Tuesday, March 24, 2026

March Digest #4

World of Warships

Figured it's time to trim down my fleet captains, specifically the vast majority drawing a salary but doing nought for it. Lol. Given I have close to six hundred active captains, that's just way too many. When you note that I only have twenty-three 21-pt captains, the disparity between usefulness and uselessness is glaringly obvious. The solution is quite simple: get rid of a lot of captains. All that extra ECXP will come in handy upskilling those captains worth saving. 

For now, I'm focusing on Seasoned commanders and one Unique (Helfrich). The rest will be Event commanders. A few tech tree line captains will be retained as spares. Because there are so many, this will be a long-term goal, much like my 750 ships by year's end target.

Doing it in stages however because the exchange rate is 25% return on any captain's XP as Elite Commander XP. How that works is a mystery however. This option will cost ten times (in credits) of the ECXP earned.

Not sure how the formular is derived; explanation is straightforward but end result does not match the description. Not that I'm complaining. Note: if you're credit poor, it may pay to be discerning in who you dismiss depending on how many you want to dismiss. 

Yes, there is the doubloon option which returns 100% of the commander XP. But I don't have the doubloons. Plus, it's real money. Obviously not an option.

The third option is dismissal with no return whatsoever. There's a 24 hour waiting period just in case you change your mind. Probably worthwhile with captains with very low commander XP (such as those with less that one thousand XP). Some return is better than no return however.

Played Tempesta Nera all session to obtain the daily coal crates after a disasterous first game in Flint. Solid enough and only had trouble against a Thor which smacked me hard. It reminded me of the analysis that this is a tough battlecruiser with accurate but is very "squishy" armour-wise. Had similar issues with a Manteuffel partly due to poor positioning on my part. 

Reviewed my remaining options with the Nian Paradox event now that I have the Tempesta Nera. Given the projected remaining Lunar tokens (from the remaining two missions) total thirteen thousand, I was trying to work out what are the best available ship options for me. I'm staying with the "good guys" and will strive for Pilus Prior, the next ship along from Optio.

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Alright, so the Dockyard event as a thing will be gone by Update 15.5 (May).

The next Golden Week Double Event Pass is not worth bothering. Unfortunately you can't opt out; you will still have to play Level 1 but can skip paying for Level 2 which seems the plan because there are no new ships for either event. If they're so hard up, why not release some of the unobtainable ones like the original Missouri. That would get instant interest and involvement. No, instead it's just worthless camo and explosive effects. There is one ship but I already have it. 

Today I started dismissing superfluous captains from Tiers 2, 3 & 4. And T5 captains from Japan, USA, and USSR. Tomorrow it will be the turn of Germany and UK. Weekend will see the rest of the Tier 5 ships. Fortunately for me I have enough credit to do this.

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Dismissals today: Tier 5 captains from Germany and UK. Tomorrow it will be the remaining Tier 5 nations - France, Italy, Pan-Asia, Pan-Europe, Netherlands, Commonwealth, Pan-America, and Spain. 

Finally unlocked Level 2 of the Event Pass and obtained Tier VII Italian cruiser Fiume. Will sea trial her eventually but not a focus right now. 

Finished the last mission tasks of the penultimate Nian Paradox mission. Now it's just waiting on the last one that will start next Thursday, and then on to the ultimate targeted reward, Pilus Prior

Leftover Lunar tokens will be spent on acquiring more credits (for my captain dismissals). 

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Dismissals today: Rest of that Tier V captains and then captains from Japan, USA and USSR (Tier VI). The ECXP received is generous and so went to upskilling one commander to 21-point from 20-point. Happy doing the commander upskilling this way rather than the slow laborious grind I've been experiencing previously. Provided I have enough credits to cover the expense.

And I am slowly culling the ridiculous excess amount of commanders. This will be goal #2 for this year.  

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Tier VI captains dismissed today. Now on to Tier VII captains. Usual dull grind otherwise.

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When I started dismissing captains, I had around 32 million in credits. Now I'm down to 19 million. Began at Tier II; now I am part way through Tier VII. It only gets more dense with loads more captains to dismiss. 

Today I am continuing to work through my captain upskill list. A select few, mostly Seasoned and Special commanders plus a few TT line ones who are higher ranked (14 points and above). Just cleared the 14 point list; now all I have left are those between 15 point and 19 point. 

