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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1889212 times)

beorn080

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8640 on: November 01, 2013, 09:52:30 pm »

I recommend you try playing as a Dream Stalker profession.  It's easily as OP as most of the stuff you'll run into (was for the stuff I saw, though I didn't get possessed dolls when I tried it, I got Vampires, Terminators, a few other things.  But as a DS you start with some pretty neat armor and Freddy Krueger claws.... even without skill to use them those claws hurt bad guys.
I don't know. Terminator starts you with a big gun, nice armor from the bionics plus a whole slew of useful ones, and some good skills. Ghost starts you with 50 dodge. Pick up Zui Quan from training, and some unarmed skill, and never get hit again. Or just go agent and walk through walls.
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Blaze

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8641 on: November 01, 2013, 09:52:45 pm »

Hey, is the experimental back to normal now?

I just downloaded an hour ago and no, it is not anything like "normal".

There also appears to be a bug, where pressing 'Q' to quit on the main menu causes the program to crash instead of close cleanly.
Since when was MDickie working on DDA?
Gah, ya beat me to it.

If you prefer a regular game, you can edit the monstergroups.json file and remove the halloween monsters from the spawn table.
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i2amroy

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8642 on: November 02, 2013, 03:37:34 am »

Hey, is the experimental back to normal now?
The halloween changes were reverted as of *checks commit log* 7 hours ago at the time of this posting. For those of you that liked them (or at least got a laugh at how OP they were) we'll be almost certainly making our holiday changes into "mods" once the mod manager is in, so you will be able to toggle them on/off at will. (There has also been some discussion about potentially adding a rare "carnival" location that might spawn some of the more balanced ones, maybe we'll tie it into a "whacky cataclysm" trait idea that has been tossed around a few times.)
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Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Imp

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8643 on: November 02, 2013, 03:51:40 am »

Hey, is the experimental back to normal now?
The halloween changes were reverted as of *checks commit log* 7 hours ago at the time of this posting. For those of you that liked them (or at least got a laugh at how OP they were) we'll be almost certainly making our holiday changes into "mods" once the mod manager is in, so you will be able to toggle them on/off at will. (There has also been some discussion about potentially adding a rare "carnival" location that might spawn some of the more balanced ones, maybe we'll tie it into a "whacky cataclysm" trait idea that has been tossed around a few times.)

As of ~5 minutes ago, I downloaded Windows Curses experimental.  Agent is still a profession choice, as is Dream Stalker and the others - still at 0 point cost.  Could only some of the experimentals been reverted, or only some of the changes removed?
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scrdest

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8644 on: November 02, 2013, 08:21:22 am »

Hey, is the experimental back to normal now?
The halloween changes were reverted as of *checks commit log* 7 hours ago at the time of this posting. For those of you that liked them (or at least got a laugh at how OP they were) we'll be almost certainly making our holiday changes into "mods" once the mod manager is in, so you will be able to toggle them on/off at will. (There has also been some discussion about potentially adding a rare "carnival" location that might spawn some of the more balanced ones, maybe we'll tie it into a "whacky cataclysm" trait idea that has been tossed around a few times.)

As of ~5 minutes ago, I downloaded Windows Curses experimental.  Agent is still a profession choice, as is Dream Stalker and the others - still at 0 point cost.  Could only some of the experimentals been reverted, or only some of the changes removed?

Yeah, it seems that Glyph reverted monster spawns, but didn't revert professions.

Oh, also, the last couple of updates made a change to how objects are shown, apparently, because now I cannot see if anything is on shelves/tables/what have you. The objects only show if they are laying on the ground. Not fun.

EDIT: Deon's tileset is broken in the latest experimental.
EDIT2: I fixed it myself: there is a comma that is supposed to be next to a value but there is what I suspect is an accidental Tab in there. Then the config for ammo is bad because some bullets have IDs defined as numbers and not strings (e.g. ID is 223 rather than "223").
« Last Edit: November 02, 2013, 08:54:39 am by scrdest »
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

Sheb

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8645 on: November 02, 2013, 09:44:27 am »

Is there a way to destroy wood stove? I can't deconstruct it, I can't smash it, I can't blow it up with explosives...
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GlyphGryph

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8646 on: November 02, 2013, 09:56:56 am »

Yep, I just cancelled out the spawns. Forgot professions auto-loaded - oops! I'll fix that.
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Iceblaster

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8647 on: November 02, 2013, 10:05:45 am »

While it's probably going to already be in the experimental and/or the next stable, when is the ETA for World Factory and the mod loader?

Greiger

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8648 on: November 02, 2013, 12:44:01 pm »

I have recently discovered that you can use the G button to move furniture.  I have also found that dressers are vacuums and I am currently dragging a dresser around in a lab sucking up all the loot.
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teoleo

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8649 on: November 02, 2013, 01:17:35 pm »

at this point the tileset more complete is........???
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BigD145

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8650 on: November 02, 2013, 01:19:52 pm »

I have recently discovered that you can use the G button to move furniture.  I have also found that dressers are vacuums and I am currently dragging a dresser around in a lab sucking up all the loot.

It's the ultimate dryer. It doesn't just eat socks.
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i2amroy

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8651 on: November 02, 2013, 05:36:35 pm »

While it's probably going to already be in the experimental and/or the next stable, when is the ETA for World Factory and the mod loader?
World factory is already in the experimental. The mod loader stuff will probably land shortly after the release of .9.
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Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

scrdest

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8652 on: November 02, 2013, 05:51:48 pm »

Hmm, I'm looking for a metal tank, what should I disassemble?
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

Blaze

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8653 on: November 02, 2013, 05:53:23 pm »

Take the gas tank off a car wreck and that'll give you one.

You can also craft one with enough mechanic skill.
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scrdest

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8654 on: November 02, 2013, 07:20:14 pm »

As of today's experimental, running zombies over is hilariously broken. If you run over a zombie, the game derps out with debug message even when it's supposed to be set not to show them, and spawns a new zombie on the old's corpse. Often it deletes the new zombie, sometimes not, but even if it does, the zombie exists for a single round, which means you run a zombie over twice, doubling the damage to the car and the risk of a skid.
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.
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