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Author Topic: Cataclysm: Dark Days Ahead  (Read 124902 times)

Soadreqm

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Re: Cataclysm: Dark Days Ahead
« Reply #375 on: March 15, 2020, 02:02:40 pm »

Not that often. Looking through my Cataclysm folder, it seems to be about once per month, though there's times I update more often and times I don't play at all.
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duckman

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Re: Cataclysm: Dark Days Ahead
« Reply #376 on: March 15, 2020, 04:28:36 pm »

Have they made boarded up versions of the new houses yet? I keep spawning in normal houses when I select boarded up houses as my start location.
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Random_Dragon

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Re: Cataclysm: Dark Days Ahead
« Reply #377 on: March 15, 2020, 06:26:22 pm »

Self-PR'd here, both for feedback and because I had to bounce commits back and forth between desktop and laptop: https://github.com/chaosvolt/cdda-arcana-mod/pull/122

I've been working on rebalancing spells and in general tying more stats to a function of how much mana/fatigue/HP they cost. Main objective is making spell damage and debuff duration more consistently scale up depending on how much the spell costs. Just like how energy cost and casting time scales up and down towards different mulitpliers depending on the type of spell, the same concept applies: Dragonblood spells will start off beefier, achieve fast gains due to a much lower level cap, but will max out to become overall weaker than Magic Signs and Arcane Blessings of comparable cost. Conversely, this magnifies the game mechanic where Paragon of the Veil spells scale up slowly but steadily, starting off weaker than average before eventually eclipsing their counterparts.

A notable balance change for almost all of these offensive spells is a form of damage falloff. Since the internal math I hashed out makes the eventual max damage rather powerful, this would be obviously a bad thing if the entire AoE (which can often cover a wide area) dealt the full damage. So instead the total damage that internal math gives me is split in half, with the other half of it applied via a subspell that targets a much smaller area. A single point (potentially becoming a much-smaller AoE at higher levels) in the center of target_attack spells, a line running down the center of a cone_attack, etc etc. This also encourages the player to aim the spell with an eye towards prioritizing targets.

Finally, a noteworthy warning: Standard offensive Magic Signs are no longer as discriminating about what they hurt! Having them leave swathes of fire and lightning was already a feature that made them more destructive than most Kelvinist and Stormshaper spells, but now being able to avoid harming yourself and your allies with splash damage has been made a feature of Paragon of The Veil spells instead (which already notably swap out fire for harmless plasma effects). Player-centered AoEs like Shockstorm will still, rather obviously, leave the player unharmed while still endangering allies, since dropping a potentially-lethal AoE on yourself that you can't aim would be a bad idea.

Converting other buff and debuff spells to use the math I've cooked up will be saved for part two, while item spells will be rebalanced accordingly either with part two, or as part of a separate part three.
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Soadreqm

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Re: Cataclysm: Dark Days Ahead
« Reply #378 on: March 16, 2020, 08:10:26 am »

If I somehow manage to derail a subway draisine, is it at all possible to re-rail it?
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pisskop

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Re: Cataclysm: Dark Days Ahead
« Reply #379 on: March 16, 2020, 09:08:16 am »

excuse?  we have rails, reliable subways, and hand powered gocarts?
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Tellemurius

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Re: Cataclysm: Dark Days Ahead
« Reply #380 on: March 16, 2020, 10:44:45 am »

Also, it seems water now fills your hunger. Weird.

I donn't find it weird. Here, do this experiment next time you're hungry: Instead of eating, drink a lot of water (1.5l-2l). You'll soon find that you're not hungry anymore.

Hunger is a function of your nervous system detecting empty stomach, not actual need for nutrition.

I think I'm started to realize this. It feels like it's taking more food to fill my stomach than it used to. Any way to check more detailed hunger levels? Like calories needed or nutrition needed? I see all these nutrition stats on food now.
Press '@' to look at your status. As long as your weight there is constantly flipping between Normal and Overweight, you are at roughly the perfect median. If you hit Underweight or Obese, you've gone too far with your diet.