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SurrounDead

Only returning to this game to largely take on the Coyote paramilitary as a challenge. Know where their base is now. However I will scout them out properly and mark their positions as best as possible before taking them on. Still remember the shock of running into two Coyote teams (with an earlier character) but thinking there was only the one at the time. They're better armed and trained as opposed to your standard Bandits so caution is advised.

Found another static trader - Wilson - to the north and east of the large construction site. 

The construction site is good source for cement needed to make large concrete walls. 

Placing roofs can be tricky. But if you use steps as makeshift ladders to better access heights then you can place modular roofs without too much problem. Agree with the recommendation to place modular foundations. 

Weapons. Have been fortunate enough to find weapons fairly quick early on in the game. Accessed from numerous sources such as military airdrops, looting boss zombies, scavenging primary and secondary infestations, accessing gunshops, breaking into locked building, finding hidden caches, and rummaging through random military crates.

Drum magazines are very useful and essential equipments. Or else carry loads of standard magazines or ammo (applies specifically to handguns and shotguns). 

My current character's 'choice' of weapons are the Colonel's Revenge with its 80-round 5.56 drum mags and the CR308 with several 20-round mags. Both weapons are also kitted out with their appropriate attachments such as sights and noise suppressors. Note: Don't forget to regularly repair weapon, attachments, and body armour.

I have two backup rifles that I will switch to from time to time, a standard shottie and a LMG, the M249 with its 100-round drum magazines. These I keep handily available in the vehicle in a weapon case. Just have to be careful with my driving cos getting stuck can be dangerous, and I may have to abandon the vehicle for a while.

My other character has access to more weaponry, probably because he's been doing it longer. These include the Guardian (a modified 7.62 G28 rifle), Cerberus which is a modified reskinned G28, a Kriss Vector, a Heckler Koch 416, MP3, and several others. As well, it has parts for several other specialised weapons. 

Handguns are meh for me even the specially modified ones like the Battle Ready Glock with its 60-round Drum mag. In my travels, I've come across and used the Desert Eagle, Winchester .45, G18 and so on. But I avoid using handguns as much as possible, relying instead on my primary and backup weapons. Or shotguns. 

Also making my own ammo, mostly 7.62 for my FN rifle (or SLR as I know it). 

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Brought home a second car. It's the first car found in previous games. Grabbed it for sentimental nostalgia.

Found a bunker on my way to the large construction to the north of my base via the unfinished overpass road (you know, the one with the ghost). Not my choice as a potential base as there are too many zombies spawning in that location, especially feral zombie alsatians. 

Access is via key cards (two at least). It has three rooms, each leading off from the other - a reception front room, a central living space, and accomodation bunk beds in the last room. 

It has loads of stuff upon initial discovery, and will keep respawning new random stuff every time you visit. Items range from weapons, ammo, raw materials, and supplies. 

Continually upgrading my temporary hill fort. Not as good as taking over an existing structures such as the abandoned isolated warehouse north of Whitewood (earmarked for later move-in) but for now it will do. 




Tiny sleeping hut to the left with watchtower scanning east toward Palm Mall plaza. Workbenches to my right.




Looking to the front entrance and a little carpark spot. Slowly replacing the timber walls with concrete ones. Daily travels to the large construction site (see map below) for cement though.









View of the Valley Safe Zone (looking south) from my hilltop fort.











View of Buck's Gun Store and Cafe just below the hilltop fort. 

Today I went north, skirting the Observatory (saw the sign: Trespassers Will Be Killed). Went as far as the Police Headquarters (underground carpark was closed and I didn't get far once inside as swarms of zombies attacked me). Any further venturing was blocked when I came on the road bridge over the river blown up. On the return trip to my hill fort I passed a vehicle clogged excavated tunnel that looked caved-in. I did spot something of interest: a tiny hut just off the road in a clearing surrounded by armed people. They were too far away to discern if Bandits, Friendlies, or Coyote militia. Will check that site out eventually. 






















Route I normally take to reach the Large Construction site from my base. I head down the ridge from on to the road. I follow it a short distance before turning off and following the line of the Overpass construction until the trail sort of peters out. Then I veer due north and go cross-country till I hit the site. The bunker will be spotted along the way; the car wrecks out front and zombies will give its location away. As for the construction site, you really can't miss it with the large yellow site crane sticking up from the landscape as it does. Zombies spawn there regularly so it's turkey shoot time. I like to get up high and take them out with my CR308 or I will move in (like the movies) with the Colonel's Revenge and it's 80-round drum magazine. 

