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Marinus reacted to Sickle in Bicycles
Should be easy to implement: fixed sitting position + new sprites. In the beginning it would be good without the pedaling animation.
On a bicycle you can go slower or faster, these two speeds must be faster than their counterparts (walking and running).
You can only make a sharp turn while pressing the sneak button, or making greater turns.
You can store things on your luggage rack, but can't wield weapons.
Can push zombies in sneak mode or when standing still.
Zombies can still slow you down, scratch or bite you.
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Overall:
Only safe in zombie free zones.
Fast transport.
Trains corresponding skills (running, nimble, lightfooted, sneaking, etc.)
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Marinus got a reaction from Rass in Project Zomboid is a shining example of early access done right
I've logged 201 hours on Steam, and God knows how much on Desura before that. It's one of my most favorite games ever, despite that it's technically not even a real game yet.
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Marinus got a reaction from Jsnazz in Religious books
Actually this is not an aphorism but a flawed generalization and an insult.
If results from experience with mortal danger the past say anything about being chased by a fictional cannibalistic horde in a hypothetical future, I will not be wasting time on praying to and/or thanking deities nor will I see mundane things like unlocked doors as a miracle.
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Marinus got a reaction from JM_Forest_64 in Religious books
Actually this is not an aphorism but a flawed generalization and an insult.
If results from experience with mortal danger the past say anything about being chased by a fictional cannibalistic horde in a hypothetical future, I will not be wasting time on praying to and/or thanking deities nor will I see mundane things like unlocked doors as a miracle.
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Marinus reacted to Jack Bower in Religious books
Or more depressed because your god sent zombies to the world to devour the human race.
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Marinus reacted to aperture_tech in Project Zomboid is a shining example of early access done right
I gotta say, this game is really fantastic.
I bought this game on a whim for $10.00 sometime in 2013. Now, I normally don't purchase early access games on a whim after what happened with Minecraft, mostly because of the risk involved. I am so happy I made this drunken purchase, because Zomboid, in its incomplete state, accomplishes far more than many games that are "complete". Not only that, but you guys also put out updates on a regular basis, while actually taking time to interact with the community. Even if you all stopped making updates, and just said "fuck it", the game would still be playable! Now, I would really hope you wouldn't do this, especially with all the work you put into it so far, but that still speaks volumes for the work done so far.
I am incredibly impressed with this game, its moddability, its community, and its developers. I don't want to sound like a fanboy, but honestly, it is hard to not sound like one when an early access game is this good. Hell, you did more than just convince me that early access can work, you also restored my faith in the zombie survival genre.
The industry could use more developers like The Indie Stone. Keep up the good work.
If you are on the fence about this game and researching it, strongly consider buying it as opposed to some other early access game. Chances are, it will never even reach the point Project Zomboid is at, even if the devs of that game slap a 1.0 down as the version number.
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Marinus got a reaction from Rommert in Religious books
It's essentially a good idea when handled carefully, but it would probably cause a lot of controversy regardless and it isn't strictly necessary. I strongly suspect that the Devs aren't even going to poke at this one with a 10 foot pole.
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Marinus got a reaction from CaptKaspar in Religious books
It's essentially a good idea when handled carefully, but it would probably cause a lot of controversy regardless and it isn't strictly necessary. I strongly suspect that the Devs aren't even going to poke at this one with a 10 foot pole.
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Marinus reacted to syfy in Religious books
it may be best to just not bring religion into the game at all
no Bible, Tora, or other religious text.
so many people in todays society who are just begging to find something to be upset about, if they forget one religions Holy Writings then the Devs must be biased against that religion.
lets just avoid that and not bring religion into the game. or the forum.
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Marinus reacted to lemmy101 in The Dawn of the Carpenters
I appreciate that Suomiboi thanks, but even if a minority they still can be loud and still soak up a ton of our time repeatedly explaining the same thing.
