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{{FA}}
[[Image:Dark.PNG|frame|right|An artist's impression of the inside of a dark building.]]
[[Image:Dark.PNG|frame|right|An artist's impression of the inside of a dark building.]]


As per the 28 May, 2008 Update:
On May 28<sup>th</sup>, 2008, the following update was released:


''As the moss and lichens spread across the final few skylights, several types of buildings are now dark without a generator hooked up, reducing search and attack rates until power can be restored.''
''As the moss and lichens spread across the final few skylights, several types of buildings are now dark without a generator hooked up, reducing search and attack rates until power can be restored.''


===In Game Effects===
==Buildings Affected==
*When the building is '''powered''' there are '''no effects.''' It is not dark.
[[Image:DarkMap.PNG|frame|right|A screenshot showing the darkened interior of a building on the urban dead map.]]
*[[Banks]], [[Cinemas]], [[Clubs]], and [[Fort]] Armouries are all dark in [[Malton]].
*In [[Monroeville]], all of the above are dark (except fort armories, which are not found in Monroeville)Additionally, [[Monroeville/Location Types Unique to Monroeville#Barn|Barns]] and [[Building_Types#Public House|Pubs]] are dark in Monroeville.
*[[Borehamwood]] follows the same basic rules as Monroeville, except that Pubs are not dark.  Also, the runs (a section of the [[Big Brother House]]) are dark.


==In-Game Effects==
When a building is powered with a  with [[fuel]]ed [[generator]], there are '''no effects''', as the building is not dark.


*When the building is '''unpowered''' the following is added to the building description: {{udspan|With the lights out, you can hardly see anything.}}
When a building is '''unpowered''', the following is added to the building description: {{udspan|With the lights out, you can hardly see anything.}} In addition to this, when the building is dark (unpowered):
:In addition to this, when the building is dark (unpowered):
*Any '''[[graffiti]]''' inside the building cannot be seen, but it can be sprayed over.
:*Any '''[[graffiti]]''' inside the building cannot be seen.
*'''[[Decorative items]]''' cannot be seen, excluding holiday decor.
:*'''[[Decorative Items|Decorative items]]''' cannot be seen.
*'''[[Dead body|Dead bodies]]''' inside the building cannot be seen or dumped.
:*'''[[Dead body|Dead Bodies]]''' inside the building cannot be seen or dumped.
*'''Search rates''' are halved.
:*'''Search rates''' are halved.
:This is a factor in Fort Armories; no other dark buildings contain tactical resources.
::This is a factor in Fort Armories; other dark buildings currently contain no tactical resources
*'''Attack percentages''' are halved. This affects all players, [[survivors]] and [[zombies]] alike.
:*'''Attack percentages''' are halved. This affects all players, [[survivors]] and [[zombies]] alike.
:In all situations (not just in dark buildings), attack rates shown to players do not include the bonus for [[Tangling Grasp]]. Tangling Grasp confers its full 10% bonus in the dark, for a maximum 35% to hit with a claw when in the dark, or 25% with a bite. Zombies are able to maintain a tangling grasp vastly longer while inside a dark building.
::In all situations (not just dark buildings) attack rates shown to players do not include the bonus for [[Tangling Grasp]]. Tangling Grasp confers its full 10% bonus in the dark, for a maximum 35% to hit with a claw when in the dark, or 25% with a bite.  
::Attacks made with a [[newspaper]], which are normally at 100% to hit, are reduced to 50%.  This is not reflected in the attack menu.
::Attacks made with a [[newspaper]], which are normally at 100% to hit, are reduced to 50%.  This is not reflected in the attack menu.
:*'''[[Useful Items#NecroTech Revivification Syringe|Revivification syringes]]''' have a 50% chance to fail when used inside dark buildings.  
*'''[[Useful Items#NecroTech Revivification Syringe|Revivification syringes]]''' have a 50% chance of failure when inside a dark building.  
::A failed revive attempt gives the message: {{udspan|While priming the needle, you happen to lose track of the zombie in the dark.}}
:A failed [[revivification|revive]] attempt gives the message: {{udspan|While priming the needle, you happen to lose track of the zombie in the dark.}} Such a failed attempt costs only 1 [[Action Points|Action Point (AP)]] and does not consume a needle.
::Such a failed attempt costs only 1 AP and does not consume a needle.
*'''A [[ruin]]ed dark building cannot be [[repair]]ed'''.
:*'''A [[ruined]] dark building cannot be [[repair]]ed'''.
:In order to repair a dark building that has been ruined, the dark effect must first be negated.
::In order to repair a dark building that has been ruined the dark effect must be negated first, requiring a [[generator]] with [[fuel]].
:Generators and [[radio transmitters]] cannot be repaired. <sub>6th August 2008</sub>
::Generators and [[radio transmitters]] cannot be repaired. <sub>6th August 2008</sub>
:If an attempt is made to repair a dark building that is not ransacked or ruined, the following message appears: {{udspan|The building is in good shape, it's just very dark.}}
::If you try to repair a dark building that is not ransacked or [[ruined]], you get the message: {{udspan|The building is in good shape, it's just very dark.}}
*'''[[Barricading]]''' is affected by darkness, and may fail for the normal reasons (no place to put an item found, with the normal failure message given) or because the darkness makes it more difficult to find items.
:*'''[[Barricading]]''' is affected by dark, and may fail for the normal reasons (no place to put an item found, with the normal failure message given) or because the darkness makes it more difficult to find items.
:Examples of flavor text change when barricading:
::Examples of flavor text change when barricading:
:*Failed barricade attempt due to darkness: {{udspan|You spend a while searching through the darkness for something to barricade the doors with, but can find nothing.}}
::*Failed barricade attempt due to darkness: {{udspan|You spend a while searching through the darkness for something to barricade the doors with, but can find nothing.}}
:*Successful barricade attempt in darkness: {{udspan|You manage to find some seats in the darkness, and reinforce the barricade.}}
::*Successful barricade attempt in darkness: {{udspan|You manage to find some seats in the darkness, and reinforce the barricade}}
*'''[[Diagnosis]]''' is ineffective in the dark, meaning survivors cannot see others' [[Hit Points|Hit Points (HP)]].{{ref|1}}
:*'''[[Diagnosis]]''' is ineffective in the dark, meaning survivors cannot see each others' hit points.{{ref|1}}
*Curiously, '''[[Assorted/Misc Items#Newspaper|Newspapers]]''' can be read in the dark.{{ref|2}}
 
