Summon any trader you want over the radio. Crafts plague cure and many other medical items. Requires ammo and at least one armed survivor to function (or two for full effect).Įnables passive recovery of Health and removal of trauma, injuries, and infection. This enormous defense facility passively reduces threat, while also providing an option to temporarily reduce threat even further using ammo. In addition to crafting any firearm rounds we need, we can produce ammo for our resource stockpile. Once they're built, they can still be used if the leader gets demoted or killed. Leader Projects are only available when your community has a Leader. Hoffman in Trumbull Valley, in a high-intensity transmitter to assist with zombie sieges. We install CLEO, after helping Izzbee and Dr. While we have access to electric light via power, morale will be boosted.Īlso gives the kitchen a bonus via hot water. While we have access to drinking water, morale will be boosted. Requires ammo and at least one armed survivor to function. These facilities can help you to keep your survivors safe and improve the quality of their life. These facilities will help you to build up morale or help your survivors to improve their skills faster.Īlso increases rate of Fighting improvement.Īlso increases rate of Shooting improvement.ĭifferent ways to use available labor to boost morale. If you have a Trader as your leader, the Still can be upgraded to produce valuable luxury items for trade. These facilities allow you to grow and produce essential resources your community needs.Īlso slightly boosts morale while water access is active. Also lets us craft painkillers, if we have water access. Outdoor beds always have a morale penalty.Ĭraft bandages and plague cure. These facilities are required for keeping your survivors healthy and well rested when they're not out scouting, scavenging or killing zombies. Can spend parts to temporarily boost vehicle durability, or to reduce vehicle noise so that fewer zeds hear us driving. Features bulk crafting capabilities, allowing us to create three of either toolkit for the parts cost of two. Vehicle upgrades transform most vehicles into badass apocalypse-ready versions of themselves, each with unique strengths. Construction skills unlock the ability to convert parts to materials.Ĭraft Vehicle Upgrades, Craft Toolkits at a Discount Metalworking skills unlock fearsome weapons and the ability to convert materials to parts with great efficiency. Cooking skills let us prepare feasts.Īlso reduces facility maintenance costs to zero. These facilities are your primary means for crafting and keeping your community, base, and equipment ready for action.Īlso lets us salvage weapons for parts, produce ammo for our resource stockpile, and make our own crossbow bolts.Īlso lets us ration food. We can also quickly grab vehicle supplies from our stockpiles here. With the appropriate items, upgrade parked cars. Upgrade to raise the limit and allow facility mods. Lets us spend influence to locate resources or survivors. These facilities are located in every base and can't be demolished. On the pages below the costs are described in the following format: Green / Standard / Dread / Nightmare / Lethal. The cost is determined by the Community slider. Note: The Materials cost of building and upgrading facilities will increase when playing on higher difficulties. Some facilities must be upgraded before you could install a facility mod into them. You can also install a Facility Mod into most of the facilities to improve their benefits or give them new ones. Some facilities will have knowledge requirements before they can be built or upgraded, and may also require these knowledge to keep the facility running and fully functional. The majority of the facilities can be upgraded, granting you access to a wider array of facility actions and passive effects. Some built-in facilities can also be cleared in case you want to build something else in its place. These empty slots can be used to build additional facilities, however the type of the slot (Large or Small, Indoor or Outdoor) determines what facilities can be built there. Many facilities also have a maintenance/daily upkeep cost or require certain resources to fully function.Įvery base has built-in facilities and empty facility slots. Each facility will either allow you to produce needed supplies (items or resources) or provide other benefits such as allowing your survivors to recover from injuries, fatigue, or infection.
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