Zombie Exodus: Safe Haven Discussion Thread 1

nonbinary-inclusive
gender-choice
multi-part
horror

#10469

Your Persuasion skill was probably higher than you were aware of. :thinking: Mind you, this is intentional. Come Part 2, certain classes and uniforms get a bonus (or reduction) to certain skills. The social skills like Persuasion, Intimidation, and Leader are the ones that can get a hefty impact. What wasn’t intentional was the percentage not updating as intended on the “Show Stats” page. If it’s not already fixed, it’ll be in the next patch. :slightly_smiling_face:


#10470

About that, I don’t have the means rn to read the code, so I apologise if this is wrong, but does the ghille suit reduce intimidation?

If so, I have no clue why-- if I met a group of survivors fully kitted out in ghille suits that’d be pretty terrifying. But idk, I guess the creators can do what they like, but it’d be nice to know explicitly that they’ll have an effect on your stats.


#10471

Nope.

It increases both Stealth and Survival by 10.


#10472

It does not – the ghillie suit provides a boost to your Stealth and Survival skills. Intimidation is unaffected. What’s your profession? :thinking: Teenagers and College Students get a decrease to Intimidation. High Stress can also reduce some attributes that affect your social skills, reducing your overall percentage.


#10473

Our one commercial nuclear powerplant got an expensive third-party fail-safe system installed about a decade ago that is supposed to make it fail-safe even without human involvement, should it come to that. But like with all things emphasis on the should. Then we have an experimental reactor at one of the technical universities and our other technical university operates a small one strictly for medical isotopes. No idea how they would fare, particularly the experimental one without constant human oversight. Of course all of that matters very little given the at best reasonably maintained museum pieces of our southern neighbours and France.
Oh and then there’s the possibility of tank ruptures in one of the largest chemical industries in the world releasing who knows what into the environment unchecked. Don’t forget that one.

Most dikes should last about 5-10 years if maintenance was stopped, on the other hand our successive conservative governments have cut back on the number of inspectors so I really don’t know if those targets are still met. But, yeah, in the event of an apocalypse we’d more than likely become a radioactive version of hellhole swamp without the sunny weather. :sweat_smile:


#10474

Thanks Eric! :blush:


Also my bank robber MC with addiction to nicotine didn’t have access to his stash of it in his city house on day 1, is it a bug?


#10475

Odd that hasn’t happened to me before


#10476

I meant on day 1. Alcohol is available but not cigarettes…


#10477

If any of y’all played dying light they had a safe haven where they were in a sky scraper type of building and had completely baricaded the stairs and all other ways up except 1 I thought that would be a pretty solid plan especially if u could set up zip lines or things like that in order to get out in case the safe house is compromised. Since there aren’t really any castles in the US defensive structures are fairly hard to find. Not sure how this idea would work when defending against a group like the militia though


#10478

The problem there is that if the lower levels get swarmed, there is no way out, and a skyscraper is in the middle of a city. Then there’s the fact that building a home-made zipline from a skyscraper is basically suicide, because at some point it’s either going to break or someone isn’t going to be able to hold on. That’s assuming you’re somehow able to get a long enough rope that can even be thrown to a nearby building…

Also, castles aren’t the only defensive structure. Prisons, gated neighborhoods, abandoned military bases, oil platforms, isolated houses on high ground…


#10479

Welp, guess I oughta post the build that I’ve been spending a century attempting to perfect:

Chapter: 7
Date: Thursday, May 17, 2012
Post-Apocalypse Day: 6
9:00 am.

PROFILE
Name: Sylvia Stone
Gender: Female
Profession/Background: Teenager
Preferred Skill: Ranged weapons
Skill Points: 1
Pet: German Shepherd
Pet’s Name: Duke
Zombie Kills: 161
Survivor Kills: 4
Bandit Kills: 3

SAFE HAVEN
Current Safe Haven: none
Location: Somewhere along I-70, Colorado
Camp Defense: 6
Group Defense: 54
Offensive Capabilities: 78

Primary Weapon: Light assault rifle
Secondary Weapon: Colt Python
Armor: Kevlar vest
Helmet: Football helmet
Clothes: Combat uniform
Primary Vehicle: luxury car
Money in bank: 0
Money: 1219