There are two gun shops that I've raided thus far: Bucky's and the one in West Grove. Only visit them to find weapons for resell with the traders. Or else locate rare or new weapons. 

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Moved base once I picked up a rig out of Ellison in today's session. 









As soon as that happened I decided to relocate to the abandoned warehouse behind Whitewood. It would have interesting developing a hill fort but parking would have been interesting, to say the least.








The new location has loads of space for parking and setting up base comfortably. Blocked off all the entry points on previous visits once I discovered this little gem of a place. Currently using the main space and one of the side rooms; two other rooms available should I need the space. Will set up auto turret guns eventually to cover all the blind spots. So far, no interest from either Bandits or Coyote.









Transported everything that was the hill fort to the new location. The main gate and watchtower denote someone has moved in. 








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Finally visited the ship wreck in the far west. It's the other safe zone but there is nowhere to sleep that I could find. Did stay all night; left after midnight to scavenge the latest military drops. 










Earlier that day I had visited the far northwest corner where there was container cargo ship wrecked there. Swam out to it but was unable to board her. That's when I drove down to the second Safe Zone.

Was slow to realise that the warehouse doors of my new base do shut by interacting with them. D'Oh! 








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Monday, March 16, 2026

March Digest #3

World of Warships (PC Gaming)

Upskilled my Seasoned Japanese commander to 21-points yesterday (Thursday). Helped across the finish line by expending some Elite Commander XP (ECXP). Played him exclusively on the Eastern Dragon, a Mogami-class heavy cruiser that's been fun to play. And which is probably one of my favourite Japanese cruisers to play at the moment. With that done, I'm now transferring in my Kitakaze commander who's on 17-points to continue its commander upskill grind on this fun ship.

With the special bonus missions for Narai and M. Colonna over, I will be substituting other premium ships for the commanders to slow grind. For the Italian 18-point commander, therefore, his new ship will be Optio. Not yet decided on what Pan-Asian ship I will transfer the Rong brother to but I may employ a battleship this time.

Update 15.whatever. Sabaton-themed. Heard the name but don't follow the music. Will adopt a wait-and-see approach. A lot of other "new and fun things" happening that frankly I can't be blowed explaining in depth. If interested, read the Devblog. 

The European battleship line (Thor) is now out of Early Access. Yay. More new ships for the port fleet.

Next Lunar tokens mission activated yesterday. And the slow grind to Tempesta Nera resumes. 

New Event Pass with Fiume the halfway reward. From all indications by a couple of WOWS YT streamers I've viewed, the ship is worthwhile. Really? Like the other worthwhile ships of that ilk? Unfortunately you have to unlock Level 2 to access it. Costing 3000 doubloons now. Previous Event Passes cost 2500 doubloons so this is a price hike. Still no final reward apart from continually foisting useless camo. Come on, WOW! Two ships are better than one ship and a couple of camo.

Changes to Battle settings. Incorporating what were formerly mods into the game now. Wow! (mock surprise).

More carrier changes being introduced. They don't affect me nor do I care. Only play carriers when specific event missions require it, and only at the lower tiers. 

Ship rotations. Doesn't affect me as I have all of them except Belfast '43. Incoming lot I also have. 

For one week, commander skill redistribution will cost nothing. Nada. Zip. Free. Open till 18 March. This will be appreciated. Congratulations WOWS on providing something useful. POST EDIT: Offer expired because I was too slow to join in time.

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With the European battleships coming out of Early Access I was settling down to grind out the remaining four (already acquired Yavuz, Tegetthoff, Chios through Early Access) today. Took me only a few games to realise it was easier to just outright buy them and save me a few hours. So I paid the requisite Free XP and credits to acquire the T6 Laudon, the T8 Enigheten, T9 Gustav Den Store, and the T10 Thor

Played each ship a couple of times. Liking the Swedish GDS. Wanting to play Thor if I can in Asymmetrics because I think she will go well. But then the wait time is quite long so I dropped a couple of tiers, switched to a cruiser, and got in pretty quick. 

As for the others from this new addition, for now they'll join the rest of the port princesses as they're all tech tree line and not premiums. Which means I can't captain upskill grind in them. Unfortunate.

Spending 3000 doubloons for Fiume seems a reasonable price. So I will do that. Anything else is a bonus I guess but not worth caring about. It's the ship that's got my attention.

