This War of Mine

This War of Mine

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Survival Priorities
由 Ant 制作
An 'I got bored. I know, let's make a survival guide' survival guide.
   
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Overview
This brief guide goes over your health and happiness, and basic priorities and how to manage them.

It does not go over the traits of characters.
Happiness
A depressed survivor will often cause other survivors to become depressed so it's important to focus on these negative traits. Depression can lead to suicide or theft & abandonment. Depression can also lead to being 'broken' though this isn't a state of happiness, it renders the character uncontrollable and can prevent other survivors from sleeping during the night.

States of Happiness

  • Content
  • No visible description
  • Sad
  • Depressed

Happiness--

  • Killing innocent civillians
  • Stealing from innocent civllians
    You'll only take a negative hit once. You can leave and return and steal more and you wont further decrease in happiness.
  • Being raided and having someone become wounded
  • Being ill
    Caused by lack of food and or cold temprature

Happiness++

  • Killing snipers
    While there are few, killing snipers will cause people to be happy. Rest assured you'll be saving more lives than lives taken.
  • Killing bandits
    You can identify bandits through their dialog prior to engaging in combat with them.
  • Having lots of furniture.
    This includes chairs, beds, guitars and a radio. Zlata will significantly increase the rate at which the guitar increases happiness over time.
  • Being well fed
  • Helping other survivors via the door and objectives while out scavaging
Hunger
While it's important to keep your survivors fed, it's not the most important thing to focus on. Under most circumstances you'll want to prioritize the sick and injured while keeping everybody else above hungry, though if the opportunity arrises to cure someone of slight wounds or sickness, you should prioritize the sick and injured over an already hungry survivor.

  • Well fill
  • No visible description
  • Hungry
  • Very Hungry
  • Starving
Injuries and Sickness
To overcome sickness and injures you generally want to feed said person until they're full and give them pills or bandages and send them to bed. I like to think of it like this; you need to get a repair factor to 2.

Pills / Bandages increase the factor by 1.
Bed increases the factor by 1.
A temprature of 20 or greater increases the factor by 1.

Injuries

  • Slightly wounded
  • Wounded
  • Severly wounded
  • Lethally wounded

Sickness

  • Slightly sick
  • Sick
  • Severely sick
  • Terminally sick
Trade
Pills and bandages make extremely good trade commodities which is why it's best to get people healthy ASAP so you can spend all the medical supplies on components, wood and parts.

The roaming house merchant is a Saint and every 3 days at 1120 he'll arrive with some food, components, wood and parts.
Initial 4 day routine
The game starts off at a random time during a cycle of summer and winter. If you start during the winter you want to rush for a hatchet as it essentially gets you free lumber and firewood.

Some people don't like to upgrade the furnace if the game starts during winter because by the time they're ready to upgrade it, winter is already over.

I encourage you to do your own thing. This is what I do, and what I've found my friends to do as well when starting a new game.


The first night is standard. Go to the abandoned cottage and get wood and components for two beds and enough food for 2-3 people. If you brought tools, you can always leave them behind and pick them up the following night.

By the second night you want two beds because during day three you'll have two tired people. The scavenger and the guard. I like to return to the abandoned cottage to pick up other important things I missed, like excess wood and water and any tools I left behind.

By the third night you'll want a knife so you can save the girl at the supermarket, or take out bandits at the apartment building. If you wern't able to get a knife, bring a crowbar. If you're going to the apartment building, you may want to assassinate, run and hide as it makes a lot more noise than the knife.

By the fourth night you'll want the home boarded up. If you're lucky you'll have obtained a gun from the supermarket. If not, you can always pick one up at the apartment building tonight. Additionally, Franko comes to visit today and he'll top you up on any food issues you might be having, or component and wood issues. Don't neglect water.
9 条留言
Voro 10 月 20 日 上午 6:50 
I usually starve to death as everybody start to be sick, wounded or in deep depression. So it is faster just get shot basically but we like more die like a rats.
梓晨 2017 年 10 月 5 日 上午 4:11 
000
泠૮₍ ¬ ᴗ ¬₎ა 2017 年 1 月 6 日 上午 5:22 
看不懂 全是英文
Wild 2016 年 12 月 27 日 上午 11:26 
@Balaam's ass
It's possible that a location WILL become inaccessible due to fighting. Sometimes the radio can give you a hint on that. For example, in my game the military outpost and old town were inaccessible due to fighting, the day before the radio said that the military is making a movement to secure more locations.
shattered fractal 2015 年 4 月 4 日 下午 6:18 
Some good basic information here; I needed to know about how hunger affects morale, and somehow I never figured out that I could leave tools behind. I guess that means that no one else is looting besides me and whoever attacks at the safehouse?

@matrawp, might be long since you figured this out, but barricades mean that your group can all sleep and you'll still be able to defend against low level looters; the text under "Our Stuff" will tell you this status once you build them, but the status starts to update with "better but not safe yet" text for the first two patches.

What I want to know is, does the fight move to set locations at certain times in a game, or is it random? Is there a min/max for how long a location is inaccessible? Does available loot change during/after a battle has taken place there?

Thanks for the guide, Anthony.
matrawp 2015 年 1 月 1 日 下午 2:42 
Nothing is more frustrating to me about this game as getting stocked up only to come back and find out all my crap has been looted.
matrawp 2015 年 1 月 1 日 下午 2:41 
What exactly does boarding up the home do? Does it limit the amount of nights you are robbed or does it limit the amount they take/damage they do? Is it better the more boarded up holes you have?
abordoli 2014 年 12 月 26 日 下午 1:57 
What I love about this game is that therre are so many "right answers" when it comes to starting out as well as progressing through the end. There seem to be endless possibilities which makes for great re-play value when you play the game with the goal of solving the "probelm" a different way than you've done prior.
ptmadman12 2014 年 12 月 19 日 下午 1:57 
Any ideas on the sort of morale hit you get on the varying levels of hunger? The biggest plus to keeping them as well fed as you can is to speed up recovery of any injuries/illness. Beyond that I tend to keep them at very hungry which I think negatively effects their morale enough to be of note.

Why a shovel? Don't see the point of shovel's personally, unless your going somewhere like the supermarket with quite a few piles you can get rid of one or two every visit seeing as you'll be going more than once anyway. Could use the materials for something else. Definetly need the crowbar though, huge saving in comparison to using lockpicks instead even if they are louder.

What do you do on the first night, have the remaining members sleep on the floor or guard to stop the slept poorly hit which doesn't seem that great? Also, same routine even with if you get a starting sick member?