CHALLENGES & PERKS
Delusions, Dependent Child, Pet Owner

HEALTH

Physical Health: 94%
Mental Health: 99%
Fatigue: 14%
Stress: 5%

PERSONALITY & MORALITY

Humanity: 56%
Morality: 82%
Impulsive: 89% Calculated: 11%
Straightforward: 91% Manipulative: 9%
Honorable: 82% Pragmatic: 18%
Idealistic: 9% Cynical: 91%

GROUP STATS
Group name: Night Fallen
Leader: Sylvia
Group cook: Jaime
Quartermaster: Nora

Allegiance: 80%
Morale: 69%
Diplomacy: 34%
Ruthless: 45% Altruistic: 55%
Group food: 1062
Group water: 492

ATTRIBUTES

Strength: 40%
Dexterity: 55%
Agility: 60%
Stamina: 50%
Charisma: 30%
Intelligence: 50%
Willpower: 60%
Perception: 55%

Profession/Background: Teenager

SKILL PERCENTAGES

Athletics: 79%
Close-combat Weapons: 55%
Cooking: 46%
Crafting: 53%
Driving: 46%
Electronics: 36%
Empathy: 79%
Hand-to-Hand Combat: 45%
Intimidation: 23%
Leadership: 70%
Medicine: 25%
Persuasion: 15%
Ranged Weapons: 98%
Scavenging: 75%
Science: 25%
Search: 76%
Stealth: 79%
Survival: 78%

SKILL LEVELS
Athletics (5): Superior
Close-Combat Weapons (3): Adept
Cooking (2): Beginner
Crafting (3): Adept
Driving (2): Beginner
Electronics (1): Basic
Empathy (5): Superior
Hand-to-Hand Combat (2): Beginner
Leadership (5): Superior
Ranged Weapons (7): Master
Scavenging (5): Superior
Search (5): Superior
Stealth (5): Superior
Survival (5): Superior

CHARACTER RELATIONSHIPS & STATS

Main Romantic Interest: Madison

Jaime: Best Friend (81)
Bailey: Friend (66)
Brody: Best Friend (85)
Dante: Friend (67)
Gina: Friend (74)
Jillian: Best Friend (83)
Kelly: Friend (65)
Lopez: Best Friend (80)
Madison: Best Friend (86)
Nora: Friend (62)
Parker: Friend (66)
Rachel: Best Friend (82)
Ray: Friend (61)
Reilly: Friend (68)
Reverend Dunbar Church: Friend (61)
Tommy: Best Friend (88)
Woody: Friend (74)
Barry: Best Friend (93)


#10480

Uh. how did you get almost all the skills that matter into superior?
Edit: Oh. Did you play ZE and buy extra skill points?


#10481

Do attributes affect anything drastically? Because I feel that even if you have 50% strength and 50% agility but are a master in hand to hand, you’d still be able to overpower anyone in a hand to hand situation.


#10482

I think so. I once played with a character with 45% strength and 2 points in athleticism. He did not reach the ladder, so he tried to push a container of garbage and hurt himself, losing life points.


#10483

That happened when i tried to scavenge the abandoned house, If you choose to climb up the ladder.


#10484

Ah ok. I was just wondering since my normal thing to do is make all attributes 50%, then split the last 20 attribute points evenly among attributes I want to be better in. Such as an extra 10 points into dexterity and an extra 10 into intelligence. Or sometimes I might put 10 into dexterity and split that last 10 into 5 for 2 other skills.


#10485

I tend to aim for 60% in the stats my characters are good at, and 40% in the ones they’re not. It ensures the skills end in 5s or 0s instead of 3s and 7s (which don’t seem to be used for checks).


#10486

The only stats that make a difference are strength stamina and willpower


#10487

I did that for some characters i created, but i prefer to make a more balanced MCs. Some with skills above 60% and others below 50%


#10488

One advantage castles have over more modern defensive structures (that is to say: castles that are still mostly intact) is that most more modern defensive structures rely on technology that won’t be easy to maintain in the event of an apocalypse. (Also, I’m not exactly an expert, but I imagine most modern military bases are less suited to repelling invasion, and more for things like training and overseeing operations taking place elsewhere in the world. :thinking:)

Otherwise, a prison would probably be your best bet, but even then, they’re built to prevent escape, not invasion. Gated neighbourhoods are far more about exclusivity and comfort than protection, and an isolated house would provide a good field of view, but no real protection. As for an oil platform… I guess you could ask Sealand how that’s going… :sweat_smile: (Okay, it’s not actually an oil platform, it’s an abandoned offshore military base, but same thing…)