To wrap this up I've attempted to make the best possible Carpenter build I could that had a shot at long term survival skillwise that, god willing, will explain my point. Note I've cleared out the profession points just to illustrate what they are like as vanilla free professions:
So what do we have here? We have a character who will never really get the hang of fishing, trapping, foraging, will never likely shoot straight, is thin skinned and crap at guarding and thus has a huge risk of getting scratched or bitten, who will likely never be good at sneaking around zombies, and who will likely never be able to adequately fix an axe. As such he likes to jog so has a shot at getting away from zombies, as well as some experience in fights to be able to handle combat, and enjoys gardening because otherwise he's unlikely to ever manage to live off farming.
On top of this he needs to drink twice as much as anyone else (god bless those out of the gate water collection barrels eh? Had to give him lucky because if he doesn't get all the bits required to make a rain collection barrel he's going to run into problems. He also takes much longer to read skill books, can carry less than most people and can't hear zombies approaching properly.
Surely you see that 'picking carpenter' isn't some 'all win' choice? Let's compare that to another build... say an 'all rounder' burglar....
Tried to pick similar negative traits to keep things as equal as possible. So you only start with one point in carpentry, but in the long term look at quite how much more the burglar has going for him.
It's no harder for this burglar character to create water collection barrels as it is any of the professions in build 30 (for that matter, with another couple of negative traits the burglar could start with 3 carpentry TOO). Sure the carpenter is going to get there a lot quicker, but as of these two builds, all professions at an equal cost, surely you can see that a carpenter is going to have a hard time in other vital skills.
Remember, level 0 in any of these slots mean the character will have a REALLY bad time trying to level them up, even with books. AND that those level 0 skills are now a great deal less effective. Attacking a zombie with an axe with level 0 blade will take about 3-4 x the work to kill a zombie than in build 30. Level 1 in 31 is as it is at level 0 now.
On top of this, even if people still kept picking carpenter, we could make it cost 4, 6, 8, hell 10 points to pick carpenter, meaning they had to pick another 2-3 negative traits to compensate. Though we won't need to do this. Carpenter has it bad enough as it is.
So explain, having read this, why everyone who plays this game is just going to pick carpenter from now on?
PS: All hail hunting, handy, strong, rough and tumble construction worker and his mighty zombie bane hammer.
The carpenter is a putz at the moment and we need to address that.
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Marinus reacted to Suomiboi in The Dawn of the Carpenters
Well I do think there's a strong quiet majority who embrace the new system and are waiting for it with a lot of enthusiasm. The fact that they/we aren't opening our mouths is at least in my case not to cause unnecessary hype (which is the other end of adding new features and telling about it). At the same time the other end tell their views openly and with fear that their beloved game will change for the worse, not knowing if this truly is the case.
Now we have mostly "negative" comments on a feature based on what people are saying on a single forum. It's like getting feedback in a supermarket. No one gives good feedback in a supermarket.
I'll say that I for one am waiting for this feature a lot. It's exactly what I've been advocating on in the forums for quite a while. So I for one am pleased. And I like knowing this stuff when it's coming so please, pretty please try to stay forthcoming in the future too.
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Marinus reacted to lemmy101 in The Dawn of the Carpenters
Again. There are about 6 ways to get carpentry points on start and only three of them are professions and only one of those is the carpenter. Considering the amount of traits and professions we hope to have by 1.0, I wouldn't be surprised if there were 5-6 professions with carpentry points at some point.
A character with the hunter trait will start off with 1 point in carpentry to aid from their experience in building traps. With this trait it is identical to how the carpentry XP works now in build 30.
People who pick the carpenter will be in for a sharp shock when they discover they suck at combat and everything else apart from carpentry. Carpenter, farmer and fisherman are currently three of the worst professions to choose in solo since they offer points in only one skill. When we say we need to balance it further before release, we actually will likely have to BUFF the carpenter to make it a viable choice since the game has been rebalanced around the new trait/profession system making level 0 a lot worse in all skills, not just carpentry, and requiring professions or traits to be picked to make skills major skills and allow them to start at a competent level and level up at a decent speed.
