Colin and I are still in South Africa, because screw winter. The days are getting longer, the weather hotter, just the way it should be. Perpetually.
We’ve fallen in to a routine here of working, then doing more work, then working when we have some time between work and work. Progress is being made on Rebuild 3, which eases the feeling I’ve had for the last year of being in a tunnel whose end gets further away the faster I walk. Finally, I’m gaining on it!
Since we finally have some purdy Adam-art for all the equipment, and close-to-final descriptions and effects, praps it’s time I publish the definitive (*cough version 0.71 cough*) list.
The mandala of pain. And gardening.
Boring old hand-to-hand. I added some silly melee weapons in Rebuild like the shovel and golf club because I just love the image of bashing a zombie’s skull in with things you find lying around. Once to graduate to firearms, they’re also useful for scavenging or recreation, respecitvely.
|Knife||Officially Licensed RAMBO First Blood MC-RB2 Survival Knife||+2 defense|
|Stick||Everyone knows Donatello has the longest range attack||+1 defense|
|Nail Board||A board with a nail so big it will destroy them all||+2 defense|
|Fire Ax||A scavenger’s best friend||+2 defense, +2 scavenging|
|Baseball Bat||Swing away||+1 defense, perk: Recreation|
|Shovel||Good for digging your way through a zombie’s skull||+1 defense, +1 scavenging|
|Golf Club||FOOOOOORE||+1 defense, perk: Recreation|
|Sledgehammer||Useful for construction or deconstruction of zombie skulls||+2 defense, +2 building|
|Pickaxe||Can I pick your brain for a minute?||+2 defense, +1 building|
|Chainsaw||Find some meat!||+2 defense, +1 building|
|Sword||Don’t hold it by the pointy end||+2 defense|
|Named Sword||Makes you feel like a Ninja||+3 defense, perk: Ninja|
|Nunchuks||Hope the nose you break is not your own||+1 defense|
|Mierfa’s Nunchuks||Mierfa made these herself after a harrowing incident||+3 defense|
|Whip||Reinact your favorite scenes from Raiders of the Lost Ark||+1 defense|
|Andy’s Whip||More a toy than a useful weapon||+3 defense, perk: Recreation|
Things that go boom. Or in some cases “twack”. Most of these use ammo, which is of the one-size-fits-all variety in Rebuild, working in both your pea shooter and your rocket launcher. It’s easy to make more ammo in a workshop… perhaps too easy… so enjoy all that free ammo now before it gets nerfed in the next update and you’ve got to trade Gustav your firstborn just to make your guns work.
And how does ammo work? You use up one unit (obviously not one BULLET, duh) for every 3 days spent shooting at stuff. If you run out of ammo, all guns grant +0 defense. There’s a policy that lets you increase or decrease ammo usage.
|Pistol||Useless without bullets||+2 defense|
|Pea Shooter||Literally shoots peas||+3 defense, perk: Green Thumb|
|Shotgun||Aim in the general direction of the head||+3 defense|
|Named Shotgun||Sturdier than the average shotgun||+4 defense|
|Hunting Rifle||Without me, my rifle is useless. Without my rifle, I am useless||+3 defense|
|Van Dijk’s Rifle||I must master my rifle as I must master my life||+4 defense|
|Submachine Gun||Ratatatat||+3 defense|
|Assault Rifle||This is my rifle. There are many like it, but this one is mine||+4 defense|
|Flamethrower||Smores?? My favorite!||+4 defense|
|Minigun||Can cut a zombie in half at 100 yards, not that that would kill it||+5 defense|
|Rocket Launcher||Eliminate everything in your path, including your path||+5 defense|
|Crossbow||Uses ammo like guns||+2 defense|
|Boomerang||She might fly off, but she always comes back to me||+1 defense|
|Melanie’s Boomerang||Tipped with razors for taking off zed heads||+2 defense|
One of the Kickstarter reward tiers was getting to name an item, which is where things like the “Octonoo Binocs” and “Walter’s Go Bag” came from. These souped-up versions of regular items often give a perk as well as an extra skill bonus.
