InfectionFreeZone(无感染区)

InfectionFreeZone(无感染区)

InfectionFreeZone(无感染区)

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Здесь будут советы для начала (а может и для конца) выживания в мире, вдохновлённом произведением "Я - Легенда". Что-то из ниже написанного понял придумал сам, что-то попалось в советах от самой игры (лично я их читаю по диагонали). P.S. Строго прошу не судить, могу описать прям очевидные вещи, но сам до них не сразу дошёл. Автотранспорт Очень полезный инструмент как для поиска ресурсов, так и для обороны базы. Имеет 2 шкалы прочность т с и заполненность бака. У всех видов машин эти параметры разные. Все типы т с вмещают по одному скваду (боевой отряд из 4 чел.). Типы т с: Седан - первая машина, будет находится недалеко от штаба вместимость припасов 10. Хорошо использовать для поиска важных припасов в удалённых зданиях, располагающихся в стартовой локации ( полицейские участки, школы, заправки и т.д.), выполнение задач, перехвата рейдеров и будущих жителей. Пикап - второе по вместительности авто. 20 ячеек. Хорошо подходит для исследования скоплений небольших зданий, чтобы не мотаться туда-сюда. ( Микроавтобус - хорошая машина для экспедиций (о них ниже), Вместимость 25, есть смысл на ней так же исследовать скопления небольших и мелких зданий) Грузовик - отличная машина для экспедиций. Использовать в стартовой локации смысла не вижу. Вместимость 40 единиц, забить весь кузов за день у меня не получалось. Автоцистерна с топливом - содержит 20?? единиц топлива. Вместимость 4 единицы. Очень медленная. Из неё можно и нужно слить, как минимум, большую часть топлива. Можно использовать как передвижную башню. Или давить зомбарей. Танк - можно получить, если уничтожить военных, которые приехали за припасами ( 8 чел с автоматами, танк и грузовик). Есть пушка, стреляет. Имеет очень высокую прочность ( потребуется минимум 50 коробок боеприпасов, чтобы уничтожить). На восстановление нужно потратить 1000 единиц металла. Как показывает себя в бою - не могу сказать. Восстановить не успевал. По своему опыту прохождений, на локации всегда есть ещё 1 седан, пикап и грузовик. Микроавтобус и цистерну пока вместе не встречал. Может есть и другие авто, но пока не встречал. (Или их не добавили ещё). Что нужно знать при использовании в бою: Зомби сначала наносят урон т с (Шкала прочности) и только после его уничтожения примутся за людей. Авто можно использовать как передвижную башню. Особенно хорошо это начинает раскрываться если отряд вооружен автоматами или снайперками. Подъезжаем на расстояние чуть больше радиуса стрельбы и ждём. Как пройдут половину - отъезжаем. С рейдерами так стреляться смысла нет, можно просто замереть. Урон так же сначала наносится машине, поэтому если они в здании, то обязательно подъезжаем на авто. Т с можно уводить за собой орды зомбей. Подъезжаем к ним поближе,чтобы они сагрились, и водим их за собой под огнём из зданий и башен. Большое количество водить вряд ли получится, но сохранить прочность зданий получится. Из авто стреляют только 3. Водитель только крутит руль ( В отряде это первый чел, и он помечен значком руля). На начальном этапе ему нет смысла давать автоматическое оружие. Зомби можно давить, это тормозит т с. Так что если их будет очень много, то уехать не получится, будьте аккуратны. Если на базу нападает рой, и он растянулся вдоль забора или зданий, то это идеальная возможность сэкономить патроны. При сборе ресурсов надо помнить, что если хранилище в авто полное, то у тебя есть ещё 4 места в карманах отряда. Так что можно обыскать ещё 1-2 здания. Когда отправляешь т с на базу, они все встают в одну точку. Из-за этого утром неудобно их разбирать. Советую после того, как ткнули на штаб с шифтом ткнуть на другое здание, где ночь этот отряд будет сидеть. Машины заправляются на стоя перед входом в штаб. Если выьрать отряд в машине, и ткунть на карте в какую-нибудь точко, то машина поедет по дорогам. А если ткнуть с зажатым альт, то поедет на прямик. Часто, так значительно быстрее События Военные. Находишь следы их деятельности, приезжают забирают часть ресов. Если отдать спокойно ресы, то будет сеанс связи, где они поделятся информацией. Могут в рандомный момент связаться, и сказать что везут к Вам раненых. Если уже есть медпункт, то будут лечится в нём. Если нет, появится задание "переоборудоовать здание в медпункт". В этом случае, будут размещаться в штабе. В какой-то момент доложат, что солдаты распространяют слухи о призыве. Будет 2 ответа: пусть сами решают или пусть сами остаются. Как вылечатся, будет 3 варианта: не дать людей, дать людей и пусть сами вербуют. Во втором случае людей уйдёт меньше. За это они будут присылать подкрепления. Запрашивается через рацию, приезжают 2 танка часов через 7 после вызова, так что вызывать нужно сильно заранее. Остаются, примерно, на сутки. После этого они не смогут прислать помощь пару месяцев. Безумный чел просит принять себя: он 1, но если его принять, то упадёт настроение жителей. Рейдеры просят о помощи: Если согласиться и помочь отбиться от орды, то присоединится группа из 4 человек с пистолетами. Либо можно их не присоединять, тогда прекратятся нападения рейдеров (нет). Сельское хозяйство и еда Получать еду можно осмотра зданий (консервы) и благодаря сельскому хозяйству. С осмотром всё понятно, обыскиваем и приносим в штаб склад - люди едят. Для получения еды с помощью с х нам необходимы поля, сарай и столовая. Поля и сарай производят сырьё, из которого в столовой готовят еду. Поля из ничего производят 4 мешка зерна. Можно с помощью удобрения повысить урожайность до 9. В столовой из 2 мешков и 1 дерева создаётся 4 еды. Сарай из 1 мешка зерна производит 2 мяса и 1 удобрение (которое потом можно использовать на полях). В столовой из 3 единиц мяса и дерева получается 5 ед. еды. Удобрения можно как найти на локации, так и произвести в сарае и на хим. заводе ( нужно 2??? ед. дерева). Если не хватает еды в поселении, то сначала у людей ухудшается настроение. Если голодают долго, то работники начинают умирать, а отряды получают урон. 1 единица еды кормит 4 человек ( каждые 50 человек требуют 13 еды в день, 100 - 25, 200 - 50) От температуры зависит производительность полей. В мае и сентябре, производительность ниже. Зимой ( значок снежинки над полем) поля не работают, можно смело пускать работников на мясо другие работы. Начало посевных в апреле-мае, конец в октябре. Чтобы не убирать работников с каждого поля, можно в левом нижнем углу нажать кнопку "панель жителей" и в поле "фермеры" жмакнуть 0. Строительсво При перестройке расширении здания оно перестаёт работать. Так что, к примеру, столовую, желательно, расширять когда нет зерна. -Работники могут застрять. если их специально застроить стенами или если перегорожены проходы между стеной и домом башнями. - деревянные и металлические башни очень хлипкие, имеет смысл быстро изучить строительство укреплённых зданий и начинать строить сразу их. Бой Из машины отряд автоматически атакует зомбей (даже на ходу), но рейдеров (как минимум милишных) нет. Ближе к лейту, когда рои зомби будут достаточно большими, при обороне отрядам в инвентарь можно положить боеприпасы.

