Zombie Exodus: Safe Haven, Part 4 Public Beta - updated 10/31/2024, 644,000+ words

Speaking of plot armour…is Cruz from part 3 meant to be immortal or was that a bug? Cos I’ve shot him off the balcony in the museum fight and then he just reappears unscathed to kick the red mambas asses.

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It’s his spirit coming back with beef
Just asking to be made into steak… again

One of these days, that bug is finally going to get squashed

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:heart_eyes::heart_eyes::heart_eyes::heart_eyes::heart_eyes::heart_eyes::heart_eyes::heart_eyes::heart_eyes:

@JimD I noticed that in Chapter 5 we used to be able to get finn_gear_mc before but now you can only get it if you fail a stat check and get into a fight with Rachel. Was this intentional?

I used to confront Rachel and then tell her to discuss it with me first next time and I’d be able to get Finn’s bags now I only get the food and water. I tried every option including the options to directly take the bag for myself and I still only get the food and water. I looked at the code and it looks like the only way is to fail the stat check to get Rachel to challenge you. Is this intended or a bug?

Also, what is the point of Junkyard Offense? I am not seeing it being used anywhere.

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The Cruz issue was fixed at least since the last update. I played it last night (Steam edition, not sure if this applies to phone users), Cruz does not continue firing after MC kills him. Fixing this also fixed the bug where Thelma says RMBC lost, even if Mel space cadet is the only surviving museum member. Again, I tested it last night.

Junkyard offense seems to primarily affect group morale/allegiance. If your junkyard offense is high, you should see a notation saying something to the effect of “survivors equipped with better than average weapons”. Also, just because it has had limited use to this point, doesn’t mean it won’t play a big part in the future. Our junkyard group has largely been on defense through the end of part 3.

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Hey I remember you said awhile back that you are close too or at the achievement limit on the game. Here’s an idea when you finish with part 4 and whatever else you want to add on to the previous parts, when you make another part make it on a separate game app and call it ZE:SH season 2 or something like that that would allow you to add more achievements or anything else like that.

… or he can (if it’s possible) change values on points for achievements that are coded in already

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This was my suggestion on the discord, and I’ve seen it done in other games; the worst that happens is that players are going to have to re-achieve achievements, but that’s not much of a big deal, especially since most people don’t care too much about that mechanic

I don’t worry about achievements, at all, and I don’t want to see a split in the game by making it multiple games. TBH it’s kind of one of my issues with some other CoG games, something always feels a bit off. Fallen Hero felt kind of janky when I started part 2, don’t get me wrong FH is epic (the title I’m looking forward to second highest)., but it didn’t have the smooth transition between parts ZE:SH has.

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I don’t understand why authors don’t utilize this more often, just contain the whole thing in a single game and add on new parts when necessary

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Second this idea, more achivements = more fun!
(Any idea for an achivement where you constantly treat your nephew like shit? I want something for an evil playthrough lol)

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What would be the benefit to hosting multiple books in one app instead of splitting them? I get the idea for this one since it fits the structure that it’s going for where it feel more like episodes of a story, but with FH or Wayhaven or other series what would be the benefit outside of downloading less individual apps?

Spending less money on cover art, for one

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I’m half-worried, half-morbidly curious to see how the junkyard group will fare against a major assault, bigger than small zombie packs or bandit raids.

Something like a zombie horde numbering five hundred or more finding the junkyard.

Silverthornes or some other big group attacking with potentially dozens of troops, with the possibility of snipers, vehicles, and crew-served heavy weapons in the mix.

A larger, heavily armed Junkyard group that invested heavily in defenses and training will do better, but I can already picture hard choices.

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I pretty much always have all defenses built by the end of part 4. All the upgrades I want too (I don’t see a purpose in the zombie generator, since the junkyard already has a solar rig). It would take a pretty massive horde to overwhelm my base. An assault by the non infected, I think would depend more on who you have on guard duty. I tend to put Jude in as a guard after I recruit him. The guard towers are perfect for snipers. I also switch Jaime out of the recommended guards, because I don’t want trusting people on guard duty.

I think the problem narratively, is that a serious attack by other humans, would likely be incredibly hard to code. Jim would have to account of every possible combination of upgrades, then account for every possible combination of damage, and literally everyone would prioritize different things, then account for variable like group armament. I’d imagine that would be an effing nightmare.

As for the massive horde, with the guard towers you’d see them from a long way off, and a couple riders on motorcycles could lead the horde away with half an hours prep. I think that’s why we’re seeing hint of things like variant zeta strains, and the wendigo. After a while, zombies just aren’t that scary.

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Recently, I’d gotten bored of doing chaotic “Raid/Kill Everyone” playthroughs so I decided to see if I put that chaotic energy into how much romantic drama I can cause. In pursuit of this goal, I did find some inconsistencies and a potential oversight during one particular playthrough I concocted.