Yes, the “See Further” perk stacks with the Improved Scouting tech, letting your survivors scout a 3×3 grid instead of just one measly building at a time.
|Hammer||Bang bang went Maxwell’s silver hammer||+1 defense, +2 building|
|Wrench||It’s all about torque||+1 building|
|Saw||Man those were some bad movies||+1 building|
|Crowbar||Can open almost any object, or at least smash it||+1 defense, +2 scavenging|
|Named Crowbar||For prying open stuff… including rib cages||+1 defense, +3 scavenging|
|Flashlight||Find useful stuff in darkened buildings||+1 scavenging|
|Binoculars||For more efficient long distance scavenging||+1 scavenging|
|Moore’s Binocs||Spy on your neighbors up to 4 blocks away||+2 scavenging, perk: See Further|
|Octonoo Binocs||Official Binoculars of the Octonoo City Bird Watching Club||+2 scavenging, perk: See Further|
|Toolbox||All the tools you need to build your first bidhouse||+3 building|
|Backpack||You could live out of one of these for years||+3 scavenging|
|Pitchfork||Good fer pokin’||+1 scavenging, perk: Green Thumb|
|Chemistry Kit||A good set of glass beakers and a bunsen burner||+3 engineering|
|Doctor’s Bag||Lets you diagnose almost anything, just not cure it||+2 engineering|
|Walter’s Go Bag||Lets you diagnose almost anything, just not cure it||+5 engineering, perk: First Aid|
|The Doctor’s Scalpel||Lets you diagnose almost anything, just not cure it||+5 engineering, perk: First Aid|
|Mirror Earth||A tale of teamwork by Crawford and Yeo||+3 leadership, perk: Team Player|
|Terrible Comic||So badly written that it inspires you to do better||+3 engineering, perk: Easygoing|
|Calculator||Ancient but solar powered, these things last forever||+1 engineering|
|Science Book||Sleep with it under your pillow and learn by osmosis||+2 engineering|
|Named Science Book||A first edition! Before they fixed all the mistakes!||+4 engineering|
|Flare Gun||Works as a weapon in a pinch||+3 leadership, +1 defense|
|Radio||Communication is the key to good leadership||+3 leadership|
|Megaphone||Can be heard a mile away on a windless day||+2 leadership|
|Multi-tool||Reid Co’s bestselling five-in-one multi-tool||+1 to all|
|Guitar||Soothe the savage beasts and lift the sombre spirits||+2 leadership|
|Helmet||For more effective headbutt attacks||perk: Defended|
|Top Hat||A top-notch hat or the truly refined leader||+1 leadership|
|Cowboy Hat||This town ain’t big enough for two sheriffs||+1 leadership|
Children also count as equipment in the code. They grant -1 to all perks (to represent the time it takes to take care of them), and grant a happiness perk called Babysitter. Yes, babysitting is a source of great joy for survivors in Rebuild. When you compare it to other possible duties anyway.
You might remember the black cat from Rebuild 2 where it was a reward for cleaning our the gambler’s bank. Kickstarter backers got to name it this time around, so you might win: “Yoshi”, “Stevens”, “Gromit”, “Pepsi”, “Cooper”, “Caboose”, “Kamstra”, or “Linus”
|Cat||Nobody can resist this cat’s charms||+1 leadership, perk: Pet Owner|
|Black Cat||A very special cat||+1 to all, perk: Pet Owner|
|Pomeranian||Adorable, when it finally stops yapping||+2 leadership, perk: Pet Owner|
|Retriever||Wants to be your bestest friend||+1 defense, +1 scavenging, perk: Pet Owner|
|Bulldog||The jowls say it: this is one mean dog||+2 defense, perk: Pet Owner|
Oh, there are plenty of vehicles lying around. But good luck getting any of them to start after rusting in the rain for a decade.