If carpenter ever turns out to be too powerful, we can just up the point cost of that profession and require more negative traits to be taken to allow for it. At some point 'everyone picking carpenter' would cease to be an issue if, taken to silly extremes, you had to pick 20 points worth of bad traits to use it. That's the whole point of balancing. We have the metrics to make any profession or trait more or less desirable or more or less expensive, and by adjusting these over time we can make no one profession better than any other profession, so I fail to see how anyone thinks this is some big problem, I really do, especially considering the massive improvement over the current shitty profession/trait choices. As I said before, if we released as is NO ONE (apart from maybe their first game) would pick carpenter as a profession, as they would unlikely survive a week.
Level 0 means you just inherently SUCK at that skill. Level 1 is the old level 0. A carpenter with level 0 in blade and blunt will have a tremendously hard time, so will need to pick hobbies or other traits to make them viable, and pay the cost of bad traits to compensate.
The construction worker is a much more viable choice giving you a point in carpentry as well as 3 in blunt. A construction worker who enjoys hunting in his spare time and is handy will start with 3 carpentry, but also have trapping, aiming and a really strong blunt skill. An inconspicuous, dexterous, packrat, handy burglar character who used to be a gymnast at school will be a master at sneaking and will be a master at looting houses quickly, as well as being able to level up carpentry as people do now. People in single player looking at Carpenter as being some OP master profession are seriously in for a shock. I imagine carpenter will be profession used by one member of a group in MP, who will likely have to rely on their friends to defend them and loot. Same goes for once NPCs go in.
The whole point is none of you have played it, and are judging it completely incorrectly based on very limited information. And when everyone who HAS actually PLAYED it comes and says you're wrong, you won't seem to accept it.
It doesn't exactly encourage us to be forthcoming with any other features we work on or testing in future, if we're going to have to spend a ton of time defending them on the forums against people who are totally making wrong assumptions based on little information, and don't seem to take our or others who have played it's assurances with any weight or credibility.
Tired of going round in circles and saying the same thing again and again.
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Marinus got a reaction from Jack Bower in The Dawn of the Carpenters
You can draw water for an extra two times from each faucet once water cuts off. It doesn't matter what size containers you use, so if you stock up on pots and use those to tap the last water, every single house will give you additional weeks (if not months) of drinking water You can even run a farm without much trouble if you keep it compact and let rain do most of the watering. It will run out eventually, yes, but that's really of no realistic concern during a typical play-trough. And even when it runs dry after years in-game, it's perfectly possible to haul new water in from the well.
Water barrels are very convenient but far from an absolute must-have, especially not if you don't plan on running a farm.
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Marinus reacted to Leoquent in The Dawn of the Carpenters
You HAVE TO build a rain barrel, if YOU PREFER the easiest (or should i say the most convenient) playstyle, nothing else.
I'm looking forward to having other playstyles than the "build a base and never ever have to leave it again" approach.
The map is already gigantic and the water supply from sinks and toilets is nearly endless (You can even do water hauls to a well). But, yeah, you would have to leave your base for that.
Besides there will be NPCs with carpentry skills soon TM.
And we did not even test the whole thing by now.
This is an endless hypothetical discussion of the same thing again and again.
How about just waiting for the testbuild and enjoying a much stronger diversity in playstyle then. Amen.
There is only one point in this discussion, which i can understand at least a bit:
A pot or whatever droped in the rain should get filled with water.
But thats just another way to simplify gameplay, and that seems not to be the focus atm.
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Marinus got a reaction from Leoquent in The Dawn of the Carpenters
You can draw water for an extra two times from each faucet once water cuts off. It doesn't matter what size containers you use, so if you stock up on pots and use those to tap the last water, every single house will give you additional weeks (if not months) of drinking water You can even run a farm without much trouble if you keep it compact and let rain do most of the watering. It will run out eventually, yes, but that's really of no realistic concern during a typical play-trough. And even when it runs dry after years in-game, it's perfectly possible to haul new water in from the well.
Water barrels are very convenient but far from an absolute must-have, especially not if you don't plan on running a farm.
