Good afternoon survivalists. State of Decay has released a new question and answers followup for us recently that answers more questions about the game that the community has posted. It's got some very good info so I thought my readers would enjoy it. The link to the official post can be found below or you can read the copy and paste version.
--copy and paste--
Q: screenamesuck: If some of your survivors leave due to low morale or
whatever, are they gone for good or can you convince them to come back
later (assuming they live that long)?
A: If they leave your community, it is possible to win back their trust, but it will be very, very difficult.
After a survivor runs off or goes missing, you may get an opportunity to
find them and bring them home. If that opportunity appears, you’d best
take advantage. Their odds of survival drop the longer they’re on their
Q: Creed: Can you tell a survivor to leave your group?
A: Yes, but only if you have a really good reason, such as a bad
attitude or a persistent cough. In such cases, you’ll see you have an
opportunity to have a talk with the survivor and one option will be to
tell them to leave. They may or may not accept your suggestion. Either
way community morale will likely drop if you expel or attempt to expel
Q:Jedi Spartac227, DwarfBanew: Will we be able to come across the people in the "handbook"?
A: The Church of the Ascension is a location in the game. You’ll have to go there and see for yourself.
Q: Creed: Can we save survivors and take them to other groups? I
would like to save anyone I can, but I can't feed/protect everyone.
A: You can save people when they’re in danger without also inviting them into your community.
Q: JPMurdock11: What are the basic abilities that all survivors come
with? For example, do all survivors have the ability to climb a fence?
A: A fuller answer to your question will appear in the upcoming skills
article. The short version is that everyone has basic gun skills, basic
self-defense, enough Wit to come in out of the rain, and the ability to
run faster than a zombie. And, to your specific question, yes, everyone
has enough athletic ability to hop a fence.
Q: JPMurdock11: Do survivors have fears? Like, if someone is afraid
of heights, he'll move slower or make more noise when up on high areas?
A: Nothing as elaborate as that... yet. But some characters definitely
have weaknesses which may affect how you use them. For example, someone
who is Squeamish improves their hand-to-hand combat skills slower than
normal. And someone with a Bum Knee has trouble resting while crouched.
Q: Creed: Will there be survivor relationships? For example, if two
characters are brothers and one dies, the other will be very upset/want
to kill himself. Could two characters want to become partners?
A: Not in the sense you’re talking about. In the storyline, there are
relationships between characters (you noticed how some of them have the
same last name, I’m sure), and the story we tell goes into their
emotional reactions to danger and loss.
Q: MAJOR WARPATH: Will the survivors attack others? I know there are
no human enemies but will there be survivor on survivor violence, or
will they just run away from the group? Maybe steal something, or
sabotage stuff in your home base.
A: If things get ugly in your community, the results can be very
serious. Remember, State of Decay works in two phases: There’s how you
deal with the challenges of the day when you are playing, and there’s
also the offline simulation that results from your choices.
As a matter of principle, we try to give you a warning about brewing
situations with potentially fatal consequences. So you may hear about
minor scuffles between community members while you are playing, but it’s
in the offline events where they’re more likely to seriously injure or
even kill each other (accidentally or otherwise). Theft can happen as
well. In fact, in most cases when survivors abandon your community, they
take a little something with them.
Q: Vanilla: Does the primary character you play as take a leadership role right at the start or does he have to earn that role?
A: There isn’t much of a formal command structure in most of the
survivor groups, so you’ll have an opportunity to shape community
actions from an early point. As mentioned in the article, we abstract
this as a kind of currency that we label “Daily Influence.” You start
each day with an amount of Influence determined by your Fame. You gain
Influence whenever you accomplish anything, and any time you want to
direct the community to do something or any time you want to take extra
supplies, you’re spending Influence. You can’t really stockpile
Influence (except by gaining more Fame), so you may as well use it.
Q: Jesse: Are there any social actions with your survivors, beyond missions or calling them to pick up supplies?
A: Yes. If you’re a character who has strengths in Leadership, there are
emotes you can trigger that have effects such as rallying and inspiring
other members in your party.
Q: Xazbot: Will we be able to influence the morale of others group
members by having some kind of conversation, where we could influence
them to change their "state" or "levels in said state" by answering them
in a specific way?
A: Doing positive things for your community always has the chance of
turning someone’s attitude around, but one of the tools you’ll have for
affecting someone’s Attitude directly is having a “friendly
conversation” with them.
This doesn’t involve conversation trees. Instead, you’ll invite the
individual in question to go for a walk with you and will talk through
the issues in between zed encounters. There are a few ways for that play
out. There’s no guarantee you’ll turn someone’s attitude around, but
you do get to say fun things like: “You gotta figure out a way to deal
with that shit. Take it out on the zeds, not the rest of us.... Or
you're going to answer to me.”
