Just to expound on what I thing Steven is saying. The different named areas, each a procedurally generated layout ranging from mazes to more open areas, are basically arranged in a sort of grid, like so.
W X
Y Z
Let’s say you’re in Y and you have an important quest in Z. So you head to the east and look along that wall for an opening. Hey, there’s isn’t one! What gives? It turns out you might have to go north to W, then east to X, then south to Z. Not every area on the grid connects to every other area. There can be inconvenient solid walls.
Personally, I like the unpredictability. I like having to explore. I like sometimes have to detour through higher level areas to get to a lower level area. So put me down as officially harumphing at this new option as being a crutch for hateable straightline babies. :)
Version 1.004 is out: patches and changes. This patch makes canceling expeditions less costly, fixes a couple crashes, improves multiplayer, and fixes a bunch of other minor issues.
Version 1.005 is out: patches and changes. This patch makes increases the zombie threat, increases the infection rate, and fixes a bunch of other minor issues.
Watching Tom’s stream from a couple of months ago should help you a bit, also remember that there is a pause key and you shouldn’t be afraid to use it.
Thanks Chappers, will take a gander at that this evening. I can tell there is a lot to love here, it’s just all dumped in your lap at once and doesn’t stop lol. So yeah knowing about the pause key will be really handy too, especially for helping to keep track of all the messages that pop up about events and such.