.
Posted on 6/16/13 at 8:26 am to SaintLSUnAtl
quote:
When does the first patch come out? I'm done for now.
Last thing I did was built a fleet of about 10 cars. I log back in. 2 cars. Wtf.
That is strange. I have never had any of my cars move.
They sent it in for MS certification about 2 or 3 days ago, so it should be out some time this week.
Posted on 6/16/13 at 9:26 am to SaintLSUnAtl
I received one update the other day. Infestations and guard towers are working correctly for me now. Your home has a limited number of spaces btw.
Posted on 6/16/13 at 9:31 am to RTR America
quote:
My friend told me he moved to the fairgrounds over there from the warehouse and extremely regretted it.
I thought about moving from truck stop to fairgrounds but decided against it. Seemed to be more zombies there and less resources than the city. I think building up the church by draining the surrounding areas and then moving to the truck stop is the way to go.
Posted on 6/16/13 at 9:38 am to sbr2
Everything I have read on message boards supports that as well. I won't be advancing the game faster than I have to on my second go around.
Posted on 6/16/13 at 9:43 am to jmarto1
The only positive to the fairgrounds is proximity to military caches, but you can get ammo just about anywhere.
Posted on 6/16/13 at 9:46 am to sbr2
I never had any problems with resources other than construction materials. Once you get everything built and your outposts set up you have very little worry about in that regard.
Posted on 6/16/13 at 10:24 am to RTR America
I must have been drunk. They just moved my cars back to the repair spots instead of across the street where I had them. I moved them back, them got some beat up cars and parked them in the repair spaces. Have about 10-12 now.
I keep talking trash but I can't quit playing this pos
I keep talking trash but I can't quit playing this pos
Posted on 6/16/13 at 11:11 am to SaintLSUnAtl
I haven't played in four days. I'm sure my people are all dead haha.
Posted on 6/16/13 at 11:21 am to SaintLSUnAtl
I'm still addicted. After this play through I should be good. God help me if they make this co-op.
Posted on 6/17/13 at 3:57 am to jmarto1
anyone know if you can drop rucksacks somewhere will it stay there forever? I was wondering if for certain resources that I have plenty of if it can just start a pile of rucksacks somewhere for keeping, and then I can just drive there and grab a bag of whatever resource I need when I need it?
Posted on 6/17/13 at 4:42 am to DrunkPachyderm
I still have rucksacks laying around by the church town. I can't verify that it stays there forever but I haven't had one disappear yet
Posted on 6/17/13 at 7:11 am to SaintLSUnAtl
They stay there for a long while at least.
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