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When you reset, you keep the stuff in your "bank" (homesite inventory), the inventory of the characters you take with you (1-6 characters, or more with "roof-riding, but if you go more than 20 you might corrupt your gamesave), and "SOME" of your resourced (generally an insignificant amount, like 3 fuels and what not). The skills and friendship level of your companions does not reset.You also take research you have done with you, which makes library and munition shop slightly less useful once you've done all their research. Their passive abilities are stll worth considering though
Your influences and fames also reset, so it's a good idea to load the character you want with some of expensive goods so that you can get a boost of influence in the beginning by dumping those good in the locker.
MAP: the map resets completely, all resources cashes renewed, all locations become not surveyed, all enclaves location randomly repopulated, just like a brand new map. Rarely, you might even run into the same heroes you left behind or you didn't recruit from the last map,
everything about them, including equipment or friendship level, will be reset.
Cars: As you go up the level, there will be slightly less and less cars around to be found, more and more "freak zeds" (Ferals, Big 'uns, Screamers, etc etc), and decreasing resource find from cashes
Car Spoiler Alert
The hero, Raymundo Santos, can be obtained at level 1 of Breakdown by killing 400 zombies with the driver side car door (car door only, front bumper doesn't count, and I think holding the door open and slam zombie into it doesn't count either). Mr. Santo is a revolver and construction expert with a very unique radio call. He will summon a car to your location as long as he's in your homesite and is part of your enclave (ie. He's with your peeps, but not away on a mission, dead, missing, currently following you, or you're currently playing as him). The car will magically appears near you wherever you are, at anytime, with unlimited use. It also has one real time hour cooldown and cost 100 influences.
Cars: If you build a workshop and upgrade it all the way to the level 3 Machine Shop, you can repair any damage to your car as long as the car isn't at about to explode (or has already exploded -_-) . At the dawn of each game day (a game day is about 2 hours real time), all your parked cars will be repair to pristine condition free of charge.
Car combat tips:
Ram things over with the back end of your car instead of the front is preferable. This way, your engine will not be damaged, allows you to 1) maintain maximum ramming speed, 2) no chance of engine dying/exploding on you. Worst comes to worst your back tires might pop after a long while (or a few collision with a big one). But even a level 2 workshop or better can repair popped tires. Engine repair requires Machine Shop. You can also use the driver side door to kill things since it has different health bar than your engine,.
Nope. Whenever you advance through the RV, it levels you up one more, although I think that the actual resource limiting stops at 10. This coincides with the maximum difficulty Siege level in Lifeline (when you've completed 10 Sieges the difficulty doesn't actually increase for the next one).
You'll never get back to Level 1 unless you start a new profile and lose all of your character, supplies, and items and basically start all over again.
I made a quick spreadsheet of my heroes and they're skills after lvl 2 because I was having trouble deciding who to take with me.
Now I don't think its necessary to make a spreadsheet, but making one did help me realize a couple things.
1) You don't need to have every skill present in the RV when you leave.
I recommend: Construction, Medicine, Fitness guru are musts. his allows to immediatly build dojo's, med labs, and make feasts. All of which greatly impact your stamina and vitality. Plus fitness can train other enclaves and gain ammo. Allowing you to open virtually every ammo box you find and play every level like Matrix Style. (This made Juggernauts and Ferals a joke to handle) All other skills can be found quickly enough in survivors who join from enclaves and hero unlocking.
2) Savini Residence is the absolute best base IMHO. You only have to worry about one and half sides of the entore perimeter, and once filled with well geared peeps is like a friggin viking fort.
Plus, strategic placement of 4 outposts at a-gunshop, b-house on corner closest to bridge, c-house immediately to the right of base, d-little shop immediately on other side of bridge makes place virtually zed free on every level I have played.
For good measure I also put my 5th outpost somewhere behind and slightly south of gunshop, with 6th outpost as floting base wherever I'm looting on map.