I haven’t quite figured out vehicles yet… right now they grant the Has Vehicle perk which eliminates the danger of doing missions further than 1 city block away from the fort. But I have several vehicle-related events planned that should make them more interesting than that, and something you’ll definitely want to have.
|Bicycle||Keep fit and stay ahead of the mob||perk: Has Vehicle|
|Motorcycle||Drive right through those traffic jams||+1 defense, perk: Has Vehicle|
|Car||Surprisingly spacious trunk||+1 scavenging, perk: Has Vehicle|
|Armored Truck||Bulletproof and full of cash||+2 defense, +2 scavenging, perk: Has Vehicle|
Deluxe edition bonus equipment:
(The Fox rocks!)
One of the Kickstarter rewards (and now deluxe edition bonuses) is some special starting jobs for your main leader, which come with gussied-up versions of some items. They are:
|Handle with Care||Groovy||+5 defense, +2 building|
|KITT||Heavily armored, but doesn’t actually talk||+3 defense, +3 scavenging, perk: Has Vehicle|
|The Feynman Lectures||Arm yourself with physics||+4 engineering, perk: MacGyver|
|Note’s Guitar||Smooth sound but a sharp edge||+4 leadership, +2 defense, perk: Musician|
|Construction Hat||Doin’ it like a Doozer||+3 building, perk: Defended|
4 thoughts on “Rebuild 3: Luverly Equipment”
Greetings from South Europe Sarah! You are currently developing a very delightful* (if that’s the correct term? nvm.) game right now, and i have a couple of suggestions:
a) You’ll probably want to try and make the workshop have a bit more….usefulness to it. I mean yea, for now in 0.72, we get free ammo and medicine but something that would make it have more use to the actual fort is……blueprints!!! That way, both the workshop and the scavenging “system” are getting better, because you have to scavenge (UNCLAIMED/OUTSIDE THE FORT BUILDINGS, OTHERWISE IT SHOULDN’T Work–> Unrealistic to not find blueprints inside your base in a recently claimed building, i know, i know, just that i mean the fort could have stupid people that searched the building for useful resources and overlooked papers and potential blueprints/”blueprint journals”, WHILE reclaiming it from the zombies.) the blueprints in: Labs/Pawn Shops/Miitary Bases(if they can make it inside the game as a rare building. Please?)/Police Stations/Houses(10%-15% “Spawn rate”, so it would be quite rare to reach the “Gold Mine” of someone’s house who was a collector of baseball bats an golf clubs blueprints….yeah, you get me point.)/Warehouses(Well it’s mostly for storage so a 55% chance to find a bluepint here would be quite normal i guess.
Because there always is useful trash in a warehouse.) This is the most important part. Please consider this one carefully(What has been mentioned above). Please…
Oh! Almost forgot. Blueprints would contain one “recipe” (5 materials,4 ammunition and a level 8 engineer to create a submachine gun for example) while the blueprint journals/books would have 3-5 blueprints inside them.
b)IF THEY MAKE IT INTO THE GAME(The blueprints/blueprint journals: a possible durability system for the guns/melee weapons(Whips too i think….maybe.), so that we could maintain a *Realistic experience, your hunting rifle could jam while you are trying to stop an attack, and probably it would be #Damaged, so, it would need a level 5-10 engineer and 3-5 days to get it fixed at the workshop. Same for melee, depending on their Defense bonus, lv 3-7 engineer and 1-4 days to get it up and running again.
The Water and Power Plant side/miniquests were a nice addition too. If you read it all, thank you , and i hope you could consider, and maybe, add some of these things in the main game. Can’t wait for the full release! Best Regards, Jack.
And by the way, if any value gets nerfed i would mind at all! I would be quite happy if at least a litle part of my suggestion makes it in the game. Thanks again.
Cannot wait, as i adored the first two games. :D :D :D
Thanks for this, I’ve been look’g all over the Net for Images of the Equipt and this are great.
If wonder’g who I am I’m the guy who emailed you about Rebuild 3D.
Also I figured out why most people don’t use BGE, due its GPL that requires developers to hand out the source file upon request, but I came up with 2 ways to counter plagurize’g.
1. I hear you can put a price tag on the Source so I would have the platform I’m uploading to make sure that the File is a non-refundable microtransaction
2. Do Pre-Orders until you suffice with the money then release both…cause technically you don’t have to avail Source until work is released.