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Marinus reacted to Jatta Pake in Zombie Variants
I know the idea of "special" zombies is verboten, but I wouldn't mind seeing a bit more variation among the glorious hordes we face. And I like touching third rails of forum topics so here goes.
I offer for your consideration several additional zombie variants. These zombies are not "special" in that they conform to standard lore, but like the Crawler have some specific differences that add to the challenge. No tool using or exploding zombies, just regular old walking dead with some clever twists...
Climber - A zombie like the Crawler but missing its entire lower torso. The lower mass allows the zombie to climb things like sheet ropes and rough surfaces like player built walls. Slow like a turtle but determined as fuck.Game-play issue addressed: Safety players feel from hiding up on a second story. "Jim, did you remember to pull up the sheet rope and barricade the window when you came in? You didn't? Ahhh! Kill me now!" Howler - A regular zombie that hasn't lost its full vocal functions yet and howls more loudly when prey is spotted, attracting additional zombies to an area. An upgrade from the current aggro sound that rarely pulls the entire horde along when a player is spotted. The loudest recorded human voice is around 117-119 decibels. A zombie who doesn't give two shits about blowing out its vocal cords should be able to match this volume at least once.Game-play issue addressed: Counters player tactic of approaching a horde just enough to peel off a couple of zombies at a time to dispatch (Rope-a-dope). These could be rare. But the psychological torture inflicted upon the player encountering a lone zombie would be delicious. "Not only do some houses have alarms, but now some zombies do to? Ahhh! Kill me now!" Floater - A regular zombie that spawns out of lakes and rivers.Game-play issue addressed: The safety players feel around bodies of water. Adds suspense to fishing. Island safety? I don't think so. Imagine a graphic that plays of the water rippling and a zombie slowly emerging from the water when a player gets close. "What do you mean it's not safe to fish at night anymore? They can come crawling up out of the water? Ahhh! Kill me now!" Hider - A regular zombie that lays down like a corpse in tall grass or under beds, but stands up when a player is detected close by.Game-play issue addressed: Lack of urine in player's shorts after gameplay and looting becomes routine. "They can hide under beds now! Ahhh! My pants!" Dragon - A dragon.Game-play issue addressed: Lack of dragons. "Ahhh! Huh?!?!" Thoughts? Disagree?
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Marinus reacted to Jatta Pake in Project Gutenboid Mod by JP
Project Gutenboid Mod
My second mod will show some love to the bibliophiles.
Preview (Or How It Will Work In Theory)
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Marinus reacted to Jatta Pake in Play My Legacy Save!
I've updated the Original Post with the following:
Updated Post (Jan 23, 2015):
Welcome! This thread hosts previously saved games from a single game I started called a "Legacy Game". All players are welcome to join in the fun!
How this works: A player (anyone) downloads the latest save game (usually found towards the end of the most recent string of posts in this thread). The game is played until the character dies. Then the save is made available for the next player in this thread. (You can sign up for a free Dropbox account and put your save there, then post a link to download it in this thread). Installing save games is detailed at the bottom of this post.
FAQ:
Does the previous world and items carry over when the save is played by the next player? YES! For this reason, most players are keeping a journal in game to record their character's experiences. Later players will be able to find these journals. How long can I play my character in game? You can survive in game as long as you want. Live one day or eleven months. How long can I play my character in real life? Try to be aware that other players may be waiting for you to finish before playing your save. Most people play for a few days maximum but there is no rule. Keep in mind that if you are "bogarting" the save with a long play, someone may come along and start a new timeline. What happens if two people start playing the same save? Won't this get confusing? Yes it can be done, and yes it will get confusing. What will happen is that additional timelines will start to appear from the rip in the fabric of PZ space-time. Nothing wrong with that! We will call it the multiverse and probably start giving names to all the different timelines, like Legacy-616 and Legacy-911. The more the merrier. Can I use mods? Yes. But be courteous and let players know when you offer your save. Keep in mind some (most?) people may not want to play with mods activated so your timeline might die off. But I'm ok with timelines appearing that use mods. Legacy-Raincoat? Legacy-420? What if some jerk plays a save, goes around burning down the entire town, and uses up all the loot? Won't that ruin the game for the next guy? I think it will be survival of the fittest for timelines. Personally, I wouldn't want to play a save after someone did that. I would just play an earlier save and then post that save when I'm done. So if you want your save to become part of a continuing timeline, I'd suggest being lovely to your successors. Otherwise natural selection will cull your character from the lengthening multiverse. Final thoughts: Most people are role playing their characters rather than power gaming a long survival time. Focus tends to be on leaving journals over massive bases. Just a general guideline, not a rule. -
Marinus reacted to thecexpanther in partial harvesting
I was thinking that players should be able to take as much or as little of a farm crop as wanted. I have a small backyard farm IRL and when my tomatoes come in I don't go "well I better grab ALL of them" I take what I need and leave the rest on the vine because they keep longer and taste better.