For vitamin needs, you need to do the math so it adds up to roughly 100% every day. If you can't stand that, then you can just go into the mods folder and look for the novitamins mod and change the obsolete status from 'true' to 'false'. Don't expect that to keep working though, since obsoleted mods tend to stop working properly after a while.
Thought it was weird I was inhaling alot of food. Probably gave my toon heart disease from all the glazed tenderloins. Has frozen foods had their freshness ticker fixed yet or if I'm defrosting some fish is it gonna instaspoil?

Soadreqm

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Re: Cataclysm: Dark Days Ahead
« Reply #381 on: March 16, 2020, 10:46:27 am »

excuse?  we have rails, reliable subways, and hand powered gocarts?
They're motorized, but yes. Little carts that you can drive on subway rails. Possibly aboveground rails too, if you have aboveground rails set to generate.
Except sometimes the subway rails don't seem to work right, and the cart somehow ends up off the rail, and there doesn't seem to be any way to get it back on.
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pisskop

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Re: Cataclysm: Dark Days Ahead
« Reply #382 on: March 16, 2020, 11:30:21 am »

mod in a 'build rail' construction.  for free if you're the honest type and for ..... 18 steel chunks and 5 logs if not.

build it under said cart?
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Soadreqm

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Re: Cataclysm: Dark Days Ahead
« Reply #383 on: March 16, 2020, 11:47:41 am »

Can you place constructions under vehicles?
I can't test it because I already walked back. Took a few hours.
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Micro102

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Re: Cataclysm: Dark Days Ahead
« Reply #384 on: March 16, 2020, 05:48:10 pm »

So if I get a blue wound from a deep bite, can cattail jelly be used to fix it? If not, what category of stuff would?
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EuchreJack

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Re: Cataclysm: Dark Days Ahead
« Reply #385 on: March 16, 2020, 07:27:07 pm »

So if I get a blue wound from a deep bite, can cattail jelly be used to fix it? If not, what category of stuff would?

I can't answer from any technical or experience standpoint, however it appears that cattail jelly is an antiseptic, which is the class of items used to fix blue wounds from a deep bite.  Untreated, it will turn into a green wound, and antiseptics won't work anymore.  Green wounds need antibiotics, or items that are in the same class.

Random_Dragon

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Re: Cataclysm: Dark Days Ahead
« Reply #386 on: March 16, 2020, 07:44:24 pm »

Meanwhile in arcana, my spell rebalancing has been sidetracked by trying to figure out how to make the mutual incompatibility between Sanguine Marks and Arcane Blessings not break in ridiculously stupid ways: https://github.com/chaosvolt/cdda-arcana-mod/issues/120
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EuchreJack

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Re: Cataclysm: Dark Days Ahead
« Reply #387 on: March 16, 2020, 08:23:42 pm »

So, how do I get Arcana working?  I haven't much mucked around with installing mods in this game.

anothersimulacrum

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Re: Cataclysm: Dark Days Ahead
« Reply #388 on: March 16, 2020, 08:31:11 pm »

It's pretty easy to use mods. Simply create a `mods/` folder in the base game directory, and slot in the mods you want there. The game also loads mods from `save/worldname/mods` and `data/mods`, but I'd suggest using `mods/`, because that's where third party/user mods should go. (Use save/worldname/mods when reporting issues and the save has third party mods)

So,
  • Download Arcana
  • Create mods/
  • Stick Arcana into mods/
  • Create a world with Arcana
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cider

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Re: Cataclysm: Dark Days Ahead
« Reply #389 on: March 16, 2020, 08:44:37 pm »

Started playing this yesterday. I've tried it once or twice before, but could never bother with the controls etc and gave up quickly. This time I've played 11 hours in two days, lol. Fun as hell. Been playing with only "normal" zombies turned on to learn the ropes, and soon I'll feel comfortable enough with the basic systems to play the game properly.

Also likely the first game I've ever played where a shopping cart feels like a superpower.

One question I have though is were I'm likely to find something with drilling quality? Been wanting to make a knife spear for safer fights, but I can't seem to find a drill in the small town I started closest to. Will head to a bigger one relatively close by (that I know of thanks to a map I found), but I'd like to know what to look for.
« Last Edit: March 16, 2020, 08:49:02 pm by cider »
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