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各位幸存者,大家好 如你们所知,前段时间我们在游戏中加入了地形高度功能。但你们是否知道,在游戏的地图编辑器中同样可以编辑地形高度呢?我们正在逐步完善这一工具,并且对你们能创作出的成果充满好奇。参与我们的地图挑战,向我们展示你的创意吧! 地图挑战 规则很简单——我们将根据创意以及使用地图编辑器的技巧来为你们的作品评分。你可以创建任何你想要的地图。最逼真的城市,或者与之相反的——完全奇幻的景观。宏伟的城堡、坚不可摧的监狱,或许是你最爱的电视剧中的场景?无论你有怎样的构想,我们都想看到你的创意! 想了解更多吗?比赛完整规则可在此处查看:官方规则:“感染-free区 - 地图大赛”。请记住,只有上传至Steam创意工坊并通过电子邮件contact@gameops.pl发送给我们的参赛作品才会参与本次比赛。下方为作为创意工坊项目提交的地图示例。 奖励 在2025年8月27日前,使用地图编辑器创建最佳地图并提交参赛,即有机会赢取Games Operators游戏库中任意一款游戏的Steam激活码,以及在《感染-free区》社区中的永久荣誉与炫耀资本。5名入选获奖者将在下一则公告中展示。 地图编辑器手册 如果您过去未曾使用过地图编辑器,建议您先查看指南板块中的“地图编辑器 - 手册”。这个工具一开始可能会让人有些困惑,所以我们希望本指南能帮助你入门,并解释那些看起来最复杂的部分。祝你好运,玩得开心! 2025年8月29日 - 地图大赛结果 地图大赛启动后,我们收到了很多反馈,称地图编辑器使用困难,给玩家带来了不少问题。这种情况也反映在了参赛人数上。我们只收到了一份参赛作品,并且由于配置错误,该作品无法正常运行。这清楚地表明,我们需要进一步改进地图编辑器。如果您尝试参加地图大赛,但因任何原因未能创建自己的地图,请通过此调查问卷提交您的反馈。我们将分析您的回复,研究如何进一步改进地图编辑器工具,使其更易于使用。 顺祝商祺, Jutsu Games Team

