Parrot would be a terrible zombie apocalypse pet they’re really loud and birds are never fully domesticated. Logistically a horse would be difficult to care for also
Indeed, really hard to train parrots to be quiet.
Not really, you can just make it eat grass, or a ton of vegetables/fruit, and food in ZE is remarkably easy to aquire, especially now that we are getting farms and greenhouses, and having work animals like horses (and livestock in general) is only going to get more important as we go further into the apocalypse.
Hell, a horse, even if only to plow the fields, would already be more useful than any other animal we got so far.
Does anyone knows what value affects the number of actions you can take in chapter 2-3 when they switch out the time of day for the number of actions you can take before something happens? Cause I tried typing search and task on the save manager but I couldn’t find anything for that.
Chapters one and two still use time of day, but chapter 3 limits you to nine actions, including mandated plot events that happen without your own input
Some part of Chapter 2 uses the actions part but Chapter 3 limits you to either 4 or 5 actions. Idk where you got nine from.
Can someone tell me what kind of bonus is given in ZESH if I load a save from ZE? I’ve only played the demo and I’m not sure if it’s worth buying or not. It’s just that the price in my region is quite high and I was not particularly interested in the demo. It’s just that if it gives something interesting in ZESH I would buy it. Thanks in advance for your answer.
You get an extra 25 skill points, which, if you buy all of the other bonuses, gives you a total of 75 extra skill points and 20 extra attribute points
Has anyone been able to open the locked weapon case in Lancelot?
Who is the worst leader to appoint? I feel like the leadership candidates are like this.
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Rachel = Best tactical option and most likely to focus on group’s survival over all else.
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Jaime = A somewhat mixed balance but will be stressed out often by his role.
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Kelly = Probably the worst option since she has no combat or tactical experience and who’s only experience in leadership was in a activist group that failed at what they did (though she claims it was after she left though that’s why they failed). Even worst option if you consider what she does halfway in Chapter 2.
Can someone list what skills you can teach that you think each survivor would have a preference for? Like I remember someone saying that teaching Madison Electronics had a unique dialogue for her. And I’m also wondering if training someone in certain skillsets will help you later on. Like my current playthrough is of a Scientist so if I train my Nephew in Science with the goal of possibly having an assistant for my experiments, can or will that happen or no?
And I remember that in one of my playthroughs, Gina died during the zombie attack on the Junkyard so I am confused on what caused that when she survived on my last two playthroughs?
I think that Gina dying or not depends on how much defences you’ve built.
I had all the defenses built but I probably did not have them “built” completely since starting at Chapter 3, even when you build defenses, it’s not complete until you go to the “camp improvement” tab and select someone to work on them which makes it annoying to remember.
Yeah, you need your defense score to be high enough before the forest rats come up
So you forgot to assign people to build them. You only planned them.
Basically, yeah. I sometimes forgot to do that. I definitely didn’t know that I could do that in my first playthrough because Jaime was the leader and I didn’t start getting involved in the camp improvement until later in the chapter and when I did my second playthrough as a leader this time, I again, didn’t know that I can assign people to actually build the improvements I selected until later when I saw that I couldn’t access the functions related to them.
The game never told me that I could even do that. I think this game needs some sort of tutorial to let players know how they can use these functions but if a tutorial was added now, It wouldn’t work properly cause the mechanics on how you spend your time at camps keeps changing when you progress to a new chapter. It would only work if the author decides to look back at Chapter 1 and 2 and brought them up to their current writing styles along with the current mechanic changes that they’re using for Chapter 3. I’m not sure about this but didn’t I read somewhere that the author was planning something like that?
I don’t know how much the mechanics can be centralized in the way that you’re thinking because of circumstances. Part one involves you, mostly by yourself fortify your place and exploring; part two has you working on an extremely temporary campsite, there’s some people management on there, that’s when the concept first really gets introduced, But like I said, you’re there from three, four days; it’s part three where the author really gets to dive into how everything works and come up with a central mechanic with the junkyard, something that’s probably going to stick around for the rest of the game
I’m talking about stuffs like how some events happens at specific or random times and how midway in Chapter 3, the time mechanic gets replaced with how many activities you can take before the next event start along with certain actions not using it up. Like how changing your clothes or equipments midway in Chapter 3 doesn’t use up your free time. I kind of liked that last one and would’ve liked it if it was extended to the previous chapters and if the number of activities was increased from 4 to around 10 or more since there’s too many things to do in your free time across Chapter 1-3.
I don’t think much of a change is really necessary. Those early sections of the game prioritize yourself, you have to micromanage every little thing that happens, immediate survival is key. Those little things matter. Fast forward to part three, where most of the tiny things are already handled, and your scope widens to things like Exploration, meeting other survivors, large priorities like that. Small things don’t really take time because they aren’t really a priority anymore, and the span of time that part three covers is larger than those early chapters, which don’t even make it through three days
Been playing again this time with Rachel as the leader of Nightfallen, got to meet Mr. Sullivan and need to know something: Is it possible that Rachel may give the MC up to the Silverthorne or does the plot require us to stay with the Junkyard group no matter what? I feel like it’ll be interesting to get a taste of what being in another group is like, especially after spending so much time with the same people. I wanna know if and how this can happen
Nope