What's Happening in YOUR Randomly-generated Apocalypse?

They’re everywhere in some towns.

Fun fact: once had a town where every single one of the four houses had a mailman corpse. I like to think that every morning they’d deliver each others’ mail.

[quote=“Azrad, post:13340, topic:47”]Found an easter egg of sorts. Too much of a coincidence to not be.

Running around exploring a neighborhood. First found like 30 zombie dogs of different types. Then nearby I find a human corpse. No name, so not a NPC survivor who got unlucky. Rather surprising to find a human corpse on the surface that’s not in a hospital.

Then I notice it’s clothing; a full set of clean and undamaged mail carrier gear. A mailman and dogs, huh…[/quote]

Yes, there are “dog” houses with a lot of zombie dogs of various types in a fenced yard in the back, and there’s often a dead mail carrier in there. It’s one of the more generic easter eggs - most of the rest seem to be a reference to something more specific.

Picture this: a survivor on a unicycle while having a boxing stance - because you can totally still counter attack things while driving. It’s hilarious.

I could have sworn there is an image of that somewhere.

I picture the stance as the Victorian gloveless backward leaning one, rather than the modern forward crouching one.

I found an apple orchard and on the last day of Autumn picked 400+ apples. There were more, but my duffel bag and cart could only hold so much, as it was a place difficult to drive to.

my auto hotkey macro for apple picking:

[code]F12::
main ()
{
block = 3
loop %block% {
pkapl(6)
pkapl(7)
pkapl(6)
pkapl(5)
}
block := 24 * block
loop %block% {
Send, l
Sleep, 300
}
}

pkapl(step)
{
Send, e
Sleep, 100
Send, 2
Sleep, 100
Send, +y
Sleep, 500
Send, `,
Sleep, 500
loop %step% {
Send, h
Sleep, 300
}
}
Return[/code]

One starts by standing north to the eastern-most apple tree of a line. Press F12 and the pc starts picking. He will end up about where he starts, with arms and bags full of apples.

625 land mines disarmed on the big military outpost.
2 mines blown up by zombie dogs.
0 mines blown up by survivor due to disarm failure.

Getting trapping to 10 was very beneficial. All those goo pits helped out.

Not sure if dexterity plays a role, but got an artifact which gives +4 to that stat when carried (or worn in a sheath). Negative effects only show when it’s wielded, so no problems there.

On heck of a close call. So, you can eat with internal furnace active grenades and C4s, which is my usual tactic against grenadiers and elites when I’m too lazy to drain them of their hacks. However, I didn’t realize that elites could drop active mininukes, which I assumed that at most they drop C4… and mininukes can’t be eaten.

So, quickly picked the nuke up, fired up hydraulic muscles and threw it as far as possible then ran at the opposite direction. Blast caught my survivor at the very edge, though no damage was done. If I didn’t use the hydraulic muscles she probably would have been seriously damaged, or blown to bits. Whew.

That’s exciting escape! But why does one walk to the corpse in the first place? Does the grenadier drop useful things, or you want to keep a bombless grenadier prisoner?

It gets too tedious to wait around, and there’s other bodies nearby that I want to loot, and I don’t want the possibility of the bombs destroying them.

Tested something risky. Basically just stood there with two zombie grenadiers, using boxing’s counter attacks to swat away the bomb-hacks. They seem to attack as they wait to blow up.

Survivor is still in one piece, no damage, all bombs destroyed with her fists - but man was that rather nerve wracking, since there’s a possibility of missing and going boom.

Oddly, fighting bare-handed does more damage than having a punch dagger equipped.

azrad, that’s because of the style. boxing gives bonus damage to bashing, punch dagger doesn’t have bashing as it’s primary, try with a cestus instead.

Naw. Thought it was the case initially, but a reinforced cestus could hit around 100 damage on a crit - about ten points of damage less than going unarmed, I recall that a barehanded crit was like 120 at one point. 'course, unarmed is at level 11 already, so perhaps that may be the case.