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各位幸存者,大家好! 我们终于完成了最近“重大更新4 - 第二部分”后的漏洞修复工作。当然,我们会持续关注大家提交的所有反馈,以便在突发情况下做出响应。不过,我们很高兴终于可以开始为大家开发新内容了。敬请期待后续更多相关信息! 更新日志 改进: - 新增了储水设施。此前,我们只有主要的河流、湖泊、海洋。现在地图上增加了一些额外的溪流、运河、排水沟和沟渠。 - 攻击者的人工智能已得到改进,使其优先攻击内部有工人的建筑,而非无工人的建筑。 - “首次防御”任务已更新。如果玩家在任务开始前建造了塔楼,该任务将不会触发。建筑自定义面板已添加生命值条。 游戏内滚动条的可见性得到改进,并在全游戏中统一了样式。 平衡调整: 对情绪值及与“更高需求”相关的建筑进行了重新平衡: 工人效率的情绪值最大加成从+40%提升至+60%。 未满足更高需求时的最高情绪惩罚从-20%降低至-10%。 房屋提供的最大正面情绪修正值从+25%下调至+20%。 酒吧的酿造产量从每周期8份提升至每周期12份。 更高需求出现的阈值已调整,以与其他改动保持一致。 修复: 修复了感染者死亡动画循环播放的问题。修复了集群在日出时抵达区域的问题。在此情况下,集群将等待至次日夜晚再对区域发起攻击。 修复了集群有时因生成在地形高度阻碍区域而延迟抵达的问题。 修复了玩家的帧率会影响防御建筑攻击速度的问题。 修复了不同时间速度会影响防御建筑攻击速度的问题。 修复了光标和用户界面(UI)的部分问题,这些问题可能导致放置墙壁、建造自定义建筑等操作出错。 修复了装甲运兵车(APC)和军事剧情导致错误的问题。 修复了有时并非所有小队成员都会进入有敌人盘踞的建筑的问题。修复了小队成员有时会停止攻击建筑物内敌人的问题,尤其是在初始攻击命令已更改为进入建筑物内移动的情况下。 修复了战争迷雾以及部分情况下迷雾未能完全覆盖整个游戏区域的问题。 修复了导致控制台中出现循环警告消息的问题。 修复了突袭者使用远程武器时不停射击且倾向于近战的问题。 修复了当相关移民已被杀死时出现的空游戏内消息(transmissions)卡住的问题。 修复了返回主菜单并加载存档时发生的内存泄漏问题。 修复了意大利生物群系显示错误市民数据的问题。修复了放置墙壁后有时会比预期短的问题。 修复了林务员尝试种植热带树木时出现的问题。 修复了部分面板显示不必要小数数值的问题。 修复了复制的修理工工作导致玩家无法加载存档的问题。 修复了无网络状态下游戏时出现的问题。 修复了部分不规则建筑的徽章悬浮在空中的问题。 修复了两个小队可进入同一载具的问题。 修复了生物群系文件错误导致的报错问题。 修复了热带树木在某些 camera 角度下有时显示为白色的问题。 修复了部分建筑没有路径可到达的问题。我们将持续关注此问题,以确保其被彻底修复。 修复了工人无法从渔夫小屋运输肉类的问题。 修复了在保存或加载包含缺失序列化对象的存档时有时会导致错误的问题。 修复了高建筑物上图标显示不正确的问题。 修复了在禁用轮廓的情况下放置墙壁和塔楼时结构蓝图缺失的问题。 修复了选择某些特定对话选项时军事剧情无法推进的问题。 修复了尸潮有时会拒绝攻击墙壁并停留在墙边的问题。 感谢您游玩《无感染区》! 顺祝商祺, Jutsu Games 团队

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各位幸存者们,大家好! 在上次的漏洞修复更新中,我们开始对游戏的存档系统进行更新。自动存档逻辑已更新,现在我们正进一步优化,让存档文件更小且更便于快速删除。同时,一些其他常见漏洞也已修复。 更新日志 已启用存档文件压缩,地图数据现在以字节形式序列化。存档将占用更少的磁盘空间,加载速度也应更快。 已添加“无路径”红线指示器。点击带有“无路径”图标的建筑,将显示无法进入建筑的被锁定工人位置。 徽章自定义面板中新增了一个按钮,可直接打开对应的徽章文件夹。加载游戏面板新增了一个按钮,可直接打开对应的存档文件夹。现在你可以轻松删除旧存档文件。 载具可行驶的最大角度已从60度调整为70度。还引入了其他一些改动,以降低载具陷入地形高度的风险。 修复了在载具工坊建造/改装的载具有时会垂直生成在地形上的问题。 修复了因小队分裂导致与已不存在的小队进行交互时引发的问题。 修复了自动保存开始后立即加载游戏导致的问题。 修复了远征小队有时无法点击的问题。修复了小队在远征时有时无法创建通往目标地格路径的问题。 还修复了其他一些常见异常。 关于“无路径”红线——在分析各种建筑无法访问的情况时,我们注意到大多数问题是由于工人被锁在某个避难所内导致的。我们希望此更改能让您快速识别区域内的问题,并清除阻碍工人离开其位置的障碍物。 后续计划 我们计划在本周发起一个小型竞赛,更多详情请关注后续公告。然后,在八月下旬,我们将展示《无感染区》的5号重大更新预览,呈现所有即将加入的精彩内容。你对接下来的内容有什么预测吗?请继续关注以获取更多信息! 顺祝商祺, Jutsu Games Team

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各位幸存者们,大家好! 好久不见!整个Jutsu Games团队已经复工有段时间了,我们正在为大家开发新的更新内容。最新的第34号漏洞修复更新解决了我们收到的最常见的问题。感谢所有的反馈报告! 更新日志 - 尝试在不可用区域放置建筑时,增加了额外的提示信息。现在玩家可以看到该特定区域不可用的原因。 - 修复了支持者包所有者缺失壁纸的问题。 - 修复了“生化危机案例”任务在“在实验室消灭尸潮(x/4)”目标处卡住的问题。 - 修复了打开控制台命令面板时相机移动的问题。 - 修复了选择可玩地图时出现的问题。修复了使用ENTER/ESC键确认和取消操作时出现的问题。 修复了一个对游戏性能产生负面影响的内存泄漏问题。 下一次重大更新 虽然我们已经开始着手开发第六次重大更新,但现在分享此次更新的全部内容还为时过早。我们正在探讨一些想法,增加一些内容,也会移除一些内容。一旦确定了此次更新的最终内容,我们将发布相应的公告。 祝全体社区成员2026年一切顺利!玩得开心! 此致, Jutsu Games Team

