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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1883192 times)

DrPoo

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Re: Cataclysm: Dark Days Ahead
« Reply #1440 on: March 22, 2013, 08:30:00 am »

Uhh can i get for cygwin?
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GlyphGryph

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Re: Cataclysm: Dark Days Ahead
« Reply #1441 on: March 22, 2013, 10:54:06 am »

Oh hey they added my smoker idea. (Save versus unwarranted self importance at -6)

I can't seem to find the changelog at all though
(I implemented this and don't recall ever reading a suggestion for it, it was thanks to a conversation between several people in the Original Monster Ideas thread. Specifically, it was created in response to an almost entirely unrelated suggestion from Mr_Lolz combined with the reason for one of Benedict's suggestions.

Save is a success, thanks to circumstance bonuses! Unwarranted self-importance has been defeated. ;) )
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The Darkling Wolf

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Re: Cataclysm: Dark Days Ahead
« Reply #1442 on: March 22, 2013, 12:04:15 pm »

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GlyphGryph

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Re: Cataclysm: Dark Days Ahead
« Reply #1443 on: March 22, 2013, 12:05:22 pm »

Woot.
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DrPoo

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Re: Cataclysm: Dark Days Ahead
« Reply #1444 on: March 22, 2013, 03:37:46 pm »

Thats awesomesauce
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Kaitol

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Re: Cataclysm: Dark Days Ahead
« Reply #1445 on: March 22, 2013, 04:23:08 pm »

So a farm spawned in the middle of a river/lake which is awesome for me, if a bit.... odd. Funnily enough there's also a dirt lot there with a flatbed truck... not sure how I'm going to get it over the river though.
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Aseaheru

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Re: Cataclysm: Dark Days Ahead
« Reply #1446 on: March 22, 2013, 04:23:40 pm »

build floors?
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Akhier the Dragon hearted

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Re: Cataclysm: Dark Days Ahead
« Reply #1447 on: March 22, 2013, 04:24:32 pm »

Nice to see an update. So anyway seeing as such a thing has come about here is my last v0.2 video.
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Blaze

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Re: Cataclysm: Dark Days Ahead
« Reply #1448 on: March 22, 2013, 08:11:32 pm »

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An action to repeat the last craft has been added, default keybinding of -


Quote
(I implemented this and don't recall ever reading a suggestion for it, it was thanks to a conversation between several people in the Original Monster Ideas thread. Specifically, it was created in response to an almost entirely unrelated suggestion from Mr_Lolz combined with the reason for one of Benedict's suggestions.
It's was waaaaaay back here. Looking in deeper, the idea is similar, but not exact.
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Doohl

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Re: Cataclysm: Dark Days Ahead
« Reply #1449 on: March 22, 2013, 08:49:17 pm »

Is it just me or did the spawn rates kind of break? I spawned, walked into the nearest town looking for loot, and it was like every footstep I took was like a thousand shotgun blasts because, in an instant, the entire town's zombie population began spawning around me. Hundreds of green, yellow, pink, white, every fucking color of the little buggers came spilling from around me in every direction. It was...

Awful.
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Greiger

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Re: Cataclysm: Dark Days Ahead
« Reply #1450 on: March 22, 2013, 09:26:18 pm »

The static zombie spawns are on by default in 0.3.  Static spawns means that every zombie that is going to spawn is already on the map and placed.

Good news: It's far easier to clean a town completely of zombies, or even only partially clean a town.  Noise has also become nearly meaningless thanks to that.  You no longer need silencers on guns, and shotguns are downright safe to use.

Bad News: Earlygame just got much harder.

Fortunately though a lot of the things you need for wilderness survival is now craft-able or you start with.  You can make hammers, and pots, and you start with a knife that can be used for butchering in a pinch.
You can also turn static spawns off in options if you so desire to get old spawning behavior.
« Last Edit: March 22, 2013, 09:28:08 pm by Greiger »
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Zyxl

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Re: Cataclysm: Dark Days Ahead
« Reply #1451 on: March 22, 2013, 09:43:10 pm »

I had a fungal spire suddenly spawn nearby, onscreen, that wasn't marked on the map.

I was just scouting around town, I could see pretty far with binoculars, and out of nowhere there's a fungal spire 10 tiles from me. Unfortunately, my molotovs were still in town at the time and a wasp killed me on the way to get them. Fucking wasps murder newer characters. Vicious cycle of recoil where if you refrain from firing long enough for the recoil to drop it's already killed you, but if you ever fire again the recoil is always too high for you to ever hit it. Once they close in, you've already lost and you can't run.
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Greiger

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Re: Cataclysm: Dark Days Ahead
« Reply #1452 on: March 22, 2013, 10:00:57 pm »

I had a fungal spire suddenly spawn nearby, onscreen, that wasn't marked on the map.

I was just scouting around town, I could see pretty far with binoculars, and out of nowhere there's a fungal spire 10 tiles from me. Unfortunately, my molotovs were still in town at the time and a wasp killed me on the way to get them. Fucking wasps murder newer characters. Vicious cycle of recoil where if you refrain from firing long enough for the recoil to drop it's already killed you, but if you ever fire again the recoil is always too high for you to ever hit it. Once they close in, you've already lost and you can't run.
Funny, I just encountered something like that.  They didn't spawn out of nowhere as I seem to have simply entered their area but I seem to have encountered 3 unmarked fungal spires in an otherwise normal forest.
Spoiler (click to show/hide)
Obviously they have decided to start grouping up for protection.  Not shown in that image are at least 4 more to my east.

EDIT: More are showing up as I continue to drive in this direction. I count at least 15 now. Something tells me fungal spires have accidentally been added to the random spawn pool.  There is indeed a real honest to goodness fungal bloom nearby.  So fungal stuff should be spawning, just not spires I guess :P

My image is from the 0.3 prerelease.  Not the main one.
« Last Edit: March 22, 2013, 10:07:59 pm by Greiger »
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Zyxl

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Re: Cataclysm: Dark Days Ahead
« Reply #1453 on: March 22, 2013, 10:13:02 pm »

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Something tells me fungal spires have accidentally been added to the random spawn pool.
You know, that would make the game a lot more interesting. I almost approve of this. Like Triffid queens around triffid groves.
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Greiger

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Re: Cataclysm: Dark Days Ahead
« Reply #1454 on: March 22, 2013, 10:18:32 pm »

They certainly damage a truck like one.  I smacked into a spire on the road at 50 and lost the blades and spikes on the front both headlights and severely damaged the frames and windshields.  And the windshields all have steel plating covering their tiles.

This truck is made to run over trifflid queens without much trouble, and hitting a single spire was like driving through a building and slowed the truck to 10 mph in the space of 3 tiles.

At least they don't persist like trifflid queen groves do, the spires and the walls despawn like everything else when I leave the area and come back.
That is seriously the most damage I have seen a flatbed truck based vehicle take in a single impact (ok technically 9 impacts) and it's pretty fun swerving around them as I maintain speed.

Hmm...I'm thinking these spires are expanding the range of the fungal monsters.  I'm now back into terrain that did not have them previously and they are still spawning...

One last edit: I see Kevingrenade saw this thread and already fixed it on the github.  Excellent quick work dude!
« Last Edit: March 22, 2013, 10:39:11 pm by Greiger »
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