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Post by Dr'Brainz on Aug 14, 2007 12:25:20 GMT
Latest News - 14th August 2007 Survivors skilled in construction are now able to use salvaged toolboxes to repair damaged generators and radio transmitters. Some of the more territorial zombies have taken to ruining buildings; ransacking a building to such a thorough extent that the damage is visible from the street. Ruined buildings can only be repaired by survivors with construction experience and a toolbox. In an attempt to reclaim the derelict forts, survivors have cleared the pathways inside the fort perimeters, and can now drag bodies from any part of a base to outside its gatehouse.
OMG
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Post by Dr'Brainz on Aug 14, 2007 12:29:08 GMT
Our new ransack works: You ransack further rooms of the building. (ransacked Marfell 5 times, then) You ransack further rooms of the building. The building is now ruined. the building is NOW BLACK!!! PIMPIN! This is sweet! Kevan kicks ass!
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Post by Bailey on Aug 14, 2007 13:23:17 GMT
hm.... I would think that by further ransacking a building it would make the search % even lower than before.... ;D
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Post by generatorkiller on Aug 14, 2007 15:19:56 GMT
Aww, crap. Well, I guess I was having more fun tagging with my NTJ anyway, so no big problem Frickin' sweet - we can now make it an absolute NIGHTMARE to retake a suburb. I'll send my dakerstown warden around the 'burb over the next week, making sure that's it's utterly ruined ;D
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Post by wasteofflesh on Aug 14, 2007 16:29:58 GMT
hm.... I would think that by further ransacking a building it would make the search % even lower than before.... ;D I doubt it, actually. It appears to only make it slightly harder to repair. Actually, unless it takes a player with construction and a toolbox as many turns (or more) than it took to further ransack the building, this is an upgrade to humans, as effectively all humans have construction, and will have a toolbox within a day or two. Combine with the generator repair and fort clearing, these changes are a small upgrade for humans, at the expense of zombies. Like most game changes, really.
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Post by generatorkiller on Aug 14, 2007 17:09:10 GMT
Well.. how much AP does it take to repair a ruined building?
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Post by TheManWithTheGun on Aug 14, 2007 18:30:15 GMT
Wait a minute. Are you tellin me it's possible to ransack a building EVEN MORE... THAT KIKS ASS!!!!!
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Post by Trent Rott on Aug 14, 2007 19:24:14 GMT
It seems to only take 1AP for a survivor to repair a ruined building (although he needs both Construction and a toolbox), so in that way it's not nearly as cool as it sounds at first.
The key thing that it is does (as far as I can tell) is require all caders to use up 16% of their encumbrance with a toolbox. That's a fair amount of space that would otherwise be used for ammo.
Kevan likes to move in small steps, so if it turns out to not have much impact, he might increase the survivor AP penalty later.
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Post by generatorkiller on Aug 14, 2007 19:41:23 GMT
Another positive thing is the visibility of ruined buildings from the outside. As far as our group's philosophy goes, it couldn't be more perfect - ruining an entire suburb and making all the in-game text is an awesome way to say "Leave. Now." to any survivor. Also, do you get 1 XP for each time you ransack a part of a building? Potentially huge amount of easy zombie XP up for grabs if that's the case... ferals will be looking to ruin as many buildings as they can for the XP, and because it's loads of fun
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Post by Trent Rott on Aug 14, 2007 20:16:54 GMT
I believe you get 1XP for the initial sack, and nothing else.
Something mentioned on the wiki (I haven't confirmed it yet): You can't free run into a ruined building. If this is true, it is huge.
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Post by Dr'Brainz on Aug 14, 2007 20:38:36 GMT
The building has been so badly ruined that you cannot repair it without tools.
;D
HELL YES. Lets make a corner of Calvert Black boys.
Facts about RUIN:
-it takes 5 ransacks for a zombie to be able to ruin a building. No experience is earned. There is a small description change in the building, and its button color in the mini-map changes to gray.
-You can repair the ruin and the ransack together for 1AP, but the toolbox comes in at a pretty chunky 16% encumbrance.
-You CAN freerun through ruined buildings...