The steps for my masterplan this playthrough were simple:
Optional step) No Nephew. He’ll get in the way of alone time in part 2.

  1. Have MC be male.
  2. Have Kelly as main Ro and Jillian as Second Ro.
  3. Get Kelly kidnapped by the Silverthrones at the end of part 2
  4. Switch gears in part 3 to Jillian to do her preganacy storyline. Optional: If Gina comes in and wants to have a threesome, accept.
  5. Rescue Kelly at end of part 3.
  6. Drama upon Kelly realizing the MC’s actions.

In setting up this twisted scenario of maximum drama, I noticed a couple of issues.

One is about Gina: if you go to the farm with the twins and Gina and try to flirt with her on the way while Kelly is you main RO, she’ll shut you down saying something to the effect of “I know you are with Kelly and I’m not gonna screw her over”; she’ll even put her hand on her gun to further emphasize her point. So it was a bit of a suprise to see her want to have a threesome with Jillian and the MC in the beginning of part 3 with the only things that changed were that Kelly was kidnapped 12 hours prior and the MC now has Jillian as his main RO. While I find this complete 180 in her attitude to be highly amusing in how potentially out of character it seems to be, it does feel unintentional and not like it’s meant to be a showcase of some kind of character flaw for Gina valuing her own physical pleasure with Jillian and the MC over how Kelly would feel about it since she is not around to know about it. While this is in large part the result of the game not having anticipated that someone like me would try this specific sequence of events, I believe this to also be a symthom of a larger issue.

The larger issue being how the game reacts to the unqiue circumstance of Kelly being the only RO who will get physically removed from the group for an extended period of time. Since Kelly is no longer physically present with group in part 3, the game does not ever list her as an RO option at the times it lets you choose your RO’s, like the prom. Not even as a “I’m not giving up on her” or “I’ll hold on to my feelings and the hope of rescuing my girlfriend back” sort of way. It’s like she simply ceases to exist as far as the game and the MC are concerned. When she is kidnapped, the game will even remove her from her spot as one of your RO’s in the charater relationalship stat screen.

This is an issue that will also affect part 4. Looking at the code of part 4, it will check to see if Kelly is either your Main or Secondary RO to load her RO scenes, but this only works in the demo because you get to choose all the variables like her RO and kidnapped status in the setup but, if demo was added, without the setup, to the rest of the game as it is now, those scenes would never occur because part 3 does not allow you to choose Kelly as an RO (if she is kidnapped) at anytime whatsoever. It’s rather strange to me since anyone who wants pursue Kelly as an RO will more or less get locked out from her as a romance option and the related content in part 4 if she were to get kidnapped in part 2. So this look like an oversight to me, but one that doesn’t seem too difficult to resovle.

Makes me wonder if there was some special RO text for her segments when you go to the Silverthrone Camp in part 3 that never happened because the RO stat checks would always fail.

I only found this potantial issue because I wanted to see if I could craft the absurd scenario of how Kelly would react to the knowledge that her boyfriend/lover had, in a mere 12 hours after she was kidnapped by the Silverthrones, went and knocked up Jillian, which may or may not have also been during a threesome with Gina. I doubt she’ll take it well.

For some reason I keep thinking of how David Puddy from Seinfeld would react to Kelly in this situation:
Kelly: “How could you do this to me?!?! I was kidnapped!”
David Puddy: “Look Kelly, 12 hours had passed, I had to move on with life.”
Kelly: “You cheated on me with other women and got one of them pregnant!”
David Puddy: “Yeah that’s right.”

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I really don’t know. It is so much easier for me to have everything in one app.

I will have more achievements and will probably change the value for the old ones. It’s just what has to be done. And yes, I have some plans for people who don’t treat the nephew very well.

When you already own the standalone app, you will get notified when a new installment is ready. So there is a good marketing reason for it. It’s also much easier for me to incorporate saves between episodes/parts. Coding variables between the games can become a hassle. There is also a value for the author and that people are more likely to buy multiple parts at once when everything is contained in the same app.

Well, remember the name of the game :scream:

Thanks for sharing all of this with me. It looks like there are some things I can do to make these kinds of interactions more realistic. I can start to make changes soon and roll them out in the next version.

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About the whole Exodus part, it seems like that the whole zombie apocalypse seem to be affecting limited countries, and haven’t spread across the world yet, so I am wondering why nobody is suggesting to just… you know, leave? Sure, it would be hard, but I never seen anyone talk about it before, both in the story and in discussion IRL

Yeah, no, we know for a fact it’s hit all the major population centers at this point, I think it’s safe to say it’s everywhere. I’m dreading the thought of what it probably looks like in India and China right now, both countries with over 1,000,000,000+ people

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