u/Sh1t_Pinata

Summary of info from Brian’s latest Q&A video
▲ 211 r/StateOfDecay+1 crossposts

Summary of info from Brian’s latest Q&A video

Here’s some new info I noticed was mentioned in Brian’s Menard’s latest vid.

Link here: https://www.youtube.com/watch?v=dDDFP4hSOOk

There’s heaps of other stuff he talks about that I didn’t include below, so make sure you watch it for yourself if you want to hear everything. I’ve included rough time stamps aswell.

Also, don’t forget to Wishlist SoD3 to show support for the game.

  • No boarding up windows {1:02:40}
  • Can only add one survivor as a follower (at this stage) {1:04:03}
  • AI followers are still in development but already are “very competent, for the most part”. Shoot reliably, as opposed to going for melee. Follow your lead, crouch when you couch etc... Followers aren’t a liability anymore. Bringing a follower with you in SoD3 is meta {3:51:35}
  • Followers have infinite ammo {3:45:15}
  • Devs are aware players want to see deeper, inter-connected survivor relationships. Romance etc.. Currently ideas are being thrown around {1:44:00}
  • Your survivors turn into zombies if they die {1:48:25}
  • No sleep / skip time system {2:17:40} & {2:50:40}
  • No gun durability (guns apparently never break), melee weapons still have durability {2:25:20}
  • No more melee one-button instakills. Can still one-hit kill a zombie with a levelled up survivor, but need to time attack like a normal melee attack {2:38:30}
  • No more gunslinging aimbot / snap aim {2:43:10}
  • Confirming that backpacks have zero impact on gameplay and purely cosmetic, like a wardrobe item. Unsure if weight is even a thing at this stage {32min} & {49min}
  • Rucksacks being visible on your back is still a heated debate among devs/testers {35min}
  • Running over zeds with the back of your car is no longer OP, car might get stuck if you try to back into a group of zeds and they’ll rip your car apart {37min}
  • “Don’t quote me on this, but a van with upgraded storage can hold like 40-something slots” - Brian Menard 2026 {52min}
  • Every search hazard crash will spawn zombies, but less likely if you‘ve cleared an area {56min} & {2:27:10}
  • No leader system. Sheriff, Warlord etc… (with this point, I’m not sure if he meant ever, or just that it hasn’t been implemented yet) {1:57:15}
  • New facilities confirmed = granary, sawmill, water filter, ethanol reactor {1:38:10}
  • If you want to move a certain survivor to a different base, they will just teleport there. No need to move them manually {57min}
  • The plague spreads out and takes over sites. You see it spread over houses, walls etc… like we saw with plague walls in SoD2 {2:33:40}
  • Zeds can’t see your flashlight, doesn’t effect stealth, same as SoD2 {1:05:00}
  • There will be a tutorial {1:07:55}
  • No swimming {1:09:10}
  • Crossbows confirmed {1:22:10}
  • On harder difficulties, with a 9mm, it could take 3-4 headshots to down a runner zombie. Will depend on what shooting skill your survivor has {2:45:30}
  • Juggernaughts can be found in buildings {2:01:30}
  • Might be plans to allow players to use allied enclave’s base facilities / supply locker etc… {18:10}
  • Less guns, but their differences matter more now with more gun modding options {38:25}
  • There are lots of unmarked looting locations {48:25}
  • When you start the game, sometimes plague hearts/nests will start awake (depending on difficulty) {58:50}
  • There are 10+ bases on the map, will take multiple playthroughs to explore the entire map. Current goal of devs is to make the other side of map (which we haven’t seen) look very different {1hr}
  • Towns are bigger than in SoD2. About 12 towns on the map {1:40:10}
  • Outpost system is different to SoD2. There are ‘outposts’ which are bigger, significant sites. Almost like mini-bases. And ‘harvest sites’, which are smaller and just provide resources. You can’t just turn any location into an outpost {1:02:40}
  • Zombie’s glowing eyes still exist, but is less pronounced, only see them if you get close enough {2:46:15}
  • There has been some discussion about adding functional clothing (like Kevlar), but no system like that exists in the game yet {1:05:25}
  • Infestations can produce ‘blockade sites’ around your base that cut off your resource income, turns area around your base into a hellscape {1:06:30}
  • Wardrobe is slightly more in-depth, can select different shirts, pants, hats, backpack (not just outfit + hat) {1:13:55}
  • Getting influence is easier. Traders/enclaves have more influence to sell. Killing normal zeds (not just freaks) also provides influence now {1:16:40} & {1:37:40}
  • Takes over 8mins to drive from top of map to bottom at max speed {1:23:50}
  • No pets in game at launch, but devs said they would love to include them at some point {1:36:10}
  • No more climbing a high structure for scouting, now have to walk to site on the ground in order to properly see what a site has in it {1:39:20}
  • Foggy weather and storms confirmed {2:30:40}
  • Zombies can climb most things, even juggernaughts can climb shipping containers {3:25:25}
  • All variants of freaks are found across all difficulties {3:02:20}
  • Zombies can drop loot, necklaces, rings. Armored zeds can drop ammo. Bloaters drop ‘bloater bile’, jugs drop ‘juggernaught glands’ used for crafting {4:17:10}
  • Scent block confirmed