Facts about TOOLBOXES:
Locations: Mall Hardware Stores (?% - Estimated 20%) Auto Repair Shops (?%) Factories (?% - estimated 3%) Encumbrance: 16% Toolboxes were added to Urban Dead on August 14th 2007. They can be used by survivors with the construction skill to repair damaged generators and radio transmitters. A toolbox is also required to rebuild a ruined building. Repairing a ruined building doesn't use up the toolbox.
Fixing a damaged generator gives 1XP.
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Post by Trent Rott on Aug 14, 2007 21:43:25 GMT
-it takes 5 ransacks for a zombie to be able to ruin a building. Just to clarify, that's 6AP total. One for the initial sack and 5 more to ruin. Aw, that sucks.
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Post by Lukahn on Aug 14, 2007 22:02:34 GMT
Just to clarify, that's 6AP total. One for the initial sack and 5 more to ruin. And only 1 AP for a survivor to fix ruin AND ransack status? Lame. It should at the VERY least be 2 AP (one for fixing ruin, one for fixing ransack), but really should be a lot more AP (5 AP seems reasonable, since it takes 6 AP for the zeds).
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Post by Dr'Brainz on Aug 14, 2007 22:17:30 GMT
Just to clarify, that's 6AP total. One for the initial sack and 5 more to ruin. And only 1 AP for a survivor to fix ruin AND ransack status? Lame. It should at the VERY least be 2 AP (one for fixing ruin, one for fixing ransack), but really should be a lot more AP (5 AP seems reasonable, since it takes 6 AP for the zeds). I would dish out an extra 5ap each ransack to make TONS of survivors carry around Encumbrance: 16% lunchboxes yum yum Plus it can be seen out on the streets, which is alot easier to scout and manage our Extinction Zones...if its colored knock it down, if its black sleep in that shat.
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Post by Insomniac By Choice on Aug 14, 2007 22:26:16 GMT
It's a lot easier to free run now as well. No more survivors getting stuck outside due to overbarricading, something that was probably more dangerous than Ruin is to them now.
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armareum
Junior Member
NTJ Commander
Just your lurch-of-the-mill zombie
Posts: 56
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Post by armareum on Aug 14, 2007 22:33:21 GMT
grr, i have to censor myself now!
*walks to private VIP area*
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Post by surmax on Aug 15, 2007 0:30:59 GMT
I was hoping that placing a building in ruin status would at least prevent the doors from closing. But as my survivor (along the south edge of Malton) just tested, I freeran into a black building, and closed the doors. Freaky having this ruined and blackened building sitting there with the doors closed and secure (so zombies without memory of life still can't get in).
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Post by Dr'Brainz on Aug 15, 2007 11:51:52 GMT
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Post by Bailey on Aug 15, 2007 18:07:31 GMT
Latest News - 14th August 2007 In an attempt to reclaim the derelict forts, survivors have cleared the pathways inside the fort perimeters, and can now drag bodies from any part of a base to outside its gatehouse. OMG OK guys doesn't it seem the new update to forts make them almost impossible to penetrate? To even it out at least there should be another breach in the wall... ( two helicopter are seen together flying in the sky, smoke suddenly appears to be emitting from the front section of one of the helicopters...Suddenly the helicopter starts to lose altitude and smashes into the other and they both begin to plummet toward the ground and a loud explosion rips through the air...) Both forts have a section of the wall that is destroyed and becomes a second entrance that can be repaired.
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Post by Lukahn on Aug 15, 2007 18:50:59 GMT
I think with these changes we'll see Forts playing a much larger role for housing survivors - they'll become the new malls.
Just means more organization and a big horde to bring them down, same as any well defended building or mall. I think it is logical (a fort *should* be the hardest thing to breach) and makes it a lot more fun for the zombies to siege (as well as a larger accomplishment).
Having not been involved in a fort siege, I can't speak from experience... guess we'll see how it plays out in the coming weeks. The change *had* to be made though, as once the forts were breached there was no way to evict the zombies.
Personally I'd rather see a survivor skill similar to feeding drag which allows someone to drag a dead body somewhere else instead of just dumping it out of the building - that would have made more sense for clearing the forts, and would have cost more AP to do it.
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