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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1879569 times)

Skyrunner

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6210 on: September 16, 2013, 05:55:45 am »

I expect the release of full z-level support to be named something dramatic.
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10ebbor10

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6211 on: September 16, 2013, 06:17:02 am »

Version "Ahahahaaa Splot"?
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USEC_OFFICER

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6212 on: September 16, 2013, 07:10:55 am »

0.9 "Shaun"?
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Geneoce

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6213 on: September 16, 2013, 07:37:49 am »

So, I've been wondering, since I've established a mostly safe house (minus the zombie brutes down the road). How resourceful might it be to burn down a house? It seems to me to be a welcome supply of nails and rocks, but there's rebar, too, and since I've yet to find a shovel, I've no idea if anything can be found by shoveling out the wreckage.

There's no downside to it due to how abundant house are.

Do it, its fun. Unleash the inner pyro and reap the spoils.
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Girlinhat

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6214 on: September 16, 2013, 07:41:40 am »

Rebar can be made into a sword, which can train some Fabrication, as well as used in some building construction - there's a git pull to make rebar usable to make steel chunks but it's not in yet.

Burning a house is actually very profitable.  The amount of nails produced is absurd, as well as destroying all the wood and cloth to leave only the metal behind.  It can also be strategically nice, to open your view, remove a potential obstacle, or allow larger base-building.

It's also worth noting, that you can use vehicles as buildings.  If you occupy a Cathedral, you can refit the front doors using steel frames to build a small, stuck 'vehicle' with no wheels or engine.

The Darkling Wolf

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6215 on: September 16, 2013, 07:48:07 am »

I think shoveling away rubble gives a few rocks. It may have been changed since I last worked on it.
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Girlinhat

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6216 on: September 16, 2013, 08:01:47 am »

Shoveling helicopter debris will provide some sort of metal, I know that for sure.

HARD

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6217 on: September 16, 2013, 08:02:19 am »

For those who want to fix npcs graphic, just go to gfx/DeonTileset open tile_config with wordpad, find 'fg' for 'player' and copy it to 'npc_male' and 'npc_female'
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azmodean

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6218 on: September 16, 2013, 10:25:16 am »

I expect the release of full z-level support to be named something dramatic.
That's the plan, but if you'll consult the official release checklist:
https://github.com/CleverRaven/Cataclysm-DDA/blob/master/code_doc/RELEASE_CHECKLIST
> Come up with a release name at the absolute last second.
So we'll see when it happens ;)

In general, the naming scheme is a name with some historical significance to the post-apocalyptic genre, some were Vodun loas, many have been authors of post-apocalyptic fiction.  I try to chose somethiong that highlights the interesting points of development for the release.
For example if we did a lot of work on NPCs we'd maybe call it Sartre ("Hell is other people") :)
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Robsoie

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6219 on: September 16, 2013, 11:04:01 am »

About the new version, i don't find anymore the revive zombie option that i liked to have turned off, and i can't find it in the debug/cheat menu while ingame too, why was this removed even as an option ?
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azmodean

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6220 on: September 16, 2013, 11:14:38 am »

Because it's an intrisic trait of zombies, and it makes no sense to have it be toggleable.
The option was only there because the person that added it was worried about game-breakage, which was evidently a mistake because it told people that it wasn't an integral part of the game.
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GlyphGryph

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6221 on: September 16, 2013, 11:17:45 am »

It's also because of changes being made to the revival mechanics. Instead of being a general case "zombies revive!" thing, it's now becoming a more "this specific monster revives (under these conditions)" thing - an overall toggle doesn't make sense for monster-specific mechanics.

There's been plenty of argument over it, a toggle may but probably won't go back in, but there will be another way to obtain the same effect (strip the ressurection tag from zombies).

Not sure what's been implemented so far though. If the tag thing is completed (I think it was?) you should be able to remove the "revive" flags from the zombies in the monster data files and be good to go.

It will probably be easier to control such things in 0.9 when the mod manager is finished, but it means you can now have mods do things like "regular zombies don't revive but special zombies do" or whatever.
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azmodean

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6222 on: September 16, 2013, 11:29:40 am »

Or an unkillable robotic monstrosity that chases you for all of eternity :D
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Robsoie

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6223 on: September 16, 2013, 12:21:57 pm »

Because it's an intrisic trait of zombies, and it makes no sense to have it be toggleable.

No sense for you.
Options are always good.

It will probably be easier to control such things in 0.9 when the mod manager is finished, but it means you can now have mods do things like "regular zombies don't revive but special zombies do" or whatever.
Great, if it's possible to mod that part, it will be interesting.
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HailFire

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #6224 on: September 16, 2013, 12:36:16 pm »

Out of curiosity, how would one go about modding traits? They're the only thing I can't see a .json for.
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