And if greens are introduced you should be able to do the same and let the rest of the plant grow. I have a kale plant that's almost a year old and nearly 6 feet tall because taking the outter leaves stimulates the plant to grow more and get taller. This would be realistic and help when the power goes out and preservation of fresh food is difficult.
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Marinus reacted to nasKo in Welcome to New Denver
[repost of our blogpost here: ]http://projectzomboid.com/blog/2015/01/welcome-to-new-denver/]
If you’re a part of the Project Zomboid community you can’t help to have been blown away by the recent sudden appearance of Xeonyx’s stunningly realised map of his hometown of New Denver in British Columbia, Canada. It’s an epic achievement, and its story a very moving one, so we hope you don’t mind us taking up a bit of your time and turning the spotlight onto its creator – Jamie Magnuson.
So where did you first come across Project Zomboid? What’s your history with it?
I originally found Project Zomboid several months before the first version was released. Right off the bat I knew I was hooked. Once it was out, I didn’t actually have a computer that could play it so I had to go to my cousin’s place and use his computer. At that time I worked on a map I called Mica, on the un-updated editor, which came complete with its own prison and trailer park. It may not be playable in the updated version of Zomboid, but it was a learning experience.
What’s New Denver like as a place to live?
New Denver is a beautiful place to live. The summers are hot, great for swimming or mountain-biking, while the winters are mild. We actually had 3 feet of snow dumped on us a couple nights ago, the majority of the town was trapped in our driveways, and even the snowplow went off the road by my house. Other than that though, the view is astounding here and at night the stars shine bright like we’re living in a desert.
Why did you decide to recreate New Denver in Project Zomboid?
Originally a friend and I, several years ago, wanted to make a Half-Life 2 mod with New Denver as the map. Naturally, we were biting off way more than we could chew and thus the project fell through!
The desire to recreate the town in a game never went away for me though. One of the reasons being that if you walk around town at night it becomes empty, quiet, and dark. Like a ghost town. I originally started working on New Denver as a test to see if it was possible to do and, needless to say, I never really stopped “testing”.
[PZ dev note: Click the following image to check out the scale of his creation!]
Does anyone else from the town know what you’ve created? Are they impressed?
My friends and a few people here know about it and have backed me 100% of the way. One of my friends’ parents own the local newspaper service and I’m going to have an interview with them eventually. But I’m generally a quiet kind of person.
How accurate is the map? Is your own home on the map, or anywhere that you hang out? How about your school?
In recreating New Denver, I made sure to make it as accurate as possible, using Google Earth, local pictures, going to the different areas around town, and even using my memory from growing up here. I tried to duplicate the interiors as best as I could, like with the school, but in real life the building slopes gently towards the lake, so there’s a second story in reality. Aside than that, my house is in the map, and it is a spawn point!
How long did the project take you? Did you have any idea what sort of epic task it would become?
The overall construction of the town took approximately 11 months, off and on, to create. At first the construction was easy: I finished a cell within a couple of weeks and I thought that I’d get it complete in a mere couple months.
After that time I had started on the third cell… that’s when I realized it was going to take a lot longer than I anticipated. At the same time I had already done too much to quit then, so I was kind of caught between a rock and a crazy place!
What are your own tactics when playing the map? Where do you hold up?