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As most of the existing guides seem to focus on specific commands or early game survival, this guide is instead focused on end game sustainability, past day 60-80 and at max population size. Introduction The focus of this guide is centered around long term sustainability for end game colonies, for those who like the idea of an "indefinite survival" mode. While the first section will discuss some important initial and early choices to set yourself up for success, especially in terms of starting location, the remaining sections will focus on how best to build towards, maintain and defend a maximally populated colony of approximately 700 residents. It will also include a small amount of speculation regarding internal game mechanics, pathing, and AI logic - these are based on gameplay and observation alone, and should not be taken as a certainty. Initial location selection For the purposes of this guide, we will be using my most successful colony as shown in the title screenshot, built on the Willamsburg, Brooklyn waterfront, close to the Willamsburg bridge. For fun, and out of boredom, this settlement grew to include a small secondary colony, and expanded across the bridge to include a defensive garrison on the other side of the bridge; this however is not necessary for success. As a general rule, the smaller the physical footprint you can get away with, the better. Your largest challenge as you approach the end game, frankly, is going to be the annoyance of brick resource build up hogging your warehouse space, as until the tree regrowth mechanic is fully realized, you will end up rapidly needing to deconstruct buildings for their wood alone. When selecting your initial location, there are four primary considerations: 1. Close access to resources While the aforementioned brick build up hogging up warehouse space is indeed an issue in late game, past the first ten days or so, the bulk of your resources should come from deconstructing buildings. Especially in a denser urban environment, you will need to clear these anyways for fire lines, and being able to get all three core construction resources at once is critical. You should, however, ensure your location has a decent nearby park or forest for early wood resources. Deconstructing buildings before building your first warehouse is a poor idea, as it will eat up space on resources like metal and bricks that you will not really need until later. 2. A good mix of large and small buildings You want to defend as maximally small an area as you can, and, excepting warehouses and your arms factory, you do not want most of your production buildings to accommodate more than about 10-15 people. Worker pathing and material gathering renders anything much faster that this almost completely moot, and you will waste population allocation. 3. At least one natural barrier on at least one attack vector In the example case, it's New York's east river. Yes, zombies can swim. They are quite slow swimmers however, and with the exception of a handful of winter months, this will allow you to shape your defenses more judiciously, and use fewer resources. 4. Enough unpaved internal space for approximately 20 farms This is slightly overkill, but some bad luck in terms of stormy day spawns can put you in a bind surprisingly quickly. You do not want your squads to be doing much of any scavenging past about 500 people whatsoever. You will need them as a core part of your defensive strategy, and to allow for dynamic population allocation, which we will cover in a later section. Early Game Build Up and Prioritization While this guide is more focused on end game sustainability, there are some early game choices that will be essential to reaching a self-sustaining, defensible colony in the shortest period of time. 1. Research Prioritization. Very little in the game is more important than building up a large population as quickly as possible, and getting the most out of your workers. In the first thirty days or so, almost all of your resources should come from scavenging. This includes food, ammunition, medical supplies, tools, all of it. Getting that 40% productivity boost from your workers as early as possible is also critical to success. To that end, once you have researched and built an antenna (and ignore the warning about attracting raiders, you should broadcast a new invite basically every morning), prioritize the following in terms of your research and development: 1. Advanced woodworking. You want to start building homes and not shelters as quickly as you possibly can. You also do not want to partially adapt buildings if you can help it, as it's a waste of defensible footprint. Instead, try to select buildings that can accomodate approximately 50-100 people as your homes. You will ultimately need about 800 homes, and it is always better to build those as you need them, rather than trying to build up a lot of headroom at once. Always be sure to have at least 50 unoccupied homes available, as especially towards the end game, new settlers will tend not to arrive unless you have space for them. While the theoretical "hard cap" is a population of 700, I generally tend to end up with around 720-730 from the last large group that arrives. 2. Food production techniques. Fertilization use and efficient cooking/farms are essential to optimizing your return relative to real estate and worker allocation. 3. Basic chemistry, and its associated trees. By the mid game you want to be able to move away from scavenging and use your squads primarily for defense and scouting. To that end, you will need to be able to convert fertilizer to fuel, so that fuel can be used for ammunition production. 4. Arms production (but ignore the shotgun side of the tree). Unlock the sniper rifle as soon as you can. This is the only weapon you ever really want to build. 5. Advanced masonry. Fortified walls, gatehouse and towers are going to be the backbone of your end game defensive strategy. 6. Medical Tree, but really just first aid. If you're smart about managing your squads, they really shouldn't be getting seriously injured all that often. Outside one particular story element I will not spoiler, I have never once needed a medbay. 7. Weather station. If you feel like it out of a sense of completionism you can unlock the shotgun first, but shotguns are useless. Your final step will essentially be to deadapt your research center and turn it into a weather station. For both the weather station and the research center, a team of four is more than adequate. 2. Scavenging Prioritization. In the early days, you will not have a ton of mouths to feed, but you should still focus on food sources early on. You'll want to build two squads straight away, keep them close to your settlement, and explore all the nearby buildings as early as you can. You'll get plenty of food for the first twelve days or so this way. Focus on gathering wood early, focus on building a decent sized warehouse first, a research center and then antenna second, and then start focusing on homes until you hit about 200. From there you can begin to build up your food production economy. Once you hit about 100 people, max out your number of squads at 6. Leave two close to home for flexible defense, use the other four to prioritize scavenging. Get research materials first, medical supplies second, tools third, fuel fourth. You will end up finding plenty of ammunition and food in question mark buildings. Always take vehicles that you find, even if you don't have squads for them. You will want as many as you can get in the end game. Prioritize giving any assault rifles you find in early game to your two defensive squads first. 3. Build a Second HQ This was the revelation that changed the way I play this game the most. More HQs = more squads. This is enormous. I find a ton of micro annoying, and even in dense urban centers you won't generally find more than a dozen vehicles at max, but you want to build a second HQ in a building that can support approximately 25-30 shelters once you hit about 200 people, which will allow you to assemble another six squads. Squads are vastly, vastly better than defensive structures, as squads gain experience, and experience means not only better accuracy but longer effective range. Always give all the best weapons you have to your squads first. In the end game you will want them all equipped with sniper rifles. Production Building Layout and Worker Allocation Optimization In the first few playthroughs I attempted, I learned the hard way that there is not a linear relationship between worker assignment and speed of production. An enormous amount of dead time can and will be incurred, for example, if you build homes that are too large. An hour plus of the day can be lost just to the maximum speed that workers can exit said home. The same can be said for long distances between production buildings such as barns and cookhouses and their nearest warehouse. To that end, the most optimal locations have long rows of smaller buildings around their outer edges, with larger buildings towards the center of the settlement. Warehouses magically share a central pool of resources in the current mechanic. Use this to your advantage, and have lots of small warehouses that serve only as access portals. In the example colony, the outer building block is primarily dedicated to food production and cooking. We will get to sum total worker allocation at the end of this section, but a typical row consists of one cookhouse, one warehouse, one cookhouse, one warehouse, etc. This allows each cookhouse maximal proximity to new material stock, allows for a good outer spread of warehouses for scavengers to have the shortest possible path to return materials, and allows for a wide range of defensive positions for your squads (which we will get to the strategy of in the next section). The same holds for barns, which you will want to account for about half your food production. Meat not only provides a better return in terms of meals per resources, the associated fertilizer production will also be a necessity for optimizing your farm production and providing the necessary materials for end game fuel production (which you won't need a ton of, but will be necessary for sustainable ammunition production and the