- My Forums
- Tiger Rant
- LSU Recruiting
- SEC Rant
- Saints Talk
- Pelicans Talk
- More Sports Board
- Fantasy Sports
- Golf Board
- Soccer Board
- O-T Lounge
- Tech Board
- Home/Garden Board
- Outdoor Board
- Health/Fitness Board
- Movie/TV Board
- Book Board
- Music Board
- Political Talk
- Money Talk
- Fark Board
- Gaming Board
- Travel Board
- Food/Drink Board
- Ticket Exchange
- TD Help Board
Customize My Forums- View All Forums
- Show Left Links
- Topic Sort Options
- Trending Topics
- Recent Topics
- Active Topics
Started By
Message
re: State of Decay - Open World Post Apocalyptic Zombie Survival Game - Xbox\PC
Posted on 6/26/13 at 12:01 am to Klark Kent
Posted on 6/26/13 at 12:01 am to Klark Kent
don't think you get the achievement haha
my bad on bf3 earlier. 'net dropped.
my bad on bf3 earlier. 'net dropped.
This post was edited on 6/26/13 at 12:02 am
Posted on 6/26/13 at 1:06 am to WestlakeTiger
Is there a list of all the missions somewhere? I haven't been able to find any on the interwebz.
Posted on 6/26/13 at 2:03 am to jmarto1
is there one on gamefaqs.com?
Posted on 6/26/13 at 11:10 am to jmarto1
yeah I been looking friend. no dice. may have to start one ourselves.
Posted on 6/26/13 at 3:45 pm to WestlakeTiger
I'm going to have to play longer and not progress the story too much. How many mission did you have with Ray? He gave me the car and I never heard from him again.
Posted on 6/26/13 at 4:01 pm to jmarto1
ray was two missions if I remember right
Posted on 6/26/13 at 4:23 pm to WestlakeTiger
Has this game been patched yet?
Posted on 6/26/13 at 5:19 pm to WestlakeTiger
I'll have to wait and see what he pops up. I met him, got my car, gave him a ride and that was it.
Posted on 6/26/13 at 6:31 pm to jmarto1
Spoilers...
I kept waiting to get blind sided by him with something. They kept making it sound like he was such a sketchy dude and a politician to boot, and then he was like I can get you cars whenever. I felt like a real big story line was developing and it just ended after those two missions. Expected something like him being like "here is a sports car and in return I need you to kill this person (survivor) for me or lead a horde of zombies to their place or something and let them get overrun." That would have been sweeeet.
Also, still haven't figured out how to get cars from him. I really want some more modern pickups, I think I've gathered and destroyed just about every one in the game, and can't get them fully repaired at the warehouse.
I kept waiting to get blind sided by him with something. They kept making it sound like he was such a sketchy dude and a politician to boot, and then he was like I can get you cars whenever. I felt like a real big story line was developing and it just ended after those two missions. Expected something like him being like "here is a sports car and in return I need you to kill this person (survivor) for me or lead a horde of zombies to their place or something and let them get overrun." That would have been sweeeet.
Also, still haven't figured out how to get cars from him. I really want some more modern pickups, I think I've gathered and destroyed just about every one in the game, and can't get them fully repaired at the warehouse.
Posted on 6/26/13 at 8:08 pm to DrunkPachyderm
Press down on the D-pad and you can hit him up.
Posted on 6/26/13 at 9:59 pm to jmarto1
quote:
Press down on the D-pad and you can hit him up.
Posted on 6/28/13 at 1:14 pm to DrunkPachyderm
Second patch is on live now

Posted on 6/28/13 at 7:20 pm to thibtigers08
Hellz year. Will install when I get home
Posted on 6/28/13 at 7:59 pm to SaintLSUnAtl
I'm not having the infestation problem anymore. I can go take care of them now.
Posted on 6/30/13 at 8:20 am to thibtigers08
What did this patch take care of
Posted on 6/30/13 at 10:42 am to burgeman
quote:
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 6/30/13 at 11:14 am to jmarto1
I played last night. seemed smoother to me.
Posted on 6/30/13 at 1:02 pm to WestlakeTiger
Yea, a little bit smoother. I hate how fast the damn moral can go down in less than a few hours.
Popular
Back to top


1



