(Note that we’ve added the ability to tell outposts apart in TU3, thus answering all the questions on that topic Also note that “Outpost bonuses to Stockpiles are now retained when the game is restarted,” another TU3 note, is an upcoming fix to the UI. Many of you have observed that numbers jump around all over the place, and resources did not seem to appear in your stocks/get used/etc. even as raw materials were used. The problem was not the stockpiles, but in the UI communicating numbers with you. After TU3, you should get a more accurate report of how much stuff you have - but we have more fixes to make before it will be completely accurate.) DEFENSE Q: What about an outpost's location helps AI survivors get back to the base? Are they trying to get somewhere in particular that I can anticipate? If I loot an entire area, should I abandon outposts there because survivors are never going there? I realize this is half not-an-outpost-question but since this is an aspect of their function some clarity may help here. A: An outpost does a lot of things, strategically speaking, but you decide the primary value. You can use them as supply chain security, or as extensions of your perimeter defense, and more. They help missing survivors find their way home -- the more outposts you have, the better the odds your missing friends will get back to base. An outpost will generate resources, suppress (but not remove) zombie activity in a perimeter around the building, allow you to set defensive traps, and give you a safe spot to grab some supplies and catch your breath on your way home (but not sleep). All of those things help survivors get from point A to point B in one piece, in different ways. So if you’re only using an outpost to give yourself a safe(r) spot to organize supply runs, then yeah, abandoning it once an area is clear is a fine idea. Q: When I set up my outposts for the first time, the area is clear and basically children can play in the safety of my outpost net. But a few days later, there are zeds climbing over the fence. Can you shed some light on details of what protections an outpost’s radius offers? Does the radius of an outpost show an area where zeds cannot spawn? Does the outpost radius prevent infestations from occurring inside the radius? Or is this only showing the radius protected by traps (for hordes)? A: Zombies/infestations cannot spawn inside the protected radius, but as you’ve seen, nothing stops them from wandering INTO that radius...and thus triggering your traps. (Speaking of traps, the radius determines mine placement.) Or trying to climb over your walls. The spawn prevention can be overridden for specific missions, by the way, but you should be able to tell when that is happening from the context. Q: I know the traps only work on hordes (not the stragglers), but does an outpost provide any sort of protection against individual zeds? or must that be handled by watchtowers? A: Actually, the mines are placed around the outpost when a horde draws near. Once placed, anything can set them off... a straggler, a horde, or even you in your car. Note that a horde might not trigger every mine that is placed, so be careful. But as to the rest of your question, sniping a zed can only happen from a staffed watchtower, yeah. Q: My traps will automatically regenerate, but will occasionally need to be manually reset. Is this intentional, or a bug? If it's intentional, about how long do I have before I have to reset the traps? A: They aren’t actually automatically regenerating, exactly. They’re spawning in the presence of hordes, as described above. You can reset the traps by hand once a (game) day. That expands the safe zones for all of your outposts. Q: Does "Too many infestations" pop up when there is an infestation within 500 meters of my home base, or can I extend that figure by setting up outposts close to the base (such that the safety zones overlap)? A: No, the number used for the infestation warning is calculated from your home base, and doesn’t count even the most cleverly deployed outposts. Q: Is the one-fuel-barrel-arms-all-outpost-traps dynamic intentional, or is it supposed to be one barrel per outpost? A: One barrel per outpost was the intention. So, uh, enjoy that while it lasts. Q: I'm set up in the truck building and have outposts set in a line towards Marshall. Can you please help me to understand the reason around 6 game-controlled community members all jog into Marshall whenever I'm at base? I know that are trying to help defend the base. They just keep running through the outposts, over walls, etc, in an "A to B" fashion to the currently furthest outpost. A: Outposts are, in our game, things that have been designated as places for NPCs to interact with each other when you’re not playing as one of them. (That’s one small part of the system that lets your survivors lead independent lives when you aren’t driving.) So while what you’re describing sounds like we need to do a spot of investigation to make sure there’s not something else going on, it’s also possible for them to simply be going from outpost to outpost in some kind of demented pub crawl. But with supplies instead of booze.