minimal travel requirements of your squads). Employ the same strategy for your barns. Cookhouses and barns have the fastest production times per worker, and your chokepoint for a typical 10-15 person crew will almost always be how quickly workers can get new raw materials. As a general rule of thumb for a typical block layout: 1. Have one outer row of buildings before your defensive walls that's your cookhouse/warehouse line 2. Have one outer row of buildings before your defensive walls that's your barn/warehouse line 3. Select an initial HQ with a decent amount of negative space around it, and keep your farms close to it. 4. Your arms factory, research center, chemical plant, housing, and any large warehouses that are just for maximum storage overhead can all go in the interior buildings. Now let's get to worker allocation and optimization. One of the benefits of a weather center in the end game is you can plan for safe dynamic allocation of workers ahead of full moons. If you know a full moon is coming, you can have your squads provide the minimal guard against raiders necessary during the day, unassign all your guard workers, and let them go ham on scavenging or building. This can be very, very useful in helping to expedite clearing large sections of buildings for resources or fire lines, or quickly getting your first defensive perimeter setup. In the mid game you will also want to ensure your arms factory can support approximately 50-100 workers (do not go over this, the tool cost alone will make it a pain to build), so that you can start producing sniper rifles quickly. Once all your squads and defensive structures are equipped with sniper rifles, you can drop this down to a skeleton crew of 5-10 for sustainable ammunition production. This dynamic allocation aside, in a typical sustainable colony of approximately 700 people, you should expect to allocate your workers thusly: 1. About half your population should be reserved for guard posts and squads. You will sometimes get massive, flat swarms that can easily overwhelm your defenses, or sometimes even split hordes that attack from multiple vectors. You need to be prepared for that. 2. Approximately 40 permanent farmers 3. Approximately 40 permanent barn workers 4. Approximately 80 permanent cookhouse workers 5. Approximately 20 permanent factory workers, split evenly between one arms production facility and one chemical plant. In the end game, once you have all your guards and squads equipped with sniper rifles, the arms plant should exclusively be producing ammunition, and the chemical plant should exclusively be turn fertilizer into fuel. 6. At most 10 people working in a medbay/weather center. Honestly you can get away with 5. It's nice to have a little build up of medkits in case a swarm defense goes a little badly, and it's essential to be able to plan ahead for storms and full moons. 7. The remaining 150-200 people in your population should be full time scavengers/builders. Wood burn is going to be your primary resource challenge throughout most of the game. You should not ever really need a tool factory. You'll need a grand total of approximately 100 tools to build up your necessary factories and farms. You can scavenge all of this. Defensive Layout and Strategy The title of this section might as well be "squads are your friend," but lets break down the example colony piece by piece, in terms of priority. As a caveat before this, I have opted against barbed wire breaks as I have not found them necessary, and found the micro of constantly repairing them annoying. However, you can get away with fewer guards by employing an outer barrier of barbed wire to slow enemy hordes. 1. Your first priority should be establishing some small warehouses along the outer perimeter of buildings in your zone. This will not only give you some cheap headroom for resources in the early game, it will also give you "ammo dumps" for your squads, who will form the backbone of your defensive strategy. Squads are mobile. Towers are not. You can stack as many squads as you like in any size building. Especially once those squads all have sniper rifles, that can represent an overwhelming amount of firepower, exactly where you need it, and by stacking those squads on a warehouse, they will have essentially unlimited ammunition. A dozen experienced squads, all with sniper rifles, will more or less decimate any swarm, even in the end game. Be mindful of your access points and fire lines here. You will likely need to clear some surrounding buildings to ensure those warehouses have clean lines of fire. 2. Your second priority should be building your primary defensive perimeter, consisting of fortified walls and gatehouse. Gatehouses are great. They store more ammunition, they allow for clean pathing in and out of your zone, and they are extremely durable. Keep this wall as close as possible to your outer building row. You want to give your squads as much range as possible. 3. Your third priority should be to establish a loose outer perimeter of fortified towers. Once again, all defensive structures, all of them, should have sniper rifles. These will not only help to soften up enemy hordes before they hit your primary line, they will also help pull aggro and prevent large flat swarms from overwhelming any specific point in your primary defensive line. 4. Your last priority, which in some cases is not even necessary, is to reinforce your gatehouses with a few internal towers directly behind your primary perimeter. These provide a little extra oomph against swarms that get close enough to start doing real damage, and can help distract/pull aggro from your squishier buildings if swarms do break through. 5. In the end game, presuming you have built the second HQ and recruited a dozen squads, you will want to set them up primarily as your outer most perimeter, as shown in the example photo. This does several good things for you. Firstly, these squads can largely take care of stray hordes and raiders all on their own during the day and during swarm free nights. Getting your squads as many kills as possible pays dividends in terms of their combat effectiveness as well. In turn, this can often allow you to unassign guards during the day for extra scavengers. Secondly, this allows you to quickly and easily gather the free guns and ammo raiders will so kindly bring to you. Lastly, and most importantly, this dramatically expands your sight lines, especially at night. Positioning your squads this way allows them to act as an early warning system, wherein you can detect the incoming vector of a swarm with enough time to funnel these squads back to the appropriate defensive warehouse/ammo dump before the swarm can start attacking your buildings. Importantly, ONLY position as many outer guards as you can find vehicles for, but leave your squads outside and directly next to those vehicles in their forward scout positions. Veteran squads with sniper rifles will usually take down even a full horde or raider group before they can get close enough to harm you as long as they are out of a vehicle. However, you will not make it back to your ammo dump in time without vehicles. Summary and Key Takeaways 1. Squads are your friend. You can have more than six if you build more HQs. Do that. A dozen is the magic number for me. A dozen veteran/elite squads with sniper rifles can often take down end game swarms all on their own. 2. With the exception of central warehouses, big buildings are not your friend. Having lots of smaller warehouses and production buildings close together allows for more efficient pathing and the best bang for buck in terms of production per worker. Blocks with row houses along the outer perimeter of your zone are great for this, as you want as many warehouses on your perimeter as ammo dumps as possible. Partially adapting buildings sucks, as it increases the footprint you need to defend. Try to avoid building your zone in an area with a lot of large buildings. Large tall buildings are better than large flat buildings. Having a few tall buildings is useful for warehouses and sight lines. Never build homes much larger than 100 people, as you will waste time on worker exit in the mornings. Keep your cookhouses, barns and chemical factory to buildings that can accommodate between 10 and 20 workers. 3. Warehouses can also double as ammo dumps for squads in defensive usage. Being able to stack squads on outer small warehouses is a great way to concentrate fire where you need it. 4. In an endgame 700 population zone, expect half your population to be guards and squads. You'll need about 150 people for cooking and food production. Food production should be split evenly between barns and farms. You'll need at most 20-30 for ammo, fuel, medkit and weather center. The rest can be reserved for scavenging, repair, and building tasks. 5. Your arms factory should be able to handle 50-100 people for midgame production. Don't go bigger than this or you'll waste too many resources building it, don't go smaller or you won't build weapons fast enough. Only build sniper rifles. Arm your squads first and your towers and gatehouses second. 6. Layer your defenses. Set your squads up in end game once your economy is functioning and you no longer need to scavenge as an outer perimeter for early warning, and to handle raiders during the day, which will allow your guard assignments to be switched to scavenging during the day. Get your squads as many kills as you can. Veterancy pays dividends in combat efficacy. Do not post outer guard squads without tethering them to a vehicle, but leave them outside said vehicle in their guard positions for combat efficacy. You will need the speed to be able to funnel them to a defensive warehouse/ammo dump for swarms. Scatter a few towers around your primary perimeter wall to soften up hordes and pull aggro during swarms. Healthily reinforce your primary perimeter wall with gatehouses. This not only will provide the necessary firepower, it also helps with pathing and durability. If you have the headroom in terms of population, you can also distribute a handful of towers around the inside of your primary perimeter wall for some extra punch against hordes that make it to your walls, and to help pull aggro away from your squishier buildings in the event of a breakthrough.

