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"Infected" act like normal NPCs* and go about their business mostly like normal. Until no one is looking anyways.
If they infiltrate the players crew, when no one is looking they'll spread the strain by biting others in the player's crew.
If all of the player's crew (except the main character) get infected, they will all turn into whites and attack the player the next time the player shows up around them (the game also ninja-saves over your last save I believe).
You can learn how to "interrogate" NPCs from talking with other NPCs (some of the invisible strain dialogue "teaches" you some interrogation dialogue, which will show up to you as "I need to talk to you..." when talking to NPCs once learned).
When "interrogating" you need to watch the face of the NPC to see how they react. If they do a big smile, they're infected with the IS.
If they're in your crew, kick them out and kill them. If they're in an NPC settlement you can more or less ignore them other than keeping non-main character crew memebers out of that settlement (they can be infected).
There's currently no way to convince the settlement their member is infected and expel them (I'll probably try to mod this in at some point if the dev doesn't do it). For now you would have to recruit the infected, take them into the woods, kick 'em out, and off 'em. That will make the settlement dislike you.
There's also a brain scanner that you can find/buy but without delving into very complicated math it's only useful for detecting if someone is not infected (anyone that registers a 0 is in the clear).
you best NPC friend could have it even though hes being normal ish.
invisible strain zombes are their own type of zombie when they turn into zombie form, despite the common misconception that they white strain zombies. they are not, their eyes don't change color even when their skin turns into a dark or pale green and they are VERY resistant to being crippled, trust me I've dealt with a fair share of looters turning on death and they are stronger than white strain zombies, far stronger, whereas 4-6 shots from a bow will cripple a white strain zombie, an invisible strain can take likely more than 16 or even 20 shots and still run mach 10 at you.
They also appear as a very pale teal color on the minimap, which is hard to tell from white strains, but it is different (although the contrast on the minimap does need improving since its still pretty darn hard to tell with a quick glance while having several of these running at you in full body armor and lunging at you)
Unlike most zombies that show their strain in the UI like "green strain!" "red strain!", invisible strain zombies don't display their strain but still possess the different UI color which is an interesting design decision, not really anything groundbreaking or helpful, but its there and helps to identify them in the heat of battle when white strains are also present.
back onto detection and giveways...
basicly once you reach a certain distance from them, they'll try to bite a community member and will infect them if successful, sometimes though this will even include traders which can provoke them and cause conflict. a good giveaway when a lot of people are infected is people getting injuries without explanation.
You can detect them in several ways, with the most reilable being via interrogations with 3 possible points of smiling with all 3 of the interrogations. only the main character can use interrogations, but community members can learn them for you. to unlock an interrogation you require the personality, cyinical, skeptical or smart and a correct dialogue option for the dialogue that unlocks it (for smart the dialogue will pop up regardless of personality but the option unlocked by smart requires both people to be smart to access the unlock). you then look for an evil quick smile during the dialogue to detect infected.
They also have some subtle signs, for example they can sometimes growl and snarl like a zombie, complete with a wide open mouth. people can also rarely mention hearing such noises coming from the camp.
They also lie constantly even lying against those they are supposed to respect and against their own previous personality, which is a sign of a potental invisible strain in camp, but only works with a good insight and can still be a false positive in some situations.
The brain scanner is a rare item that gives a % of how likely someone is infected, it isn't definite but if it is high, it gives a good rough estimate of who and who not to interrogate if you want quick recruits.
Some invisible strains are exceitable which means they have a hidden meter that ticks up with some events, when filled they'll force a save and say something bizzare and disgruntled like "yeah, feels good to kill something" and then forcing a save and turning into an invisible strain on you which can be dangerous if you have a decent combat skill of 3-4 in something like archery or hand-to-hand (forget firearms, they are already useless enough, you don't want more zombies stealing your lock-on when fighting these ones, trust me).
(to be honest though, while it sounds scary, its pretty much a gamechanger and is pretty fun to have enabled, since it not only gives a threat that emerges within your community but sometimes even outside, the first looter you fight might even suddenly lunge on top of you and try to bite you. along with keeping you on your toes.
You can get some serious plot twists despite its simple nature, with people who were with your community from the beginning turning out to be the actual carrier of infection who turned your community and not the recruit you newly got. although the forced saves are kinda annoying in the long run.)
Scares me to think that if they have it they could be biting other people in my tribe.
yup, that's an obvious sign.
kill them before they spread it to the other member
but now I want to see this new type in action!
NEVER went back to that camp
+1 to your knowledge Dr Ocelot of 629 ... :) ... very helpful post.
You are correct regarding plot twists. I have the strain off right now and the game is rather ... dull. However, my current game is just a dry run on my own "how-to" with game mechanics. Also, the game replenishes people, and that's why my game seems a bit dull at the moment (not to mention killing the only looter group on my small map (1/2 km map = slower game pace).
I have an idea regarding the IS ... Containment?
Has anyone created a small chicken wire enclosure with one locked gate? If the gate's rule is always closed then ... the npc cannot escape, perhaps only to die? using chicken wire allows us to shoot through the fence, just as long as the "IS NPC" doesn't have a range weapon (or no weapons at all).
Interesting .... :P
Well, its winter and my character is hungry...
I think the strains is create by government that plan to mind control population but fail and the new one is what they almost success
and i think this one infect people really fast through bite and cause them under mind control and try to blend in people so they not blame when they get bite etc.
And when the aliens discovered the government vivisected the few alien crash survivors for 'science' they got upset and dropped viral bombs that targets only humans and no other lifeforms on the planet.
It had more files, but the that ex military Looter Leader died under interrogation before giving up the passwords. Que sera sera, his head was worth 200 gold after all.
edit: This was only RP crap, i did not find a laptop in game. But stuff like that would be cool. lol.