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Last night I saw a noted YT streamer raving on the new Sabaton camo. Had to agree but it's all the better if the player is a good one. It just looks sad when the player is not.

Anyway, pulled out a couple of ships with awesome-looking (to me at least) camo - the CLR versions of Zao and North Carolina. I was distracted at times because I kept admiring the camo. Both ships performed well in their individual games.

I can understand why WOWS decided to make perm camo a valued item for purchase and acquisition. Don't agree with their decision but I'm no business man. Preferred the earlier days of yore when camo was tied directly to economic bonuses. Mind you, not all camo released these days are works of art and worthwhile. But with the Sabaton camo - both designs - WOWS did very well.

Took out my Yamato after applying the metallic Sabaton camo earned through one of the gift crates. Forgot how potent this battleship is. Almost shed a tear in appreciated fondness. 

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Today, after a long day grinding, I finally earned the Tempesta Nera, the R.Lauria clone. Was three steps away when I finally decided to exchange my steel for coal to advance two of those steps. Had miscalculated the exchange rate hence my initial aversion to claiming it. But when I realised my error, I gladly spent the steel needed because it wasn't doing me any good just sitting there; put it to good use anyway.

This left me with the last and ultimate step to my reward which I was able to pay for with Lunar tokens once I finished the final mission task. But it was a tough ask (sort of): earn 36 million in Potential HP damage. Up until today, playing 95% in Co-Op, I had only reached over 16 million. Decided to knuckle down and finish the final 20 million by the end of today. 

Bit of a challenge as I chose to do it mainly in cruisers, two in particular - Mainz and Optio

The task itself is simple: become a target magnet for enemy ships who will focus fire your ship. This meant sailing straight into gunfights. But avoid being actually hit (potential = not being hit but targeted). Not blind YOLO (because you're in a cruiser after all and you don't get a heal) but carefully pick approaches, stay back, use cover, etc. In the end I managed it but the session ended up taking eight hours!

Tempesta Nera smacks hard enough. In the two quick "celebratory" games, she did okay. Both games scored kills. Played her as recommended: hang back and snipe. Just another ship to add to the port fleet.

There are two more missions to go for the Nian Paradox event that offer a total thirteen thousand Lunar tokens. Which means I can, if I want to, pick up one more ship. Problem remains which one.

Reached the halfway point in the latest Event Pass. Which means I am now eligible to claim the Tier VII Fiume. However I have to unlock the second level by spending 3000 doubloons. But I am in no hurry at the moment. 

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Might as well take advantage of the Nian Paradox event. Steel ain't doing much good so exchanging it for coal so I can acquire a couple of more ships (planned) - Danu and Desert Storm

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SurrounDead (PC gaming)

Finding the wiki the other night really put a dampener on continuing with this game. I may return to it at some point but now it's no longer a focus. Really disappointed with myself for succumbing without thinking.

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After getting over my disappointment (skipped a day), I've returned to the game. In review, the character I've stuck with since discovering the location and setting up of a base in the Pine Road cul-de-sac suffered from a couple of problems:

  1. Location. Set in the eastern section of the game map, the base was some distance from the Valley Safe Zone and the stationary traders - Materials, Medical, Bookseller, Equipment, Supplies, Black Market. Sure, there were the occasional mobile traders - Ice Cream man, Military man, and the Wandering trader. But their appearance was randomly determined by the game so they were unreliable. Don't forget the few other static traders such as Trader Joe. Having access to a motor vehicle is therefore essential. 
  2. Mobility. Tied to location, it's essential to have wheels when based far from sanctuaries. But wheels require maintenance (knocking over zombies is fun but damages the vehicle) and refuelling. Distances are covered faster though and that's a plus. 

Therefore I've started a new character and he's now placed his base close enough to easy-access the Valley Safe Zone camp AND Buck's Gun shop ON FOOT. He's managed to clear out the infestation at Buck's Gun shop ON FOOT. Now he can return for weapons to use or trade-in.  

Once he's completed his base, he will either go hunting for a suitable vehicle from Mike the Auto trader over at the bridge or scavenge for one. I know the location of the blue Utility truck from my other main character. And it's not far away from my new base.

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Yeah, the blue Utility truck wasn't where I thought it would be. Will try another location, closer this time. 

The Hostile Scavengers are quite hostile. Barely escaped with my life when I thought to take on a group not far from the Police station across from the bridge. Rudely reminded they can shoot. Got two though. Nowhere near ready to take on the Coyote paramilitaries.