Also, this wasn’t talked about in the latest video, but I noticed it in his previous video and not sure if it‘s been mentioned yet. But certain walls in your base now have a health meter. Similar to destructible walls in Daybreak.

u/Sh1t_Pinata — 21 hours ago
▲ 188 r/StateOfDecay+1 crossposts

Update on the SoD3 alpha gameplay footage - Brian addresses some questions/concerns

Brian Menard just dropped a follow up video to the gameplay footage he released. Answers some questions from chat and gives us a bit more info on features in the game.

Link here: https://www.youtube.com/watch?v=dwgmoNGwp0w

Some of these have already been mentioned in other threads, but here’s a recap of the things he mentioned:

  • Map truly is enormous, scaling just made it look smaller in the gameplay footage. Provides an overlay image of a SoD2 map vs the SoD3 map @ 49mins
  • You will see random NPC survivors around the map, sometimes helping you, sometimes causing you issues
  • “AI survivors are already 100 times more useful than they were in SoD2”
  • New game mechanic announced: Radio command to call one of your survivors to come out and bring a car you found back to base, costs fuel
  • A few of the areas where he was fighting plague nests are bases you can take over later. Scope of bases are a lot bigger than SoD2
  • The way bases are structured and work is very similar to SoD2, but there is a lot of new things to talk about regarding modifying bases and base building that he can’t go into yet (dedicated content for that coming soon)
  • Interestingly, he pointed out specific walls in his base and said “these walls kinda look like the walls from daybreak right? Those walls look pretty interesting… and we’ll just leave that there” imo maybe hinting at being able to manually place walls/defences yourself?
  • Brian has seen hordes of up to 40 zeds
  • All the current UI‘s are placeholders, will look different upon release 
  • Addressing graphics in the footage: Development is moving too quickly to make it look beautiful all the time, hence low quality graphics, textures, lighting, shadows, some areas looking empty etc…
  • Animations, locomotion, hitboxes etc… still heavily in development and is what the current alpha testing is mainly focussing on
  • Storage and inventory systems might seem OP to some players. Can carry a lot more stuff, backpacks are more just cosmetic. In SoD3, it’s like having a survivor with Backpacking & Resourcefulness at all times
  • Looting/scavenging is different to SoD2, more immersive, you don’t know how many looting sites there are in a building, have to actually walk around and find them yourself. But it does indicate if the site is fully ransacked or not
  • There is no fast searching and search crashes like SoD2, but looting hazards that make noise, like locked containers and car alarms
  • Testers and devs are currently debating whether to have rucksacks appear on your back or not (Brian took a vote in chat)
  • Praised how good the weight behind the combat systems feel when you’re actually playing, saying it doesn’t really come across in the footage 
  • There are a huge amount of different executions, Brian is still discovering new ones whenever he plays
  • Minimap HUD was turned off during the footage
  • Rain affects car handling
  • Able to choose different ways to upgrade vehicles, mentions performance upgrade and cargo upgrade, can have multiple upgrades on the same car
  • You notice a character’s skill levelling up more. Instead of having to wait to fully max a skill to get benefits, you notice benefits with every skill star you receive
  • You don’t have to manually make your survivors eat/drink, but there are things called meal buffs. Where you can eat and drink, say before a big fight, to give your survivor increased health/stamina
  • Won’t see any missions or story stuff for a while, as development for those comes much later
  • No news on Bounty Broker yet
  • ”The next release of content is a lot closer than you guys think”

Also wanted to point out @ 2hr40min he has a nice rant about Undead Labs and all the great work they’re doing for such a small studio

u/Sh1t_Pinata — 13 days ago