And that’s a third big military outpost cleared. So much ammo - at this point pretty much all the guns the zombie soldiers drop I got several of, so it was too tedious to take them and repair them. There’s also the mines with so much gunpowder in them; crafting ammo if needed will not be a problem at all. That said, I gotta craft some black gunpowder when needed since reloaded 00 shot can use black gunpowder, and why waste normal gunpowder for those when a craftable option is available.

On the previous two big outposts I cleared, my general plan was to kill everything first then sort through the loot after. For this one I decided to loot and kill at the same time, bringing the foldable cart then attach the cargo carrier on each floor, like how I deal with labs. This one is faster, and there’s less instances where I wonder if I already searched through the room of items.

Unlike the necropolis, the big outpost is less harsh on the lag. There’s still a lot of enemies, but it’s nothing compared to the necropolis. It’s a bit more dangerous due to the zombie grenadiers - best to deal with them when they’re alone as much as possible, since the bomb-hacks can get stuck in between several enemies, which could be problematic. The big outpost has much better loot as well - the place pretty much spawns nothing, but due to the item pool of the zombie soldiers, bio-operators, and grenadiers you’ll end up with a ton of military stuff.

And not quite related, but I reckon 8 more in-game years and I might hit one million kills. Maybe less time; first year had a lot of quiet periods. Second year is not quite over yet; a little less than 45 days left, and so far I’ve done about 11k more kills than the first year. 'course, main priority is still constructing a base, so there will be a lot more quiet periods until that’s done.

It’s funny how, in all of my early-to-mid game playthrough, the search for a hacksaw is always after some fated battle against the zed or after a long journey. This time I had to cut through a small town shock filled with revived zeds after they ganged up on a anti-materiel turret. But just to gather the confidence, resources to craft a filter mask for those bloaties and the actual fight, it took me the whole spring.

I’ve finally found a hacksaw across the city on a disclosed houses, albeit with a brute nearby. Sucky how we need actual ammo to craft grenades instead of gasolines. Dealing with him is going to be a pain.

[hr]

Azrad, how far up you need to be to actually clearing a damn outpost? Kudos to ya.

Maybe mid-game? It’s possible to get it done earlier, perhaps.

So, first thing is being able to deal with the front gate. Kill the hostile NPCs, basically. Easy enough to do so in the dark. Be able to hit the ones with guns in the dark and you should be fine.

Then, the zombie soldiers. They can bite, but as far as I can tell they don’t grab you to slow your survivor down. If you can funnel them through a small corridor things should be doable in melee. Bio-operators will be a bit trickier to melee, and you’ll need protection from electricity if you wanna go that route - and in general electric protection will be helpful against the skitterbots - though there’s so many zombies that the skitterbots are usually destroyed by the time you see them.

Main problem is the grenadiers. Good gun skills are needed against the bomb-hacks. If you’ve got decent amounts of shotgun ammo, and good skill with it, then shooting them down will be easy. Alternatively, shoot the grenadier immediately and run as far away from them.

Security bots pose another problem, with their guns. That said, usually there’s so many zombies around that they empty their guns by the time you see them… that said, some end up in closed rooms and you might be in for a nasty surprise.

Can they actually run out of ammo now? I haven’t tested it in quite a while now, but they used to have infinite ammo.

At least I’m sure that turrets now do, since the one in my earlier post actually ran out of bullets and I managed to collect all of it’s casings. Over 200 or something, so it depends on how deadly is the sec bots ammo.

Yeah. They run out. Most of the security bots I’ve encountered on the big outpost, the ones who weren’t in a closed room without enemies, were usually surrounded by zombie soldiers and have no means to fight them. The zombie soldiers don’t have enough power to damage them (but the bio-operators and grenadiers (due to their bombs) can destroy them.

That more or less applies to other robots using guns of some sort. Not sure if a tank drone’s flamethrower can run out, though.

Man, zlave making to train survival is incredibly tedious. Unlike butchering or smashing corpses, there’s no hotkey to quickly go about in making a zlave, not to mention that there’s no zlave all command, so you gotta do it one corpse at a time.

And it takes a very long time to get a percent up. Gotta turn off learning from first aid because it’s really slow progress.