Survivalist: Invisible Strain

Survivalist: Invisible Strain

Looter Raid.
I have a radio yet a large raiding party has managed to approach my base unseen.

Do not all Looters show up when you have a radio or is this a bug?
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1628/28 megjegyzés mutatása
And now Im wondering is something bugged or is there another system in play that determines such things.


Wish you could pay one of the camps for protection for a few days kinda like how mercs work in Kenshi, at least then you'd know for sure that you'd get help.
It sounds like you’ve angered a looter community somehow. This can happen if you do not pay them gold when they demand it and run away. There are other triggers too, such as looting a corpse from their community. After a few days (in my experience) they send out a massive raiding party, equipped with guns, molotovs and armour. I don’t think it’s a bug, but it can be hard to deal with. Molotovs are amazing in a pinch - pause and target gun-wielders first. Try to use natural features like large rocks to break line of sight. If the looters hop over to get you, attack them before they can land properly.

If it looks like the battle is unwinnable, scatter, run in different directions, regroup what survivors you have, and begin again. It’s harsh, but makes for a great narrative. Good luck!
Is it just me or when you not looking at the map the raiders/zombies walks straight to your base and walk pass friendly community. But when you follow them on the map as they walk, they will attack the closes base on their path ?
One of the other camps did indeed engage them, after a frantic running battle first into a z infested town (which didnt slow them down) I got to another friendly camp and the 2 forces went at it, the camp lost quite a few people but the raiders lost a few then legged it.


At least I now have a few shotguns and a bit of time to prepare for round 2.
pick a new neighborhood? ;)
Some communities are evil. They won't lift a finger to help your character.
how big is your presence? I rarely get looter parties over 4-5 and I have 6 people with full armor and free choice of weapons on day 30
With 23 members in my community, raids tend to be quiet large...prob 10+. U pretty much have to go out and meet them, break em up and or lead them to a friendly camp. I am at war with one looter camp but they have not attacked yet and its been prob 10 days. One looter camp i destroyed by leading white strain zombies inside their camp.
I tried to destroy looter community but they have a bad habit of always having the last member hide somewhere far away, making it impossible to clear it totally. And after a while, they recruited more members and may start harassing your base again.

I wonder if I can apply my "catchment logic" to hostile bases. i.e. build a fireproof fence surrounding it with gate faced inwards. That way they can enter (assuming gates can be opened from inside even by hostiles) but they cannot leave. That way I can take my time to finish them off either manually or by building traps in front of one gate purposely left open...
sf eredeti hozzászólása:
I tried to destroy looter community but they have a bad habit of always having the last member hide somewhere far away, making it impossible to clear it totally. And after a while, they recruited more members and may start harassing your base again.

I wonder if I can apply my "catchment logic" to hostile bases. i.e. build a fireproof fence surrounding it with gate faced inwards. That way they can enter (assuming gates can be opened from inside even by hostiles) but they cannot leave. That way I can take my time to finish them off either manually or by building traps in front of one gate purposely left open...

I love your “trap base catchment” plan! I’m not sure you’ll be able to build close enough to an enemy base though - if I remember correctly, you can’t build close to an active community?
Mr Grimlock eredeti hozzászólása:
sf eredeti hozzászólása:
I tried to destroy looter community but they have a bad habit of always having the last member hide somewhere far away, making it impossible to clear it totally. And after a while, they recruited more members and may start harassing your base again.

I wonder if I can apply my "catchment logic" to hostile bases. i.e. build a fireproof fence surrounding it with gate faced inwards. That way they can enter (assuming gates can be opened from inside even by hostiles) but they cannot leave. That way I can take my time to finish them off either manually or by building traps in front of one gate purposely left open...

I love your “trap base catchment” plan! I’m not sure you’ll be able to build close enough to an enemy base though - if I remember correctly, you can’t build close to an active community?

Up to a distance (ard 20 tiles I think, judging from my neighbors...). But still possible. Just takes a lot of chicken wire (need to be fireproof) just to kill one base. Really wished traps does not need to follow the distance rule though, then I can rig pipe bombs at their gates...
So the raider communities will go out on expeditions, but those are NOT the groups you see on the map with the icon. The icon simply shows spawned groups to be raiders. the groups that surprise you are just bad-guy trade groups and stuff.
wandering raiders can take over abandoned bases just like refugees and their icon will disappear. Better check if their icon disappear near known abandoned bases and potentially take them out before they get stronger.
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1628/28 megjegyzés mutatása
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Közzétéve: 2020. jún. 9., 5:11
Hozzászólások: 28