Hunt the next few days will be to find a vehicle so I can expand my scavenge range.

Also sorting out appropriate weapons to carry. Opting for a shotgun as my second weapon; that part is fixed. But am needing a high powered semi auto as my primary. One with lots of ammo carrying capacity. Which means either a 60 or 200 round magazine weapon.

As for handgun, the special Glock might suffice. Currently trying out a 9mm 15-round handgun, but am needing lots of magazines. The heavier calibred pistols are fine but not for dealing with hordes. For that, I prefer my machete which does well if I'm attacked simultaneously by three or four. Good thing with a machete: it never runs out of ammo!

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Shottie good but constant reloading means good for small groups, not mass hordes. For larger groups I use my 308 with the 60 round mag attached on semi because I can do head shots. Pistols are useful as a self-defensive weapon but not for assault. For those melee situations where you take the offensive I like using either the machete or tomahawk. Grenades are a good option area cluster weapon. 

Second location for locating a vehicle did not pan out. May have to visit Mike the Auto trader and buy one. 

New base camp on the ridgeline taking shape. Sticks out like dog's balls but thus far no bandits or Coyote assaults. From my location I can access the Valley Safe Zone is one side in a few minutes and Buck's Gun Shop and Cafe on the other. Going to build up from the ground an elevated decking using the modular system of construction. Still awaiting the Tomahawk missile system mod to appear. 

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Thursday, March 12, 2026

March Digest #2

PC Game - SurrounDead

Got a few Access Keys (Level 0 to 3 inclusive - left to right, as shown below). As yet haven't found a use for them given I'm preoccupied with setting up my base to my specs. However, I have learned they are for very important quests/missions.


There is also an All Access key card but I've yet to come across it. Not that it will be easily found. Nor am I actively seeking it.












After clearing one of the cities on the South Coast, opposite the oil rig in the bay, I spent the rest of the session building a more secure base. Set up a generator so I have light at night. Spent a fair time working out how to align the modular system of construction. The advice given by the Steam Community wasn't exactly clear (to me) so I struggled for a bit until I got the hang of it. Even got a bed set up. Lol.

Will check out the haunted lighthouse at night.

Using lockpicks is so far proving disappointing because I keep breaking them. So I just a crowbar to break open when it is an alternate option. As I did in the locked building down the street. Found some good stuff when I broke in. 

Briefcases hold access key cards. But such cards are found anywhere, often in out-of-the-way places like in an abandoned church atop a hill overlooking one of the main towns. Or in locked homes.

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Winter has arrived finally.










Down the road found an isolated farmhouse with an empty bunker. Figured to set up a more secure second base.

Ran across a fixed-location trader, Trader Joe, located not from this bunker. Like the isolated bunker, he's off the main road down a dirt road. And he's got a little secure compound surrounded by secure fencing. Entrance is through a shipping container. Keen to learn to modify such containers so I can do it for this new bunker location. 

Picked up a buggy just north of my first base. Stopped to help some friendly scavengers and there was the buggy. Repaired it. Fuelled it. Drove it back to my base. 

Damn! Just found the Surroundead Wiki. And the Interactive map marked with every location on it. Damn, damn, damn! Was having fun not knowing and endeavouring to find out for myself. Damn damn damn. Fun spoiled now.

End of this game for me. 

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Monday, March 9, 2026

March Digest #1

World of Warships

Thursday means the next Nian Paradox weekly mission (#3) is now active. 

Highlight however was the release of the Finest Hour collection crates. Which means I can finally complete the collection and obtain Conrad Helfich, the Dutch Unique commander. That just leaves the Commonwealth Unique commander left to go. 

Also begun today was the Battle of Java Sea event. The prizes are four historical warships that took part in the engagement - Minegumo, Yudachi, Jupiter '42, Perth. Obtaining these ships relies upon having large quantities of special tokens especially for this event. Fortunately for me I already have all the ships -  so I can relax and concentrate instead on the Nian Paradox event.


















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Becoming dyslexic but more a case of laziness again. Swapping numbers around seems common for that allowing a known condition getting the blame for something it's not responsible.

Finished the last mission task in the third mission set for the Nian Paradox mission event. Still playing the three recent fleet additions - Eastern Dragon, Nian, and M. Colonna. Gets tedious at times. Playing with a few live players but most are BOT players. When they are live players, I try to support them where possible, otherwise, I just do "my own thing."