Q: Robert: If a member dies will we have the ability to bury or burn
their body, or will it just eventually disappear like regular zombies?
A: Typically, the zeds don’t leave you a whole corpse to bury. You will have an opportunity to collect their belongings though.
Q: laijka: Am I wrong in thinking that Influence is personal? So it
would make sense to keep your scavenger types high on Influence so that
the others are more willing to come help them carry all that phat loot?
A: Influence is shared among all your playable survivors. This is for
two reasons: First, it’s just to remove hassle for you. We don’t want
you jumping back and forth between people just to figure out who should
spend Influence telling the community to set up some Generators.
Second, it’s because all of your playable survivors are, by definition,
friends. In fact, that’s how it works. In order for someone to be
playable, you need to befriend them. After that, everyone else views you
as a social group and judges you that way.
Q: midniteryu: Can influence buy things from other survivor groups, or do you have to use cases of ammunition?
A: Besides cases of ammo? You can bum a molotov or something like that
off of another survivor group with Influence if you’re on good terms.
It’ll usually cost more Influence than at home, though, and just how
much depends on how much they Trust you.
Q: Vanilla: Can you abandon one group of survivors for another?
A: No, it’s your community for better or for worse. On the plus side, it reflects all of your choices.
Q: Guest: Can the other survivor groups grow in numbers? And can my community aid theirs and vice-versa?
A: Yes and yes... Though many of them tend to dwindle in numbers over time rather than the reverse.
Q: Guest: Are the hordes attracted to the other survivor groups? If yes, can I aid them in their defense?
Q: screenamesuck: When you decide to leave one home for another I
know you have to leave it for good, but will you have to rebuild
everything you've already built all over again. If so, will it take just
as long to build it a second time?
Q: Morgan: Can you disassemble bases? It'd seem like a waste if
you're moving from one base to another to expand, and then have to leave
behind perfectly good facilities that you can disassemble for spare
parts or something.
A: Your people will do their best to maintain the things they’ve
created. This may mean transferring full facilities or may just mean
Q: Mackenzie: You mention putting barbed wire around the exterior of
your base as a method of slowing the invading Zeds down and giving you
more time to react. Will this be a feature we can use in State of Decay?
A: Yes. Everything in the journal is something that happens in the game.
In the case of the barbed wire, it’s done automatically as a part of
moving into a new home. A watchtower, on the other hand, is something
you’d choose to build.
Q: Dalendos: This game is based on real time. Does it take a long time to build the different facilities?
A: A quick clarification: The game is not exactly real time. For
instance, when you are logged in our day/night cycle is two hours long.
There is such a thing as too much realism, and we would hate for people
who can only play at night to never see the Trumbull Valley sun.
What the game does have is persistent time, time that continues to pass
when you are offline (though not at the same rate as when you’re
I edited your question, but the example you’d used was the watchtower.
It takes an hour (real time) to build a watchtower. However there are
methods of decreasing your build times. As we keep repeating, survivors
are your biggest asset. If you have a community member with, say, a
construction skill, this would speed up the process. Making friends with
certain groups of other survivors can also provide ways to accelerate
Q: KlayerBear: If the place you’re staying at ends up being overrun,
can you and other survivors run and find a new place? Or will they just
stay and fight? Or scatter and run in all directions?
A: Packing up and leaving your home base won’t be a light decision to
make. First of all, you have to have another location scouted out to
move to. Then you need to make sure you have the people and resources to
maintain it. Once that’s done, you still need to have enough support
from your community to make the big move.
In regards to fight or flight, this varies situationally per character. A
coward might leave your community after the first zombie horde tries to
break through the defenses. But the same coward might stay through
thick or thin if you’ve managed to gain their friendship and trust.
Q: Ramon: Do you need a health/Medical station to heal survivors? Or just medkits?
A: What’s the saying? Time heals all wounds? There’s no instant med-kit
healing. You can carry around Painkillers and use them to restore your
Vitality on the fly. That’ll keep you from collapsing, but real damage
that you take (which appears as a decrease in your max Vitality)
requires recovery time. People can also get serious Injuries that take
them out of commission, preventing them from contributing to the
community in any meaningful way while they recover.
What’s more, with serious wounds or injuries, there’s a chance that that
instead of recuperating, someone will take a turn for the worse. This
is where a well-stocked Infirmary, along with someone with Medical
training (veterinarians count, by the way) comes into play. The better
your medical facilities, the better the odds (and speed) of recovery.
Q: Creed: How will the food/water resource be used? Is the food in a stockpile that feeds everyone until it runs out?
