Patch 1.07: Leadership Builds Are Changing
One of the more significant mechanical updates in Patch 1.07 affects how the junkyard develops depending on who's leading it, specifically across Parts 3 and 4.
The honest reason for this change: Rachel and Jaime's building progressions weren't working. They didn't feel distinct enough to matter, and more importantly, they weren't reflecting what these characters actually stand for. That's a problem when leadership is supposed to mean something. This patch fixes it.
The short version: Rachel and Jaime now build toward genuinely different junkyards, not just different aesthetics but different functional priorities that reflect who they are.
Rachel's junkyard is a fortress. Her progression leans hard into defense. Reinforced gates and perimeter security come early, followed by watchtowers north and south for full observation coverage, then a shooting range, a prison cell, and sandbag walls. By the end of Part 4 she's sitting at roughly 69% defense-focused buildings. If you're playing Rachel as leader and you want a locked-down, combat-ready operation, this is the path.
Jaime's junkyard is a home. His progression prioritizes community infrastructure, like workshops, vegetable gardens, a chicken coop, a communal kitchen, a hygiene station, and a recreation room. His defense floor is still solid enough to survive Part 4's challenges, but the emphasis is on sustainability and morale. He’s around 44% defense-focused.
Both leaders end Parts 3 and 4 with 16 total buildings, built out at 2 per chapter. The pacing is deliberate. You'll feel the junkyard grow rather than having it handed to you.
Let me know what you think in the comments or on Discord.