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Stuff that survivors you intend to leave behind are carrying are...err...left behind (heh) unless you take appropriate action before your onwards-bound toons depart:
I usually try to ask my survivors to park a couple of trucks, taxis or Police Cruisers near home base so that they can fill the boots with high-influence goodies (guns over 90 Influence, and melee weapons of the highest value).
That way the survivors that are travelling on the RV can ditch their "normal" loadout into the supply locker and stock up on the high influence stuffs from the car boots.
Travelling survivors have a tendency to nosh any snacks in their inventories (well, you would wouldn't you?) so it may not be worth filling your survivors' inventories up with those consumables.
TL;DR - You *can* lose some stuff if you plan poorly.
so load up everyone on ammo first to drop it down to at least 60, then high value items for all the people you are carrying over. Survivors left behind lose their stuff so empty their inventory before hand. I like to leave a couple trucks for storage outside which I keep grenade launchers (don't want survivors using those), revolvers, and a few max value items i can stuff in. So i can load those up if i run out of influence to take stuff out of the locker.
Another long post from me *sigh* ... I probably should stay off the coffee (and SoD)
If you're a perfectionist, you can ensure all the weapons in your survivor's supply stash & store trucks are fully loaded (magazine and one in the chamber for most of them) and fitted with a "silencer" too.
Ammo stacks of 255 in the locker carry over, I'm certain (am currently still on level 1 with my new playthrough, though, busy being CDO (that's OCD but with the letters arranged alphabetically, as they should be!) and emptying the map of resources to build Chem Incends, flame proximity mines, Whistling boxes & silencers ['cos my Breakdown level 9 start was a disaster ...rushed in poorly prepared and all the survivors got Bloater sick before two of them got ripped apart trying to scavenge materials])
The toons can only stack 30 ammo per slot though afaik (unless powerhouses can carry more?) so ammo may be poor choice for a backpack slot considering all those luvverly Tire Irons, Assault Rifles, Grenade Launchers & Machine Blades will be worth at least 60+ Influence when the RV breaks down.
Any ammo above 255 just load up into a few guns and go on a shooting spree with a toon that needs skilling up in firearms maybe.
To avoid any stay-behinds taking items from the locker off their own back, you could always take them for a walk with no equipment at all, then leave them standing somewhere whilst you make a cup of tea. *cough*
Just a quick "warning", as it were, about having too many vehicles in close proximity to home, though. I'm unsure what the triggers for the event are, but I've had vehicles "relocated" after survivors "went on a joyride" ... the dodgy buggers!
Easy influence can be obtained by dumping surplus stuff in an Enclave's supply stashes as you loot it. I mean, how many crowbars does your group really need?
On this second Breakdown attempt I'm running currently I intend to stock up the survivors as early as possible (so levels 1 to 3 ish) with as many manufactured items as possible, since I have a feeling that on later levels they may not get much of a chance to manufacture stuff.
I believe theres a % of items that get taken from your supply locker each time you move valley but im not sure what the % is.
Hence taking them for a little walk first :)
When I Q the RV (Lily tells me to pick my friends) I ask EVERY survivor away from home to CHECK IN.
Then I select the survivors AT HOME that I want till the RV is full
THEN I go on a run to all the survivors I asked to CHECK IN and tell them to get on the RV.
Doing this I have restarted the map with as many as 25 survivors.
As far as equipment... everything in your locker stays. To get an INFLUENCE boost at the start, pick up all your most valuable stuff before leaving then deposit it when the new breakdown level begins.
So that is technically like a glitch to take more survivors? I hope so because there is a good bit I do not want to loose. Also, what happens to your base? If I were to go back would the stuff still be there I just dont own it or does it wipe that along with everything else? I asume it does but just making sure.
When you LEAVE THE VALLEY you are resetting the map. Nothing you did remains and all the loot in the map is restocked.
You keep what was in your locker and you keep the survivors you put on the RV and all the gear they have.
You will start with no base and should find a new one right away.
If you use the handy trick/glitch/workaround that I do with the CHECK IN then you can start the new map with 10+ survivors and go right for Snyder's base of most bestest.
I have found the same hero more than once after leaving them behind in a previous breakdown level.
I don't know what you mean... if you don't want them to CHECK IN... don't ask them to CHECK IN.
Yea that is what I thought thank you! And I do have the cynder trucking warehouse on this level and I have then entire town secure with outposts. (If you want to see it is in my screen shots).
Also does it actually leave the valley and like come back or does it just skip to it instantly. Before breakdown I played the main mode a ton so I am not used to most of this stuff.