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各位幸存者们,大家好! 我们刚刚发布了一个新的游戏版本供大家游玩。此版本包含了对同一位置生成过多中世纪城墙以及车辆无法选中问题的重要修复。我们还进行了一些小的视觉优化。祝大家游戏愉快! 更新日志 更新了ESC和ENTER键在用户界面不同部分的使用方式。ESC和ENTER将分别用于取消/确认某些操作。 更新了感染者的游泳动画。 更新了加油操作,现在驾驶时也可进行加油,并且加油速度提升至原来的3倍。 更新了车辆建造/拆除进度条的可见性。 修复了中世纪城墙相互叠加生成以及存档/读档后重新生成的问题。 修复了部分车辆无法选中的问题。修复了 APC 拆除后无法提供金属资源的问题。 修复了车辆跟随行驶时朝向错误的问题。 修复了游戏暂停时儿童动画未停止的问题。 修复了受伤士兵在总部等待医疗舱救治时无限奔跑的问题。 进行了其他改进以提升游戏稳定性。 重要提示:中世纪城墙的修复将阻止其过度生成,但不会删除已生成的中世纪城墙。新游戏中不应再出现此问题。如果您在新游戏中遇到此问题,请告知我们。 顺祝商祺, Jutsu Games Team

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各位幸存者,大家好! 虽然团队大部分成员都在开发新内容,但我们仍在持续关注大家反馈的常见问题。本次更新对自动存档功能进行了一些调整,未来我们还计划进一步减小存档文件的大小。感谢大家的所有报告与反馈! 更新日志 首次启动游戏或重置设置为默认值时,“限制自动存档文件数量”选项将默认启用。 当游戏检测到玩家驱动器剩余空间为6GB或更少时,“限制自动存档文件数量”选项将自动开启。 修复了选择“让我看看你有什么货”选项后,商人停留在区域内的问题。修复了保存/加载后区域内树木大量重新出现的问题。树木保存机制已优化。 修复了因地形高度导致玩家无法拆分小队的问题(拆分窗口会立即消失)。 修复了加载存档时部分小队成员消失的问题。 修复了载具有时会卡在建筑物和地形中的问题。 大型更新#5预览 我们收到了许多关于《无感染区》新内容的询问。虽然我们已开始着手大型更新#5的开发,但关于预览内容还请大家再耐心等待一段时间。目前计划于2025年8月发布预览,更新本身则预计在2025年9月/10月期间推出。对我们而言,确保所有重点功能都能在本次重大更新中实装至关重要。 《尘埃突袭者》发售 我们来自Vixa Games的朋友们将于明日推出《尘埃突袭者》。如果你是末世题材游戏以及《疯狂的麦克斯》式背景策略游戏的爱好者,那么《尘埃突袭者》或许正合你意! 感谢游玩《无疫之地》! 顺祝商祺, Jutsu Games团队

