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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1889085 times)

Blaze

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azmodean

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8581 on: October 31, 2013, 04:37:12 pm »

1. I think this evening-ening-ing will be safe, if I'm reading right.
2. The build will continue to be available in the archive of previous builds on narc.ro, I'll look it up and post a link when I can.

There are actually thousands of builds in there, I'm not sure what narc's archival plan is, or if maybe he just has a ludricrous amount of space.
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Imp

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8582 on: October 31, 2013, 04:41:24 pm »

1. I think this evening-ening-ing will be safe, if I'm reading right.
2. The build will continue to be available in the archive of previous builds on narc.ro, I'll look it up and post a link when I can.

There are actually thousands of builds in there, I'm not sure what narc's archival plan is, or if maybe he just has a ludricrous amount of space.


Thank you thank you, in the name of all super busy but overeager gamers everywhere!
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Mephansteras

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8583 on: October 31, 2013, 05:01:45 pm »

A link would be great. I'm pretty much heading from work to a party, so I have no idea when I'll be home to download this thing. Or even if I'll remember to do it tonight.
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i2amroy

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8584 on: October 31, 2013, 05:17:37 pm »

Actually, that gave me the idea that they could add in medication that needs to be dissolved in water before using. Possibly using the Purification Tablets code except yielding a container of dissolved medicine.
Plop, Plop.  That's very doable.
Except for the fact that currently medicine doesn't support the use of more then 1 tablet at a time (which is the reason why water purification tablets only take one tablet per container, despite supposed to be needing a 1-1 ratio), so the only way this would work would be to either do a 1/4/X at a time transfer to a new container or to do a 1 per container type of thing (or do some rewriting to allow medicine to use multiple charges/items simultaneously).
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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 #8585 on: October 31, 2013, 05:19:44 pm »

Actually, that gave me the idea that they could add in medication that needs to be dissolved in water before using. Possibly using the Purification Tablets code except yielding a container of dissolved medicine.
Plop, Plop.  That's very doable.
Except for the fact that currently medicine doesn't support the use of more then 1 tablet at a time (which is the reason why water purification tablets only take one tablet per container, despite supposed to be needing a 1-1 ratio), so the only way this would work would be to either do a 1/4/X at a time transfer to a new container or to do a 1 per container type of thing (or do some rewriting to allow medicine to use multiple charges/items simultaneously).

Crafting recipes. In fact, you could handwave that as needing to add the medicine to boiling water or something, and that would rid you of the need to make a clean and normal water variants.
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Grendus

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8586 on: October 31, 2013, 06:28:52 pm »

So I found a machete and converted it to a No. 9, which is pretty good, but I keep getting a message that it gets stuck in the zombie and I have to yank it free. Like, every time I swing the damn sword it gets stuck and I have to yank it out. Is this... normal? Is it skill based? Stat based?
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Gamerlord

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8587 on: October 31, 2013, 07:51:13 pm »

So I found a machete and converted it to a No. 9, which is pretty good, but I keep getting a message that it gets stuck in the zombie and I have to yank it free. Like, every time I swing the damn sword it gets stuck and I have to yank it out. Is this... normal? Is it skill based? Stat based?
I'd like to know the answer to that myself.

Greiger

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8588 on: October 31, 2013, 08:52:16 pm »

From what I understand it is at least partially based on your strength.  You may find it actually gets pulled out of your hands if you hit something armored with it.  Like a skeleton.

The higher your strength the less likely your weapon is to get stuck, and the higher your strength the less time it takes to yank free (yes when you get that message you are actually taking additional time to yank the weapon free again and it makes the attack speed on cutting weapons unreliable.)

The higher the cutting damage the more likely it is to get stuck.  And the heavier armored the opponent the more likely it is to get stuck too.  So while a katana may have ludicrous cutting damage, an average strength character may have difficulty extracting the sword from whatever they chopped into.

Somebody posted the whole formula a while back.
« Last Edit: October 31, 2013, 08:55:41 pm by Greiger »
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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8589 on: October 31, 2013, 08:58:49 pm »

But, but that's... :(
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i2amroy

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8590 on: October 31, 2013, 09:01:44 pm »

The chance of it getting stuck is mainly skill based, yes, with a major factor also being what type of weapon you are using exactly. The amount of time for which it gets stuck, and whether or not you lose your grip on the weapon, is mainly STR based with some big skill factors involved as well.
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Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Kaitol

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8591 on: October 31, 2013, 09:49:42 pm »

That mechanic had always seriously bugged me. How many people are stupid enough to continue trying to yank out a weapon while getting hit from multiple directions or being chased be a ton of enemies. Personally, if my weapon got really stuck so that the pull back after the swing didn't dislodge it, I would just let it go and pull out a handgun/knife/secondary weapon of choice, kill the wounded mother-effer then plant my steeltoed boot on their corpse and pull the damn thing out. But no, my character could lose multiple turns being a stubborn idiot.

It used to make blades use nigh suicidal in an open fight. If you didn't have a chokepoint or there was only one enemy within miles it was a recipe to get your shit wrecked. After I bitched about it happening all the goddamn time on a 20 str 20 skill character a long while back it got toned down to manageable levels though, thank god. It used to be much worse. I haven't really noticed it at all on blade specialized characters anymore.
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beorn080

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8592 on: October 31, 2013, 10:07:20 pm »

Idea for weapons getting stuck. Do it like all the other "Do you want to stop" warnings, except, "do you want to pull at your stuck weapon". Yes, make one retrievial attempt, no, leave it, or pull until free.

New idea for an improvised weapon. Knife grenades. Requires a hacksaw, components would be a grenade, a combat knife or perhaps a spike, and superglue. Recipe found in Knife Fighters notes, not sure on skill req. Works in two parts. Can either activate, which would turn it into a normal grenade, excepting that it has combat knife throw damage. Or, use it as a melee weapon, if it gets stuck and you don't pull it out, letting go of it in the body would pull the pin, giving you 5 turns to run.
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Graknorke

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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8593 on: October 31, 2013, 10:26:53 pm »

New idea for an improvised weapon. Knife grenades. Requires a hacksaw, components would be a grenade, a combat knife or perhaps a spike, and superglue. Recipe found in Knife Fighters notes, not sure on skill req. Works in two parts. Can either activate, which would turn it into a normal grenade, excepting that it has combat knife throw damage. Or, use it as a melee weapon, if it gets stuck and you don't pull it out, letting go of it in the body would pull the pin, giving you 5 turns to run.
Sounds good to me. The improv-weapons category could always do with expanding.
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Re: Cataclysm: Dark Days Ahead - Version 0.8 "Romero" released!
« Reply #8594 on: October 31, 2013, 10:33:40 pm »

So, I downloaded the new experimental version (with all the Halloween stuff). I just went to loot a grocery store, I took 5 steps in and the building started collapsing with no apparent cause. Is that a thing now? Unstable buildings falling apart? Or a bug?
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