Living Fellows · Release 0.26.28
The Field Manual on two printed pages. Each panel names the manual chapter with the detail.
Keys| Home | Open or close the panel; LF when collapsed |
| Keypad 1 held | Peek at the selected companion; Keypad 2 toggles Watch |
| Keypad 3 held | Steer them toward the cursor |
| Insert | Show or hide the base layout |
| Rotate building | The game's key; turns a blueprint |
| Right-click | A companion: Talk, Watch, quick orders, Assign objective. The world: the Living Fellows menu. |
Ch 3, Appendix A
OrdersCh 4
Rules of engagement| Stealth | Avoid contact; quiet force; hand signals; never shoots from a vehicle |
| Close Defense | Clear threats near the team; no chasing |
| Ranged Support | Firearms at distance; may fire from a car window at safe speed |
| Weapons Free | Engage visible threats; brief pursuit |
| Hold fire | Blocks ordinary shots under any doctrine |
Ch 6. A refusal always says why.
Squads and signalsCh 5b
Talk| Check in | What are you doing? · How are you? · Do you need anything? · What are you hoping for? |
| Get to know | Talk about memories · Tell me about yourself · What do you think? · How are we doing? |
| Support | Reassure them: stress −12, morale +8, bond +1, every 2 min when needed. You did well: bond +3, morale +6, once per moment. |
Ch 9b
TrustScore = trust × 0.55 + bond × 0.45: Cautious <10 · Ally 10 · Trusted 30 · Close 55 · Family 80.
Builds when close (8 tiles, same floor): patched up +5 trust / +4 bond · eating or drinking +3/+2 · escaping together +2/+4 · danger to you passing +2/+5.
Their past opens at trust 10 past · 25 home · 40 value · 55 fear · 70 habit · 80 keepsake.
Hitting them: a strike in a quiet moment; at two they keep away, at four they fight. Strikes fade after 6 quiet game hours.
Ch 9d
Needs and medicine| Noticed | Serious | Urgent | |
|---|---|---|---|
| 48% | 62% | 75% | |
| 55% | 70% | 82% | |
| 50% | 68% | 82% |
Ch 8
Setting up campLumber, farm, fishing, burial and pyre areas may lie 30 tiles out. Stairs extend the camp up or down, basements included. Blueprints: Queue construction.
Ch 11–13
Base jobs| Woodcutter | Lumber area, axe, storage for logs |
| Carpenter | Logs, a saw, a second container for planks |
| Gravekeeper | Burial ground and shovel, or a pyre, lighter and petrol |
| Farmer | Farm area over existing plots; farming supplies |
| Maintainer | Barricades marked for upkeep |
| Chef | Powered fridge, food and cookware in storage |
| Angler | Fishing bank, rod and bait |
Outdoor work pauses 21:00–06:00 unless allowed. Tired residents sleep before the next job.
Ch 14, 15, 15b, 16
Running the campStock per resident: food 3 · water 2 · medical 1 · construction 2 · ammunition 6 per guard.
Roles needed: guard and builder (Carpenter) at 2 residents · medic at 3 · quartermaster at 4 · farmer with a farm area.
Defence: Rotating watch · Role based · All hands. Workload: Essential · Balanced · Continuous.
Stalled jobs: six failures in a row, then Retry or Cancel. Base Watch keeps camp loaded while you travel.
Ch 14b, 14c
HouseholdsStanding: Hostile ≤ −60 · Wary < 0 (new ones start at −20) · Tolerated 0–39 · Trusted 40+.
Offences: trespass −12 · aiming −28 · theft −40 · barricade −45 · damage −55 · murder −100, never forgiven.
Help: a delivered request +30 and opens barter · a broken promise −12 · recruit after 2 kept promises, a field trial of 6+ hours, then a decision.
Ch 18, 18b
Expeditions ExperimentalRecall: powered walkie-talkies on you and the leader, same channel → right-click your radio → Return immediately.
Ch 17
When something's wrong| Panel missing | Press Home, look for LF, check the mod is enabled for the save (and ZombieBuddy, on Workshop) |
| A moving shadow | The bridge failed: More → Support, copy the report, and stop playing that save |
| Stuck | Wait a moment, then Regroup; note what's in the way |
| Ignoring you | Read Last action problem on Status |
| Reporting | Support report, console.txt, logs.zip, and a screenshot or video |
Appendix C, D