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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1894110 times)

AVE

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PTW.

Also, what is the ETA for NPC reenabling (wiki states that they are turned off. Haven't downloaded yet.)?
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Fniff

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You can turn them back on, but they are buggy.

Imp

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I return to Cataclysm after a year+ of not playing it.  Checking out all the changes.  Several brief learning lives.

My umpteenth new character, I pick the crack-addicted prostitute, and really try to save her.  Start in a 'safe house' so close to a city that there's zombies visible through the windows already.  Talk to the person in the house with me, get told about some job.  My prostitute's already starting to shiver, she needs her drugs.  Doesn't even listen.  She heads for the stairs.  The other person charges towards the zombies.

Get a couple bottles of water, stumble back up the stairs and out from the safehouse on the side away from the town.  The fight starts, a spitter and an electroshock zombie, others; my prostitute doesn't wait to see the likely conclusion.  She gets away.

The edge of the area she knows has a gas station well outside of the town.  The shakes are getting bad.  She stumbles to the station, circles it.  Perception, intelligence, dex; they're all down to 0.  She doesn't -see- any zombies, not that I trust her observations at the moment.

I let her go inside, bully her into moving the various food and drink stuffs into the back room, try to get her to sleep.  She complains about the light (seriously?  This room has no windows....), then about the cold.  And always about the withdrawal.  I murmur reassurance to her, keep her from her drugpipe.  She's having so much trouble sleeping I finally urge her up, and try to walk it off with her. 

This seems a little better, maybe easier on us both.  Something else for us to think about, she's not so cold now, maybe it'll make her tired soon.  We keep walking a little more, then she stops breathing and just, dies.  Still on the first day of play.

Still such an awesome game, with so much to learn and try to survive.
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GalenEvil

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Yeah, NPC are disabled by default but can be turned on with two options. One of them turns on just the starter NPC you find next to you in the evac shelter, the other enables NPCs to spawn within the world itself. They are still pretty buggy, as Fniff said, and are a "use at your own risk" right now. Though, the more people use them the better since we'll be able to catch NPC related seg-faults more easily if a lot of people encounter and report the circumstances of the segfault(s). :D
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Aseaheru

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Are you using the unstable build?
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notquitethere

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Any way to speed the game up a bit? Bit laggy on my moderately-specced Windows 7 laptop.
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Aseaheru

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turn of NPCs and classic zombies only?
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notquitethere

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Holy reanimation batman! Classic zombie mode is superfast. Other than those godawful shocker zombies (and all the other specials) what else am I missing?
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Sheb

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Labs, every single weird, mutated monster.
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Aseaheru

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I think perhaps all the odd, creepy things like jabberwocks (or those included...?) and all the demention-jumping shit.
labs are still there.
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notquitethere

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I note that there's still zombie children and dogs, which pleases me. I'd actually quite like an intermediate mode where special zombies were much rarer. Closer to the frequency of bears.
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notquitethere

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Also, why don't lumberjacks start with an axe?  ???
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Aseaheru

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What lumberjacks? is the .7 build I am using (and I THINK its the only one...) there are only tailors, mechanics, eggheads, smokers and I think rebels.
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Sheb

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There is a whole bunch of professions in the cutting edge build.
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Aseaheru

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Yes, but isent that unstable and not technically .7?
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