===Buildings Affected===
[[Image:DarkMap.PNG|frame|right|A screenshot showing the darkened interior of a building on the urban dead map.]]
*[[Banks]], [[Cinemas]], [[Clubs]], and [[Fort]] Armouries are all dark in [[Malton]].
*In [[Monroeville]], all of the above are dark (except fort armories, which are not found in Monroeville.)  Additionally, [[Monroeville/Location Types Unique to Monroeville#Barn|Barns]] and [[Building_Types#Public House|Pubs]] are dark in Monroeville.
*[[Borehamwood]] follows the same basic rules as Monroeville, except that Pubs are not dark.  Also, the runs (a section of the [[Big Brother House]]) are dark.


===[[Minimap]] Effect===
==[[Minimap]] Effect==
A player inside a darkened building will see a very dark grey background inside the building.
A player inside a darkened building will see a very dark grey background inside the building.


The building appears as normal from the outside or if inside a neighboring building E.G. the standard building colour.
The building appears as normal from the outside or if inside a neighboring building, i.e. the standard building color.


===Distribution of Dark Buildings===
==Distribution of Dark Buildings==
{| style="border:solid 1px black; border-spacing:2px; font-size:90%; width:400px; height:400px" align=left  
{| style="border:solid 1px black; border-spacing:2px; font-size:90%; width:400px; height:400px" align=left  
|-
|-
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| style="{{InfluenceMapColors/Moderate}}" align=center width=10% height=10% | [[Ridleybank|6]]
| style="{{InfluenceMapColors/Moderate}}" align=center width=10% height=10% | [[Ridleybank|6]]
| style="{{InfluenceMapColors/Moderate}}" align=center width=10% height=10% | [[Pimbank|7]]
| style="{{InfluenceMapColors/Moderate}}" align=center width=10% height=10% | [[Pimbank|7]]
| style="{{InfluenceMapColors/VeryStrong}}" align=center width=10% height=10% | [[Peppardville|10]]
| style="{{InfluenceMapColors/VeryStrong}}" align=center width=10% height=10% | [[Peppardville|11]]
| style="{{InfluenceMapColors/Weak}}" align=center width=10% height=10% | [[Pitneybank|5]]
| style="{{InfluenceMapColors/Weak}}" align=center width=10% height=10% | [[Pitneybank|5]]
| style="{{InfluenceMapColors/Strong}}" align=center width=10% height=10% | [[Starlingtown|8]]
| style="{{InfluenceMapColors/Strong}}" align=center width=10% height=10% | [[Starlingtown|8]]
Line 153: Line 153:
| style="{{InfluenceMapColors/Strong}}" align=center width=10% height=10% | [[Hollomstown|8]]
| style="{{InfluenceMapColors/Strong}}" align=center width=10% height=10% | [[Hollomstown|8]]
| style="{{InfluenceMapColors/Weak}}" align=center width=10% height=10% | [[Danversbank|5]]
| style="{{InfluenceMapColors/Weak}}" align=center width=10% height=10% | [[Danversbank|5]]
| style="{{InfluenceMapColors/VeryStrong}}" align=center width=10% height=10% | [[Whittenside|10]]
| style="{{InfluenceMapColors/VeryStrong}}" align=center width=10% height=10% | [[Whittenside|11]]
| style="{{InfluenceMapColors/VeryStrong}}" align=center width=10% height=10% | [[Miltown|10]]  
| style="{{InfluenceMapColors/VeryStrong}}" align=center width=10% height=10% | [[Miltown|10]]  
|-
|-
Line 160: Line 160:


==References==
==References==
{{Note|1}}[[News/2009#July_3|Game news – July 3, 2009]].
*{{Note|1}}[[News/2009#July_3|Game news – July 3, 2009]]
*{{Note|2}}[http://iamscott.net/1321348687755.html source A], [http://iamscott.net/1321348780534.html source B].


[[Category:Glossary]]
[[Category:Glossary]]

Latest revision as of 01:14, 25 October 2015

Featured Article


An artist's impression of the inside of a dark building.

On May 28th, 2008, the following update was released:

As the moss and lichens spread across the final few skylights, several types of buildings are now dark without a generator hooked up, reducing search and attack rates until power can be restored.

Buildings Affected

A screenshot showing the darkened interior of a building on the urban dead map.

In-Game Effects

When a building is powered with a with fueled generator, there are no effects, as the building is not dark.

When a building is unpowered, the following is added to the building description: With the lights out, you can hardly see anything. In addition to this, when the building is dark (unpowered):

  • Any graffiti inside the building cannot be seen, but it can be sprayed over.
  • Decorative items cannot be seen, excluding holiday decor.
  • Dead bodies inside the building cannot be seen or dumped.
  • Search rates are halved.
This is a factor in Fort Armories; no other dark buildings contain tactical resources.
  • Attack percentages are halved. This affects all players, survivors and zombies alike.
In all situations (not just in dark buildings), attack rates shown to players do not include the bonus for Tangling Grasp. Tangling Grasp confers its full 10% bonus in the dark, for a maximum 35% to hit with a claw when in the dark, or 25% with a bite. Zombies are able to maintain a tangling grasp vastly longer while inside a dark building.
Attacks made with a newspaper, which are normally at 100% to hit, are reduced to 50%. This is not reflected in the attack menu.
A failed revive attempt gives the message: While priming the needle, you happen to lose track of the zombie in the dark. Such a failed attempt costs only 1 Action Point (AP) and does not consume a needle.
In order to repair a dark building that has been ruined, the dark effect must first be negated.
Generators and radio transmitters cannot be repaired. 6th August 2008
If an attempt is made to repair a dark building that is not ransacked or ruined, the following message appears: The building is in good shape, it's just very dark.
  • Barricading is affected by darkness, and may fail for the normal reasons (no place to put an item found, with the normal failure message given) or because the darkness makes it more difficult to find items.
Examples of flavor text change when barricading:
  • Failed barricade attempt due to darkness: You spend a while searching through the darkness for something to barricade the doors with, but can find nothing.
  • Successful barricade attempt in darkness: You manage to find some seats in the darkness, and reinforce the barricade.

Minimap Effect

A player inside a darkened building will see a very dark grey background inside the building.

The building appears as normal from the outside or if inside a neighboring building, i.e. the standard building color.

Distribution of Dark Buildings

5 5 7 10 10 5 5 8 8 6
10 1 8 8 9 7 9 11 7 3
5 6 5 9 3 6 9 8 7 1
5 7 3 11 6 7 7 6 5 7
3 7 6 11 3 6 7 11 5 8
7 4 7 6 9 8 8 8 5 5
6 9 5 7 4 9 4 9 8 5
8 8 12 5 6 9 10 7 9 6
7 10 4 7 6 9 7 6 10 7
9 9 8 9 9 4 8 5 11 10


References