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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1890315 times)

Girlinhat

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8325 on: October 23, 2013, 10:08:17 am »

Graboids spawn dynamically, even in static mode, as they're considered wildlife.  They've EXTREMELY regional, and will occur in masses in their area, but don't appear anywhere else.  Their regions don't seem to occur in mapgen very commonly.

GlyphGryph

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8326 on: October 23, 2013, 10:11:49 am »

Graboids spawn dynamically, even in static mode, as they're considered wildlife.  They've EXTREMELY regional, and will occur in masses in their area, but don't appear anywhere else.  Their regions don't seem to occur in mapgen very commonly.

I'm actually making a note here to add a few individual graboids using the Jabberwock code. Honestly, that system is probably worth expanding, it's quite nice, and encountering the occassional "graboid territory" with a single (or a few) graboids that don't respawn would be interesting.
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Sheb

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8327 on: October 23, 2013, 10:46:19 am »

Just noticed a problem in the last release: you can craft a bow with 200 threads, which can be dissassembled into 2 3ft strings, which can be disassembled into 600 thread.

I suggest you remove to possibility to craft a bow from thread or sinew and let us craft strings from sinew.
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beorn080

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8328 on: October 23, 2013, 11:47:16 am »

Just an update from the last time. Latest build there are regular zombies at max city spawn size. I must have just gotten an odd build or something.
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Eagle

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8329 on: October 23, 2013, 12:23:26 pm »

Does disinfectant run out? It feels like I've made several tons of bandages from a single bottle of it.

i2amroy

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8330 on: October 23, 2013, 01:58:57 pm »

Really? I've survived around a year on earlier builds, and never encountered them. I dont seem to see any eyebots in the .8 anymore either, even when smashing in pawn shop windows.
As mentioned earlier Graboids are fairly localized (though GlyphGryph's addition would be very nice :D). As for the eyebolts if you are triggring alarms and don't see them then that's a bug. If you aren't actually triggering alarms then they shouldn't show up. (That said we really need a place for a lot of our robots to spawn, I think the majority of them don't spawn anywhere right now).

Does disinfectant run out? It feels like I've made several tons of bandages from a single bottle of it.
The ratio should be 1:1, though it's possible that you have just collected a lot of it.
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Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Eagle

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8331 on: October 23, 2013, 02:28:23 pm »

Does disinfectant run out? It feels like I've made several tons of bandages from a single bottle of it.
The ratio should be 1:1, though it's possible that you have just collected a lot of it.
[/quote]

Yeah as it turned out, I just had a ton of alcohol around me.

GrizzlyAdamz

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8332 on: October 23, 2013, 03:21:36 pm »

As mentioned earlier Graboids are fairly localized (though GlyphGryph's addition would be very nice :D). As for the eyebolts if you are triggring alarms and don't see them then that's a bug. If you aren't actually triggering alarms then they shouldn't show up. (That said we really need a place for a lot of our robots to spawn, I think the majority of them don't spawn anywhere right now).

Possible to replace some lab spawns/outpost spawns w/ robots instead of Zs? The whole facility that is- they'd have cleared out the zombies.
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GlyphGryph

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8333 on: October 23, 2013, 04:02:22 pm »

Nah, they'd live in harmony. Zombies only attack the infected but not-yet-deceased, and the robots only engage human criminals and intruders, they don't deal with pest control.

Oil and water, they just slide right past each other.
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azmodean

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8334 on: October 23, 2013, 04:04:08 pm »

Yea, robots everywhere would be cool, alternately filling the lab with zombies and all the robots are smashed.  Now that I think of it, if the robots win, they'd likely just dump all the bodies somewhere... yipes.
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Eagle

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8335 on: October 23, 2013, 04:13:09 pm »

Speaking of labs, some of the logs talk about cloning and also containment for infected. Would be cool if there was a rare lab event that was like in Killing Floor; a cloning tank is constantly spewing out zombies/monstrosities till you fight yer way to it and deactivate it.

Could also be HUGE containment pits where failed experiments were thrown, and are now heaving with zombies/super monstrosities

GrizzlyAdamz

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8336 on: October 23, 2013, 04:13:55 pm »

Nah, they'd live in harmony. Zombies only attack the infected but not-yet-deceased, and the robots only engage human criminals and intruders, they don't deal with pest control.

Oil and water, they just slide right past each other.

Depends on if they're wimpy securibots or military kill-bots in case there's a quarantine breach/failsafe outpost security. A zombie sure does look like a non-compliant human.


Psst, eagle, spoilers.
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azmodean

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8337 on: October 23, 2013, 04:16:33 pm »

Yea, that's pretty much what I was thinking, make a room that's guaranteed to only have one entrance to the rest of the lab with a locked door, and pack it full of all kinds of zombies (because they got dumped there and have since gotten back up).  If you get close enough for them to hear you there will be an absolutely crazy cacophany of them pounding on the walls.  You better hope there isn't a hulk in there...

Pfff, backstory can be changed, maybe the robots in *this* lab ran amok.
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GrizzlyAdamz

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8338 on: October 23, 2013, 04:17:30 pm »

'Cept it's stated in the backstory that the robots only attack humans. Zombies don't register as human.
But, why?  :(
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Aseaheru

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8339 on: October 23, 2013, 04:19:20 pm »

Wrong vitals?

Probably that is it. Afterall, dont want robots randomly killing endangered animals.
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