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Got Conrad Helfrich today. Resisted the temptation to exchange steel for coal (why would I when steel is very hard to come by ordinarily plus I can earn the coal through the daily crates). Yet to decide upon which ship will receive him as captain.

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New PC Game - Surroundead

Saw a new Jingles playthrough vidz today. New zombie survival game - SurrounDead. Was hooked within the first minute and immediately bought it on Steam. Kind of reminds me of the Stardew Valley in that it's the work of one developer. Been around in Early Access since 2022. Constant updates. And fairly popular with many - a blockier graphical version of Day Z.















You start alone, without any clues, and just with a knife. Everything has to be scavenged. And don't take on the zombies unless you have a more potent weapon than a knife. Backpack helps. So does GPS to help with position location and navigation. Semi auto weapon much better than a knife.

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Frustrating part about this new game is that you're presented with several options from time to time early on but for some reason (not skilled up enough) you cannot access them due to malfunctioning mouse (middle mouse inoperative).  For example, recently happened upon a working golf cart on the second day with one of my characters. Aside from its excellent use as a mower-down-of-zombies-at-speed, I cannot access the other options other than (1) jump on. The others - (2) access storage, or (3) push require a functioning middle mouse. 

One of my earlier characters struck paydirt by basing close to multiple military drops. Food supplies, medical, equipment and weaponry - all kept showing up on my GPS map locator. Accumulated so much that I didn't know what to do with them. At peak, I had two fully packed day bags (supplies and food), two standard Coyote backpacks full of equipment, weapons, amoo, three large Coyote backpacks (much the same), an Alice pack (same as the Coyote bakcpacks, two military chests with assortments of long calibre weapons, a large quantity of jerry cans of fuel in my hidey spot. But upon return one day, all the backpacks and fuel were gone. Learned my lesson: store them away. Don't leave them lying about unsecured as they will eventually disappear.

I thought bandits had raided my base but that's not so. The military chests with weapons were still there as were the other immovable objects (small and industrial generators plus crafting bench). But anything else not nailed down and could be picked up that was of value was gone. At least they left me the camp lantern and sleeping bag or are they just part of the furniture landscape? Dunno.

Managed to kill off the lunk of a Zombie boss at Whitewood. Massive monstrosity that made me take him out safely from long range. Why get too close when good old 7.62 fired repeatedly will do the job for you. 

The cop car on the bridge will respawn new loot every day. So, if you camp on the bridge, you never short of ammo or medical supplies although what spawns daily is randomly determined. 

It's the same whenever you stay in one location for too long: while crates will spawn new items daily unless you have the appropriate storage crates, you will lose those items. Found that out (again) when basing myself in an abandoned building.

When you run out of food or water, your health seriously declines to the extent that if you don't feed or water yourself, you die. 

Melee combat can be hit-or-miss depending on the weaponry. Not quite mastered the mechanic which seems lacking to me. Oh, and don't linger around a dead zombie too long after downing them. Some have a habit of exploding like the acidic ones which can add more damage to your already depleting health. 

If the zombies and bandits is not enough, then the local wildlife - wolves and bears - will pop up at unexpected moments to keep you on your toes. Spotting them before they attack you is the fun part. Have not run into poisonous snakes...yet!

Will give the game another week to master. Can'd do much until I replace my mouse.

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Kind of getting the hang of this game. When you die though, unless you set it up, you lose the settings of the last save as in what was prevalent at the time of your death. So that when you reload the last save, you lose the conditions prior to your death. Which means, for example, if you've stumbled on several military drops and for some reason you end up dying, those military drops will have disappeared when respawning.

This time round however I got quite lucky with a new character and spawned far to the east of the sanctuary - where the friendlies meet and trade - in a small deadend street neighbourhood called Pine Road. 
























Previously, I've nearly always started the game either to the west or southwest of the main sanctuary (shield symbol on the map above) where its friendlies and traders. 

What was really fortunate though (godsend actually) was stumbling upon the construction site at the end of the street where they'd boarded up the stairs so you can safely hide from the zombies by climbing over the barrier (they can't). Vacant first floor meant I could plant as many tents and thus store my loot safely (see photo below). To ease the worry, I placed a sleeping bag and got some shuteye rather than wait the night out which is both slow and stressful.