The first thing I do is decide which place to fortify based on my start location:
The Orchard – The Nikkei Centre for its fortification around the area with low zombie density Downtown – Apartment above the hardware store for obvious reasons Downtown – Apartment above the Restaurant for the distance to amenities New Denver Siding – The farmlands for its low zombie count and delicious well Afterwards I get a firearm and go around the outside of my safehouse, shooting rounds to draw the zombies towards me, and away from my house down the street. After that, I double back in a large circle so the zombies lose interest as go back to my (now safer) safehouse.
Are there any little incidental details in the map that only a New Denver resident would notice?
One of the main details to be added is a blinking red and yellow stoplight above the Main Street intersection, but others that I still would like to do is put in signs for the businesses based off of their real names. So that would be Berryhill Foods, Shangri-La Inn, or Loki’s Pub. Locals would know which stores I’m talking about!
I think that the Project Zomboid community as a whole has been very moved by your decision to dedicate the New Denver map to the memory of some of your friends – Skye Donnet, Jule Wiltshire-Padfield, Hayden Kyle and Lily Harmer-Taylor. If you don’t mind, could you possibly talk us through that decision, and the events leading up to it?
Before May I was still working on the map, just nowhere near as much. When I was working on it, my friends would see the work I did and were just as excited as me.
I don’t really remember too much of May 9th in particular, because of a catatonia, but within the next couple of days I knew I had to dedicate the map to them – to carve their names into the cyber stone if you will.
It took me a few weeks to start working on the map again, but when I did, the thought of my friends kept me motivated to continue, that and constantly telling myself “When the map is finished, not if.”
What do you think is next? Are you all mapped out now, or will you have other projects in future?
At the moment I’m going to continue updating and fixing up New Denver, but I do have some ideas for the future. One is an expansion to New Denver, another is a desert themed town… but I’m not quite sure yet. I may try to join a map project that’s already on the go.
After doing New Denver, I’ve learned to love the process of creating the buildings in-game. You can and will expect more from me soon enough!
Is there anything else that you’d like to tell the Project Zomboid community? You have the mic!
Thanks again to everybody for their condolences and support following the release of the map, and remember this mantra when your working on your own projects: “It’s not if your map gets released, it’s when it gets released.”
Also, come to New Denver and retrace some of those steps you did in Zomboid, how many times can you say you`ve done that!?
If you’d like to play Jamie’s New Denver map then check out his thread on the forum, while it’s also now a part of Blindcoder’s Map Project and if YouTube is your poison then check out the time that Man Bear Pig explored this amazing part of British Columbia.
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Marinus got a reaction from Houski in Using whiskey to clean wounds
The alcohol content of most booze is, with around 40% alcohol, too low to be a very effective as an antiseptic. On top of that booze does add a cocktail of other chemicals with a unpredictable effect on germ growth to the wound. It's very well possible that the netto effect is beneficial, but it's a horribly unreliable way to treat a wound.
Edit, according to the interwebz alcohol is an outdated way to treat open wounds to begin with, as it also kills healthy tissue. Best to use clean water to get dirt etc. out of the wound and let your immune system do the rest, apparently.
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Marinus reacted to Leoquent in Baaderhs Safe houses.
Pressing 'r' while positioning crates rotates through the lower, middle and high position.
For example:
Build a crate, press r, build a create above the first, press r again and build a create on the highest position.
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Marinus reacted to swordEnthusiast in Play My Legacy Save!
This seems like fun! Gonna start playing from bumblemore's save. Wish me luck.
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Marinus reacted to bumblemore in Play My Legacy Save!
I tried to upload my archive but it said the file was too big.
EDIT: Uploaded the file to filedropper.
The days are growing colder and the food is running out. Grant King survived for four days on scraps and cigarettes, claiming a safehouse and boarding it up using broken furniture. It was only when he tried to make the trek past the river-bridge that fatigue took over, and he was subject to a slow and painful death due to the unforgiving eating habits of the undead.
Have you got the guts to survive?
http://www.filedropper.com/legacy1m-5d-0y