- Pathfinding has some problems. Before the great purge I was avoiding fighting humans. My team members actually started a fight 2 times, because they didn't follow my character and just jumped into some occupied houses.
If there are issues with pathfinding please report the as bugs with F10
- I love setting up ambushes with overwatch. Any chance of adding traps- frag mines, bear traps, etc?
Mines, claymores, gas and smoke grenades - there are still a lot of things WIP
- Zombies had to spend a few thousands on dental or you just wanted to give players loot to barter, because every zombie had 3 golden teeth.
Loot tables are out of whack (intentionally). In a normal progression you'd barely feed the shelter in the first days, nvm trade for Kevlar helmet and a Barrett.
- Some weapon icons didn't fit the UI (Remington rifle I bought from soldiers for example).
Yep, some late night editing gone wrong. Going to be fixed asap.
- I was caught stealing sheriff's guns from his shed. Any chance of being able to close the doors?
Laugh or not, doors are a royal pain in the butt for pathfinding (tile-blocking in particular). No promises, might come down to what is the smallest of the two evils - a broken pathfinding or tactical fluidity. The mechanic itself is trivial - the implications are major.
- Make enemies passive/ allow to disarm them after you KOd or killed their entire group. KOd all moonshiners, one was bleeding out so I bandaged him. And then a fight starts because he gets up for another round. And then he goes back down, because he got his knee blasted. I also had to go
- around finishing off every Legion member (only killed Caesar and 2 pretorians during fight) for the quest to finish.
Yep, we're discussing something, but we're far from a mature code on that.
- Make fire spread more. I was hoping to flush out the Legion from their base during the night with Molotovs, but it only spread on porch, not their entire wooden house.
Fire actually spreads naturally from tile to tile, but it needs materials with a "fuel" check. We need to double-check all maps and make sure that check exists.
Some questions:
- If you kill trader Bubba at the Shelter, you get a bunch of warnings of factions becoming hostile: Bikers (main faction), Honest Joe (trader from Little Italy), Roadkill (guy on the radio), but also the Soviet, Hicks clan, Lefty and Righty and a few others. How prominent these smaller factions are going to be? Can you tell us something about them? Are there any others?
The are 3 major alignment factions, loosely based on DND alignments if you wish: army (lawful), bikers (chaotic) and cultists (neutral) . All 3 have their evil/neutral/good flavors and its up to you to judge if their actions fit one of those. Urban Strife world isn't black and white. Nobody is innocent when *** hits the fan, we all know that too well. These major factions are actually comprised of local warlords that control the actual territory. These are the ones you'll fight or help, before even seeing the boss. These will vote if they like you as an ally or their faction should declare you KOS. Honest Joe and Kowalski are small, raw examples of how tough these mini-bosses will be.
- How many zones will be in the full game?
We want each warlord to have a territory so thats 24 maps planned in various stages of execution. The suburbs count as one warlord territory (in the full game you'll have to decide if you want bikers/army/cultists to move in). You can reject their help and kill them all, for a challenge, but game will be pretty hard without allies. There will be also three main faction HQs and a generous set of encounters maps on all sort of environments (highways, railway tracks, forest, city, subway tunnels, etc).
- Can you tell us how the Shelter will work in full game? While the page was disabled, I was able to see a few things (resources, basic upgrades, survivors being separated into residents and refugees, jobs separated between workers and scavengers). While I can guess what ammo press or generator does, what about other upgrades like reading room or jail? Do they unlock something new or do they only help with Shelter morale?
Shelter has food / health / morale meters that need to be kept up for everyone to be happy and doing their job. The residents will be your specialists and the refugees will staff your industry (and haul resources as scavengers). So you want them fed and happy. The goal is to make it somewhat self-sustaining but you'll need to work for it a bit. There are also workshops that produce stuff for your use. And defensive upgrades that will raise you survival score for the end game.
- Are we going to be able to take more than 4 characters outside?
Party roster has room for 5 + a guest (you can find it in journal). The limit is designed to allow the hud to be fluid and fit on low resolutions.
- I was able to kill everyone outside the Shelter (plus Bubba and one male refugee for some reason) without game over. Is it going to be possible to finish the game without allies or even destroy all 3 major factions and the minor ones?
Yep, I explained above that making allies is up to you. You can get to the finish killing everyone, but actually managing to survive the end game... that's another feat.