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各位幸存者们,大家好! 感谢大家通过游戏内的漏洞报告器提交的所有反馈和报告。我们很高兴地通知大家,导致敌人隐形的致命漏洞已修复。看到公告下方评论区和社区讨论中提出的各种问题也非常有帮助。我们会尽力阅读所有反馈,并逐一解决最受关注的问题。感谢大家对我们的耐心! 更新日志 更新了NPC区域和NPC区域事件。 更新了多个事件,以减少游戏过程中卡住的可能性。 修复了敌人隐形的漏洞。 修复了暗杀事件中的破坏者在非最大总部位置生成的部分其他情况。修复了藏身处可能在已摧毁建筑中生成的问题。 修复了部分输入提示超出边界的问题。 修复了APC顶部在战争迷雾中未隐藏的问题。 修复了部分研究 artwork 垂直方向被压缩的问题。 修复了维修或拆分总部时极少数情况下游戏丢失的问题。 引入了多项更新,旨在提升游戏稳定性并减少崩溃。 已知问题 点击在远征中遇到的集群可能会导致错误报告器启动。此问题不应造成任何进一步的负面影响。 我们正在分析部分维修无法开始的情况。 除此之外,我们持续关注所有反馈并分析玩家提出的问题。预计在近期会推出更多修复更新。感谢您游玩《无感染区》! 顺祝商祺, Jutsu Games 团队

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各位幸存者,大家好! 本次更新的主要目标是减少崩溃和程序冻结问题。我们还降低了藏身处建筑的穿透性,以避免玩家在摧毁建筑本身之前就消灭建筑内所有突袭者的情况。 更新日志: - 从外部射击藏身处时击中内部突袭者的概率从10%降低至3%。 - 优化了冬季期间区域选择的可见度。 - 修复了带刺铁丝网直接被完全摧毁而非进入可修复状态的漏洞。 - 修复了在选择植树区域过程中出现帧率下降的漏洞。 - 修复了可在农场种植树木的漏洞。 - 修复了加载游戏后徽章材质显示错误的问题。我们推出了另一组稳定性更新,旨在减少崩溃次数。 顺祝商祺, Jutsu Games Team

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在游戏初期使用木墙也能奏效。这样你就不会被那些想吃你肉的饥饿感染者压成煎饼了。这完全是可选的,在单人游戏中,每个人都有权选择自己喜欢的玩法。 如何制作杀戮箱(含详细视频) 适用于0.24.4.13 0 BETA版本 说实话,你可能并不需要这个。游戏当前版本即使在极难模式下也非常简单。在玩了3遍之后,我决定在第4遍尝试建造杀戮箱,到目前为止,它主要帮助节省了维修资源。 不过,如果你仍然想为了好玩或者为了更轻松而学习如何制作一个,那么方法如下。它肯定能让你对付比平时多一倍甚至更多的感染者。你需要用围墙围住整个基地,只留下一个入口。 【诱饵小队】是必要的,但只能部署在基地内部,不能让他们进入危险区域。 通过让小队在感染者能看到的建筑内外移动,感染者会绕路前往杀戮区入口。 如果操作不当,你的杀戮区可能完全无法发挥作用。 你也可以在基地两侧设置大门,以便更轻松地外出。 【铁丝网】对于减缓感染者进入杀戮区的速度是必要的,你可以根据需要放置适量的铁丝网。 但铁丝网也会减慢己方人员的移动速度,因此最好为平民设置大门作为通道选择。 为了使诱饵策略生效,大门处可能需要清空工作人员。以下是更深入的分析和指南视频。深入解析视频:直击要点,不浪费你宝贵的时间。(反正我也不赚取广告收入。)

可能存在单人通关策略?谁知道呢?无论如何,这完全是可选的,而且游戏是单人的,所以我不会评判任何人。按你喜欢的方式玩,玩得开心。

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各位幸存者,大家好! 新一轮更新现已上线!感谢社区玩家的宝贵反馈,我们已修复了暗杀事件异常触发的遗留问题。除此之外,我们仍在持续致力于提升游戏的稳定性。 更新日志 - 更新了三角定位机制,并新增了一个与该机制配合的任务目标。 - 为黏土坑建筑添加了专属音效。 - 调整了部分研究节点的研发成本——降低了研发费用。 - 幼树/小树被砍伐时将提供更多资源。完全长成的树木则保持原有设定不变。 - 降低了自定义建筑的建造费用。修复了小队未保持在大型总部建筑中心时发生的刺杀问题。 修复了部分车队目的地没有可用道路的问题。 修复了移动总部缺少部分金属维修费用的问题。 修复了重机枪弹药条显示数值不正确的问题。 修复了另外两个可能导致游戏崩溃的情况。 Discord服务器 如果您尚未加入我们,或者最近才开始玩《无感染区》,我们诚挚邀请您加入我们的Discord服务器!了解《无感染区》的最新信息,参与调查和活动,与我们出色的社区交流!感谢您的支持! 此致, Jutsu Games团队

