you can't regenerate terrain from the map screen, you're stuck with whatever character the creator gives you, and it would take forever to make something interesting.
Look in the save folder, all the files with "seen" in the name record what parts of the map you've explored, delete them and it resets to nothing.
I don't understand, "regenerate terrain from the map screen", do you mean "turn this square into (for example) a house, that will be generated when the pc gets in range"?
Yeah, basically that's what I mean. Right now if you want to regenerate a tile you have to actually be in the area, select the tile you want to regenerate, and then change it. This makes something such as, say, creating an entire town a little more difficult and tedious. Being able to regenerate entire swathes of land, like turning an entire town into a forest, would be nifty too.
AAh! so what you really want is an overmap equivalent of the terrain editor, that shouldn't be that hard, I'm filing an issue for it right now so it doesn't get lost. That'd let you "rough in" a town-scale area, then possibly go through it with the other editor for detail work.
And for deleting the map tiles, wouldn't that have the side effect of erasing any changes you've thrown into that area? Speaking mainly from the perspective of custom scenarios, if I wanted to make a custom building that the player could discover in the course of play, I'd want to keep any custom tiles, items, and monsters I put there.
No, the blabla.seen.blabla save files only record *which* areas you've explored, not any of the actual map information. It's so different players can have different revealed areas.
So it's been a good bit since I've played and...I can't play. I looked into what's changed since I last played and apparently I have to do some wizardry involving downloading a bunch of crap I'll use for nothing else where too much can go wrong on this iffy rig of mine (6-year old Dell laptop held together by tape and my undying faith in the Omnissiah). Is there some way to play I've somehow overlooked or am I doomed not to touch Cata for an unspecified amount of time?
If you're pulling the experimental, we migrated to SDL2.0 immediately after the release (it was ready a week earlier, but we delayed landing it until after the release to not risk breaking stuff, and looks like that was a good thing). The 0.A stable should have substantially the same requirements as previous versions. (except maybe LUA5.1, I think that got turned on for this release)
One would be some sort of late-game, expensive method of teleporting around the map. Like, with 10 fabrication, 10 electronics, I can make a paired portal which would transport me to its twin (at the cost of some plutonium power cells) when entered. Mainly as a convenience feature for when I have a cosy home base in one area, but I've completely exhausted its resources and have to travel far afield for new stuff.
If we did this it would be a fixture in a lab, and you'd find/repair it as opposed to building it. it's totally out of scope for the player to make super-science stuff from scratch.
The other would be more options regarding safe mode, and ignoring certain enemies. I'm plagued by dogs, that the game seems to alternate between recognising as hostile or friendly. It'd be nice if I could configure safe mode to completely ignore dogs, in any and all circumstances. Ideally, I'd configure it to ignore anything weaker than a Zombear. A few errant keypresses near a zombie cop won't do me any harm, and the fiddling around with ' for ignore, or turning safe mode off and on, slow me down a lot. But I still want safemode on in case a Jabberwock or a Hulk appears round the corner.
Less options and more tweaking it to do the right thing, possibly including having dogs come in hostile and friendly varieties to work around that particular annoyance. Configurable thresholds for safe mode seems like more trouble than it's worth, but I guess I wouldn't object to someone adding it.
I believe making the storage bit like DF is a great idea. Having to actually place your items in the container, and decide which ones should be more accessible, would add more in-depth gameplay, at least in my opinion. Having a "Magical Carrying place of the Gods", where you increase it by putting on more clothing with Storage space, is waaay off as opposed to actually having put items in their containers. In my opinion, at least. I'd like to be able to drop the bag with the gear (ala Duffel Bag filled with stuff, like a Go Bag) than have to micromanage.
We've been over this MANY times, I personally think the DF inventory UI is completely unworkable. We are planning on migrating inventory handling to a nested container model, but the default will be the inventory trying to do the right thing on its own, and allowing the player to override that if they want, not forcing the player to make usually pointless decisions about which pocket to put things in. If you want the details, there have been many discussions about it on the dda forums.
I could see making a penalty for untrained weapon handlers and with guns that aren't ideal for CQC (Such as long rifles), but it should quickly degrade as you've gained skills in the weapon you're using (Except where it makes sense that the gun would be harder to use in CQC, where your idea makes sense).
I really really like the idea of some rifles being so long they get a - to accuracy in melee range. I imagine something with a 26 inch barrel would be so long yer pretty much bludgeoning your target with it just to get the right end pointing at them.
The current system for this is that guns have a "minimum range" based on volume, if the target is closer than the minimum range they count as being at the minimum range. This isn't very well though tout though, since many rifles are so accurate that they're auto-hit at their minimum range, so it doesn't have a discernible effect.
My plan for this in the future is a more tactical system for aiming, where you spend time to zero in on a target before firing, buch like the recoil system, but it resets every time you change targets. Recoil and aim would also take a hit every time you move, including dodges, blocks, and getting hit, which would naturally disadvantage ranged attacks in CQC. Smaller weapons (e.g. pistols) would take less time to aim, so you could get a decent aim-and-fire off between attacks, where it takes longer to draw a bead with a rifle, making them impractical for CQC. I have the system roughed out in code, but got interrupted by all kinds of stuff, I'll probably have to redo it from scratch now. Also yes, aim speed and the loss of aim/recoil would be adjusted by weapon skills.
Hmm, could cook-off be used to breach them?
You might want to recalibrate your understanding of ammo cook-off, a surprisingly simple fix that made it into 0.A stable is that:
1. regular small-arms ammo cook-off only causes shrapnel, no blast.
2. if ammo has a special effect (explosion, fireball, smoke, teargas, whatever), it now triggers that effect on cookoff.
@Steelmagic, what's your avatar from, is there a Gunslinger Girls sequel I missed?
Re: penalty to hit small creatures, the penalty we have in place now is probably out of line, but I was attacked by a dog once, they aren't remotely as easy to hit as you'd think. Not totally applicable because a large part of that was the dog being FAST, but still, statements like "an unskilled attacker should be able to hit a dog