(You know the drill, you can skip this.)
Much less of a continuation though, much to my dismay, the home mechanic, while trying to find a quicker way to reach the loot, town; he managed to find a random wolf, of which he decided to fight with his cudgel. This obviously resulted in (with my duffel bag + backpack) in the wolf tearing my legs apart, (otherwise known as breaking them). I then found my character in the middle of a dog pack… I fought my body off for a good in-game hour, before giving up and trying to light the forest on fire. They ran away… Except for the moose that noticed my dire situation and soon torn my torso apart…
(Once again, you can skip, not the issue I want to mention.)
Welp, I tried, and died once again, this time in a much more violent way, and not even from a zombie… Decided to do another because why not, and decided to play the first random character that showed up. Got a (Construction?) Cyborg with some pretty neat stuff, evac as a normal routine. Checked the computer for refugee shelter; it mentions it as (72 NW) I thought “Wow, only 72 tiles away? That pretty close”. Checked the map: surprised to find the refugee camp was actually only 4 spaces away from the Evac shelter (Guess my guy was pretty good at being deaf and hiding to not get on a bus for it).
(Just breaking for an easier read, you can skip)
Got a quest from the evac static, who wanted antibiotics, I said sure, got him to follow me (with a 37% chance, wow). Got him out of the shelter, where he stopped following my character… Pretty sure that’s a bug, but who cares, I’ve got a refugee center to meet! Went there, did all the misc. stuff of reading backstories, and getting quests, one of which was clearing out the back bay, said sure, and was intimidated by the mentioning of “…he turned into something else…” and “We threw all our dead back there…” so I scavved for some better loot, went back, slept, and woke up to one of the guards firing shots at a zombie that was in the bathroom? (Bug?)
(Another break, can skip)
Decided to finally clear out the back bay, figured “I’ve got enough skills to do all that, and I’ve got a guard to back me up!” went back there… Crawler and shocker… Wow, couldn’t have asked for more of a good lead up in quest dialogue, and a dissapointing fight… At least there was loot? Thought about rather than pick up everything and drop it with advanced inventory, to try out the hauling function, which was a big mistake, as it was almost 30 in game minutes of my character moving everything one tile… But the my issue arrived-
(My issue, don’t skip…)
While hauling all the zombies had managed to scrap, my character heard a bunch of yelling, gunshots, smashing, and basically death overall… at the end, I got the message “Save the Merchant Caravan: Failed” and of course immediately knew what happened to the merchant… Went to apparently where it all had happened and found lots of casing, blood, and a hulk zombie, who had managed to smash through a heavily reinforced window, killed the food rations old guard (who cares, he was no fun anyway) and managed to break through a brick wall and pummel my merchant to death, then it broke into the main area to obliterate two beggars (furry dude, damn, he was at least nice to everyone else, and the crazy pillow fort/cardboard dude, who was also pretty cool) before getting mowed down by the two entrance guards.
(My questions on the issue, don’t skip)
Was the merchant quests central to the refugee quest? Like will I never be able to go downstairs now? Couldn’t I spawn another through debug, would that cause more issues with my game? I mean I still have the old guard recruiter and a doctor that wants something from a hospital (and the static that wanted to stay at the evac shelter, but f##k that dude anyway). How would I fix this?
Luckily, I don’t have a project to do too…