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各位幸存者,大家好! 本周真是忙碌的一周。我们昨天刚发布了第26号修复更新,今天又为大家带来了第27号修复更新!和往常一样,我们一直在关注大家的漏洞报告和反馈,并尽最大努力解决最关键的问题。祝大家游戏愉快! 更新日志 新增三角测量研究。 新增SetSoldierHp控制台命令。玩家可通过此命令修改小队成员的生命值(使其近乎无敌)。温馨提示:不建议使用修改器及类似软件。我们发现许多崩溃问题都是由此类软件引起的。 更新了支持者包中部分旗帜,修正了其方向错误或缺少正确垂直设计的问题。 更新了霰弹枪研究的插图。 更新了部分剧情事件。已添加缺失的语音,改进了部分任务流程。 修复了在远征中点击尸潮会导致错误的问题。 修复了总部及部分其他建筑无法修复的问题。 修复了掠夺者剧情目标过早结束的问题。 修复了在某些罕见情况下感染者不会躲藏在建筑物内或地下的问题。 修复了按住Ctrl键框选载具时小队图标消失的问题。 修复了威胁商人的选项无法使用的问题。 修复了可能导致崩溃的部分稳定性问题。 顺祝商祺, Jutsu Games Team

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各位幸存者,大家好! 在我们持续为大家开发下一个大型更新的同时,另一款修复更新现已发布!此次更新包含一些平衡性调整,并重新引入了按时间顺序推进的故事模式。经过仔细观察,我们发现故事变更会显著增加游戏难度,但本身并未有效提升重玩价值。我们决定通过其他功能来增强重玩价值,相关内容将在未来公布。 更新日志 移除故事变更功能。故事现在将再次按时间顺序展开:掠夺者率先出现,随后是军方,最后是科学家。 已启用对旧存档文件的自动压缩功能。在本次更新后首次启动游戏时,你可能会注意到一个进度条,它会显示存档压缩的进度。根据你的存档数量,这可能需要几分钟时间。 压缩存档的加载时间已得到改善。 修复了阻止部分玩家完成“Up Against the Wall”任务的问题。 修复了如果之前已彻底搜索过整个探险地图,导致部分玩家无法找到实验室任务标记的问题。 修复了未优化的感染犬动画导致帧率降低的问题。 平衡调整 在没有特定兴趣点的建筑中搜索时获得枪械的几率降低10%。 在有枪械兴趣点的建筑中搜索时获得霰弹枪的几率提高15%。在带有枪械兴趣点(POI)的建筑中搜寻时,获得突击步枪的概率降低15%。 霰弹枪研发成本从15个科研材料降至12个。 霰弹枪生产时间减少9%。枪械和突击步枪的生产时间分别增加15%和10%。 新增装备霰弹枪的突袭者。 为优化游戏难度曲线,早期游戏的突袭者数量减少,后期游戏的突袭者数量增加。 重大更新#5预览 若你尚未查看,我们最近已发布重大更新#5预览——第一部分。其中提及了我们正在为你开发的部分新内容和功能。我们也很高兴地告知你,该预览的第二部分即将推出。预计在未来两周内会有关于下一次更新的更多消息!顺祝商祺,Jutsu Games Team

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各位幸存者,大家好! 在第五次重大更新——第一部分中,我们已经展示了规则、预设建筑、更大的地图以及最终故事章节。现在,终于到了了解10月即将推出的其他功能的时候了。祝大家玩得愉快! 巢穴与藏身处

巢穴首次在《重大更新预览#4》中公布。但在该更新的开发过程中,我们不得不将优先级转向其他功能。现在,我们不仅计划添加感染者巢穴,还将加入掠夺者藏身处。 此前,地图上漫游的敌人大多是随机的。有了新系统后,大量感染者和掠夺者将在其基地附近区域活动。摧毁巢穴和藏身处,可确保地图上的敌人数量减少。 车队

我们决定为那些觉得已经完成旧区域并想要开启新区域的玩家改善初始体验。现在,你无需从零开始,而是可以发起一支商队来开启新区域。具体流程如下: [olist] 玩家满足解锁远征中心的特定条件(例如摧毁地图上所有的巢穴和藏身处)。 玩家建造远征中心和一辆特殊巴士车辆,解锁迁移行动。 玩家选择迁移地点,该地点必须距离当前位置35格以内。 玩家在选定的格子上选择新总部的位置。 巴士转变为临时总部。最重要的是,你可以保留上一轮游玩中的诸多内容。载具、已研发的科技、精选的优质枪械以及其他你选择的资源。这无疑是开启新区域的绝佳方式。 重机枪载具改装

新的挑战需要新的火力。那些仔细观察过支持者包胶囊图片的玩家已经注意到即将到来的内容。我们决定新增一项载具改装——在车顶安装一挺重型50口径机枪。它对摧毁装甲目标效果显著,但对步兵效果欠佳。请注意: - 重机枪弹药消耗量大——每次连射消耗10发子弹。 - 重机枪需要一名小队成员(驾驶员除外)操作。 - 重机枪对阿尔法感染者、载具和建筑尤其有效。 这还不是第五次重大更新中所有精彩改动的全部。10个全新研究节点、小队框选功能、建筑涂鸦系统、工人单次资源运输量翻倍,以及诸多其他新增内容将于10月与各位玩家见面。请准备好再次守护你的《无感染区》! 此致, Jutsu Games团队

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