A: The food is in a general stockpile that people hit up as needed. If
you have a Storage Room, you’ll find there’s a little less random
pilfering. You can also cook Big Meals or -- if you have someone who
really knows how to cook -- a Feast. These provide temporary statistical
Q: Creed: If I don't find enough food, can I choose who to feed first
In a situation where I have 30 survivors and only 10 meals? Can you
ration food out to the survivors you want to keep and let the lazy
people go hungry?
A: No, the survivors have minds of their own and would still feed
themselves if you told them not to eat. On the plus side, if you’re
really low on food, people won’t simply starve, either. They’ll take it
upon themselves to go look for food. (Which may open them to extra risk
if they’re doing it out of desperation, but it’s better than starving.)
Q: Jesse: Will NPCs act on their own to gather supplies while you're offline [if supplies begin to run low]?
A: Yes. While you are offline, they community will continue to try to function and maintain its current state.
Remember that time does not pass offline at the same rate as it does
while you are online, and in the case of prolonged absence, will all but
stop. If you have to take an extended break from the game for any
reason, you will NOT come back to find a picked clean world.
Q: Dalendos: How are the food supplies counted (Kg per person, or some other unit of measurement)?
A: Daily Rations. So one unit is enough food to feed one person for one day. We wanted to keep it simple.
Q: WarPig, sebofthedead: We know that survivors do not becomes
zombies if they get bitten. But if you die from a zombie attack, will
A: You’ll probably get torn apart and eaten instead. (But see the next question.)
Q: Robert, MAJOR WARPATH: If a member of your community commits
suicide, will that person turn into a zombie (assuming their suicide
method left their head intact)? What if they die in a fight with no head
trauma? Could that possibly start a outbreak in you base?
A: Violent deaths tend not to be the issue, since the zombies will rip apart the corpse and eat it if given half a chance.
On the other hand, the threat of someone succumbing in their sleep
(while you are offline), reanimating, and taking out half the population
is one of the core concerns of every survivor group. If someone in your
community becomes gravely ill or injured, you’ll have a real decision
Q: Mackenzie, Zombiepreacher: If you see a horde heading towards your
home/base, can you tell your group to stay quiet until the horde passes
A: Your survivors will generally follow the lead of whichever survivor
you happen to be driving. So if you don’t shoot, they won’t shoot. You
can tell individual survivors to stay quiet and sneak along when you’re
out and about. As for a specific, community-wide “be quiet” command, the
answer is no.
Q: Gawkyhades: I have seen in the game plays on how zombies jog
towards you when they either hear you or see you. But, does this also
work when you are inside of a building? Do zombies continue to jog when
they enter the building, or do they immediately stop and begin to walk?
A: Each zombie type has two speeds. The faster speed is the one they use
when you have attracted their attention. They slow down when they’ve
Q: screenamesuck: Seeing how we need to keep up with places we've
scavenged, can you guys make a printable map, or an online interactive
map you can customize?
A: You’ll automatically note where you’ve been and what you’ve found on
the map in game. We haven’t discussed the future possibility of a fully
Q: laijka: Do good things and people will think good of you. Makes
sense. But what if I want to be a douche? I'd assume people will think
less of me but what will the consequences be of that? Not as many
survivors wanting to join and neighbours being less willing to trade
with me I take as a given, but what of the community I'm already in?
A: Depends on the people in it. Some won’t want to be a part a community
like that. Most are just interested in survival and won’t care what
your reputation is.
Q: Survivor11: I wanted to know if there will be a lot of cussing in
this. I'd like to play this amazing zombie game without cringing every
time someone drops the f-bomb.
A: There is cussing. How much depends on the character. Some of the
people you’ll find in the game swear quite a bit. Others don’t swear at
As you probably figured out, you’ll want to avoid Sam Hoffman if you don’t care for f-bombs.
Q: Jesse: Will there be survivor random events or random world events? (I.e. Survivor Random Event: Suicide, disease etc.)
A: Yes, but not entirely random. Everything that happens in State of
Decay is a result of your previous choices and actions (or inaction).
Survivors won’t commit suicide without dropping into a depression first,
but a lot of things that happen, like an accidental shooting at home,
do have some randomness to them. Our rule of thumb is to never do
anything with fatal consequences without giving you fair warning.
In terms of world events, the situation out there does change independent of your actions. How you adapt to it is up to you.
Q: Jesse: Can you create booby traps?
A: Yes. But bear in mind that you can't make anything that isn't on the
predefined list of items. You can manufacture landmines and set up a
chain of landmines, for example. You’ll probably enjoy finding creative
ways to use the different objects in new, undocumented ways.
Q: [Multiple] I have a question about playing as a lone wolf.
A: We weren’t able to support going fully lone wolf, but you could try
to get through the game with as small a community as possible and work
with other communities as little as possible. You won’t be able to avoid
having a Home, or someone communicating with you over the radio, and
for a chunk of the game, you will have a few companions you can’t shake.