Pine Road is just a cluster of three residences and the construction site. Two of the residences can be accessed with daily random loot spawning.  There is also a military grade lockup for which you need bolt cutters. Meanwhile the third house is totally boarded up and inaccessible...for now. 

Managing this time round to remember to dump all the unnecessary stuff at the traders. Made easier by finding and fixing up a car (my first car) so I am more mobile this time round. Fixed it up completely and fuelled up at the POL just outside my door. 












However, the frequency of running into more and more bandits is increasing daily, especially along the sealed roads. So far, I've eluded them while managing to knock off a couple for having the audacity to run my car down. Got myself an AK for that. Old skool shooter that I am, nothing like the hitting power of a 7.62 round. Easily penetrates a lead plate at 200m in real life. Imagine what it does to a human head at 50m?!

For the zombies I have an AR-15 and a shotgun. So far I am preferring the shottie because it's a guaranteed killer being an area weapon.

The amount of loot accumulates fairly quickly. What with scavenging and military drops, it all adds up pretty quickly. And the variety is quite staggering from industrial generators to chainwire fencing blocks.













Not so fortunate this time round with coyote backpacks. Coping well enough with just a couple of duffle bags however. Unfortunately haven't yet figured out how to drink the liquor yet. It won't go into my medical bag but is sold by the medical trader. 

Certain items are useful for storage such as security containers, tool chests, and so on. Which saves on save. Even the good old leather wallet has its uses. Cash is still the main form of barter. Thankfully smart phones are considered junk. 

Sleeping bags are useful for allowing your character to skip the night fandango. If no sleeping bag however unless you can find a sleep posey, you're stuck being awake all night. But in summer it can stay semi light for a while. Only gets really dark at certain times. 

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Upgraded my little yellow putt putt vehicle for one of those grunty 4WD utility trucks (blue and white) after I drove at night with lights off and ran over a trash pile and got stuck. Found the new vehicle at the crossroads not far from where I was stranded. Popped into Mike the auto trader for fuel and repair kits.









Boss Zombies yield a trove of military weapons and better quality equipment. It would be a fool to tackle one in a melee however; quickly learned early on to stay at distance and use high-powered rifles to chip away at their high health pool cost. 

Combined with knocking off Boss Zombie is clearing an area of Infestation. Have to take out the numerous infected zombies before tackling the main Primary Infestation area. And then the inevitable attendant Boss Zombie. 

There was one at the Lonely Farm not far from my Base - a bullet round away in fact. Did not know it was there until I went exploring one day. 

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Scored a second truck tonight when I was scouting up north (beyond the radiated zones). Had to hump it on foot though after first dropping off my blue truck back at base and then backtracking to the location of the second vehicle. Went the direct route while skirting a couple of no-go areas (contaminated checkpoints and the unexploded nuke) along the way. Got there without too much trouble, and relieved to find the truck still there. 


























Homebase is slowly getting crowded. Using tents to store all the loot gathered. Lots of crafting needs happening to have a secure base though - doors, walls, etc. 



















Just crafted a construction bench (on the left) eventually after being sidetracked by all the loot collected. Just need to add the deconstructing workbench so I can obtain more raw materials. 

Realising that the longer you leave it, the more numerous the hostile bandits will spawn and thus make your continued existence a misery. So it pays to take them out whenever you encounter them. Just the other night, on the bridge south of Whitewood, I scouted out around ten of them just milling about close towards the police station. Took out several before getting wasted myself. You could tell they were hostile because whenever there is a newly placed burnt out vehicle within their circle you know they're in the area.

Taking out the primary infection is only possible once you've eliminated ALL the secondary infection locations. Just follow the tendrils spreading from the main infection zone. Of course, you also got the zombie hordes that spring up out of the ground to contend with. And then there's the fearsome lunky Zombie Boss itself. Relentless bastard.

Positively ID other humans before opening up at range. Simple mouse cursor hovering will inform you if they're friendly or hostile. They pop up from time to time.

Now that I'm more mobile, I've been doing the tiki tours around the map and identifying the various locations. Along the way I ran into the military trader who is always mobile in a well armoured and protected vehicle. 

There is another scavenger friendly zone north of the main sanctuary. It doesn't have traders and looks more permanent with concrete barrier surrounding a firewatch tower. It does have a turret auto gun at the entrance which is something. Hoping to find others in my travels west toward the port cities. 

