What difficulty is that on? That would make a fair bit of noise without mitigating bonuses and some type of watchtower.Finally was able to move into the lumber mill. Gotta say that place is a lot of work to get up and running. Used one large space for an upgraded barracks, then I got my trade depot and three level 3 farms running. One for meds and two for food. It's great once you have it going but it's hard to get started. I just need to get an electrical specialized survivor so I can make the refrigerated storage.
Also having only 3 small spaces hurts but it's worth it for all my farms. Running kitchen, infirmary and workshop in my small slots. Power and water off outposts. The rest of my outposts are fuel and anything else I need I just use my trade depot for. Officially self sufficient.
In my opinion, don't hold your breath as they keep giving us 'shiny stuff', and, if they give us something new,' oh look I found a thing'Don't worry, I'm sure it will come with a host of new bugs, while bringing back some of our "old favorites".
I'm still experimenting:Cool. What should I be taking for Fighting specialization then for a Heavy Weapon person? Close Combat for breakage?
Edit- Yeah either that or Endurance for the health and reduction to injuries. It’s a bit weird they didn’t make a skill for it. It’s certainly not going to be intuitive.
I'm on dread. And yupp. I get attacked very often. I'm always on massive siege and I've fought off quite a few attacks with jugs and ferals present. I guess that's another downside. If you don't have a builder leader then no watchtower at that base. I'm just so used to being attacked I hardly notice anymore. Now that I've got everything built it's not so bad. I have a survivor with noise reduction but it still sits fairly high.What difficulty is that on? That would make a fair bit of noise without mitigating bonuses and some type of watchtower.
I've noticed it seems to be more durable then the viking truck tooOh, I should also mention: I'm using the Wichita ES. Now that the roof-box is no longer cosmetic (7 slots), the vehicle mod is almost useful.
I mean, it does still handle like it's driving on teflon and astroglide, but yay more cargo!
I wonder what 'undocumented features' that they will introduce to make our game playing challenging?Don't worry, I'm sure it will come with a host of new bugs, while bringing back some of our "old favorites".
And they can finish you just by one .22 small gun from far far away you can't see them and through the wall. That's damn fair.Undead Labs really need to tone down the fucking hostile NPC health. Just encountered a hostile who needed 5 headshots from my .50 cal Timberwolf before going down, and a 6th shot to finish off.
Spawining in an area that WAS clear happened to me on a regular basis. I feel your painIt doesn't seem like the no spawn after killing in an area works. No matter how many I kill they just keep coming. And I still get zeds spawning inside rooms I was just in that were empty. I also had a feral spawn on the roof of a large garage during a freak in (on?) the house mission.
I've gotten fond of throwing in bloater bombs and zombait and just letting nature sort them out. Their strafing patterns are really unnatural and it's harder to hit them sometimes than a charging feral.Undead Labs really need to tone down the fucking hostile NPC health. Just encountered a hostile who needed 5 headshots from my .50 cal Timberwolf before going down, and a 6th shot to finish off.