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It's not specific to final cut, all those things mentioned happened quite differently to me.For example, no crime wave (as of yet), mild winter, characters constantly get sick.
I wouldn't be surprised if the loot is randomised on game start as well, I'm playing 4 characters and it's too easy, too much food, gun, meds loot.
The scenario had a good difficulty level, I had a long crime wave and long harsh winter (maybe 3+ heavy bombings to), I really enjoyed the situations that created, there was always something to work towards.
I was able to keep all 4 survivors well fed and content for a majority of the run. The great thing about there being a lot more locations added to the game is now the beginning of runs are much more varied, it used to be simple to fast track to self sufficiency by picking up an AK within the first couple of days..
..now you might not draw your favorite gun spawn location for a few days, this will hopefully make the gun tier system work better, I made do with a pistol & shotgun for a good few days before I got hold of an AK.
Having a pregnant survivor on board adds something, it makes you feel extra protective.. she seemed susceptible to illness during the winter, it was a nice challenge keeping her healthy, prioritizing meds/bandages for her (took no chances whenever she got slightly wounded or slightly sick)..
..It would have been a boring winter (skipping days & nights) if there hadn't been the occasional health crisis or heating issue to solve (2 heaters is standard).
The new locations (and events) are very good. I feel even trading while out and about might be more viable than ever before to (rather than only ever going through Franko for everything). Overall the game mechanics feel more balanced now that the game is complete.
I played this extensively 1-1.5 years ago, and there were no bombing events at all.
By bombing/fighting we mean half of the locations are inaccessible during some period of days, you usually know about it by radio before hand, it was a random event before the patch as well.
At the brewery, it'll be easy if you wear full armor and bring a shovel. There are two pile of rubble and one locked cabinet here.
The music shop is quite the same as the description from Wikia. There is a trader at the basement. You also can loot everything until one of two guy who live on the upper floor see you and then become hostile.
The Samuel Institute, however, are different compare to the DLC. Two civilians live in the basement. One of them may walk up to the first floor. They don't welcome you so I suggest you survey the map quietly. There are some locked containers, hence crowbar or lockpick might come in handy.
At the toy store, you need 2 lockpicks, a shovel, and one saw blade for full access if I'm not mistaken. Only one friendly scavenger is there.
About the new secret achievement, you can get it either by surviving the war or escaping via boat.
Yup, it's a bug. Can confirm it happened to me as well, after killing the bandits. And it said on the bio "It's good that I warned them" because if you go to them back your character says "someone's trying to break in" when you actually saved them, and one of the bakery persons came saying "Don't know what would have happened if you weren't here", the bio should reflect that.
Correction Earendal: Snow and fighting black out some areas. Bombing blacks out the entire board for the night. It must be a bug, but I got raided on one of the 3 bombing nights and you can't set a guard.
Day19 had a 4th potential companion and apparently the character is random. They offered Pavle, but I left and made a backup of the save. Then came back in and was offered Katia. the 4th person makes the food quite a bit tougher but since the last 15 days or so are heavy trading since the components run out and food is low, she earned her keep.