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Glitch with the Humvee, getting in. So I left it where I parked it. Long walk back to base. I still can access the yellow truck I switched with. 

Started building perimeter around home base after watching a YT vid on base building and suitable location. Where I am is outside the coverage done by the YT vid so I'm pleased I have free rein. No clear design regarding perimeter, just winging it at the moment. Can modify later on. 

Crafting a deconstructing workbench is a godsend as far as I'm concerned. Helps to clear the clutter as well as provide much needed raw materials.

Needing new mouse as current one has broken middle mouse. Which prevents me from scrolling through options and refining placement of items. No rush though as priority is saving up for my dart board.

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Retrieved the Humvee. Glitch temporary. Operating fine. Picked up an ambulance as well. Base attracting other friendly scavengers. Wonder when the bandits will show up. 

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Every town seems to have an underground train station. Once you descend the stairs, ensure you have a torch or night vision goggles for exploring. 

Picked up a third vehicle, an ambulance vehicle. Stocking up each vehicle with equipment and supplies in case I get stranded. On the hunt for a tank now. Know a truck was available but I got sidetracked and then killed. When I respawned, the option was gone. 

Towing a vehicle. Haven't had to do so yet. Got stuck a few times. Discovered it's easy to just keep pushing the vehicle as many times as needed to dislodge it and thus reclaim it. 

Slowly checking out the eastern side of the map (below shows the mid eastern section). The sanctuary is more or less central in the map. 














Periodic supply drops are coloured coded with smoke: green for military weaponry and equipment, blue for food, red for medical. Places of interest are denoted mustard yellow. They range from former survivor camps to helicopters downed. Up to you whether you investigate or not. They change from time to time. 

Those places marked in white are permanent once discovered and investigated. 

Infested areas (zombies) are marked in red nuclear symbols. They too change from time to time. Guaranteed to find a zombie boss (and attendant hordes) as well as special loot boxes in these locations. Primary and secondary infection areas yield loot that's worth the effort. Zombie bosses definitely yield useful weapons and equipment, also worth examining. Unique loot boxes are as their name implies though what exactly is part of the discovery fun. 

Nuclear-contaminated areas are marked in green and tend to be avoided when traversing on foot. Better to drive through if possible. 

There is also the icecream van guy (got a goofy looking clown mask). He is a special trader with some really good stuff (unique weapons and so on) that appeared out of nowhere one day. Like both of the military and wandering traders he roams all over the map never staying in one spot for too long. The funny thing is the front of the van has been modified with a couple of menacing ram prows. The sight of it playing Greensleeves coming at you is both frightening and funny.

Oh, one other thing. Accidentally ran over the wandering trader one day outside the sanctuary. Wondering if he respawns or is permanently killed off.

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Ran into Coyote soldiers today. Two groups. Managed to kill the first group but was unaware of the second group not far away. Happened while I was trying to wipe out the primary infestation at the shipping port not far from Gladevale Military Base.  

Had run-ins with the Coyote para-military before. But every time I try to question others about them, I get no help at all. 

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Cannot stop collecting things. In this game, it's vehicles...lol. Picked up a yellow Charger with black racing stripes (opposite my character shown below) while cruising past Chester Lake, north of my main base. Picked it up because it's the same model as Mike the Auto trader. Still on the lookout for a tank.

















Was at the port for most of today's session struggling to knock off the primary infestation. Got the Zombie Boss, Captain Phillips. But then another Undead Big Boss spawned later while I was about dithering killing both secondary infestations and the primary one. Swarms of zombies kept appearing from everywhere.

Figured out that if you get stuck with your vehicle, as you do from time to time (as shown below), the best way to extricate yourself, apart from pushing it (which is slow and laborious and not guaranteed it will work anyway) is to just exit the game and reload the last save. Of course if you get yourself into such strife as below and then the game auto saves, then you're up the poverbial creek without a paddle...sort of. If in Settings, you chose to autosave the same file, then, yes, you're buggered. But if if you checked to autosave a new save every time, then you're okay.















Knocking over zombies causes wear and tear on your vehicle. It's definitely fun and saves on bullets but eventually you're going to have to repair the damage done.

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Other PC Games - Wanderburg

Seen this fun-looking game thanks to Flambass. Downloaded the DEMO version for now. Yet to play. Fun is main word to describe what I've seen so far. As games should be.

I play PC games for fun so why bother looking for them when I have my favourite YT streamers do the job for me. Thank you sirs.

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