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Author Topic: The Cataclysm games thread.  (Read 114347 times)

King Zultan

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Re: The Cataclysm games thread.
« Reply #600 on: April 10, 2022, 02:51:15 am »

I get that some need buffing in some way, but why do they all need a gimmick?


Also KittyTac you were talking about adding your own mutation lines, did you ever decide on what you were making?
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EuchreJack

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Re: The Cataclysm games thread.
« Reply #601 on: April 10, 2022, 06:57:10 am »

Plant getting the ability to grow vehicles out of wood

Oh my lost youth
https://www.youtube.com/watch?v=y9K0SzFIf4A

I miss when I was naive enough not to say "Damn, they're really gearing up to sell some toys!"

Soon mutations are getting a big rework in DDA, basically every path will be buffed and have some kind of gimmick, like Lupine getting combat buffs if near other Lupine NPCs, Beast getting a berserk ability, Elf-A getting pollen that can control NPCs, Plant getting the ability to grow vehicles out of wood, etc. Mylie best dev.

I'm excited.

Eh, some of those seem awful in comparison to others.  Lupine require other Lupin NPCs? Yeah, that'll happen. Elf-A seems nice, but NPCs worth controlling are kinda rare.  Plus, we got the speech checks for that!

Egan_BW

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Re: The Cataclysm games thread.
« Reply #602 on: April 10, 2022, 07:34:24 am »

Is it possible to make allied NPCs drink mutagen? Might be OP but something like a mutagenic bite mutation which lets you put other humans onto the same path as you would be interesting.

Now I'm imagining a eusocial insect mutation chain where you become the queen and bite random NPCs to make them your insect-mutant thralls. Bad for direct combat but can spawn minor insect monsters / steal giant ant workers / mutate humans into your minions?
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Random_Dragon

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Re: The Cataclysm games thread.
« Reply #603 on: April 10, 2022, 11:42:32 am »

Meanwhile in BN, KheirFerrum has been working on some improvements to bionics.
1. Blood Filter can now fix Badly Poisoned, not just regular poison.
2. Air Filtration can now be toggled on. It still gives its usual minor amount of EP when off, but turning it on boosts its EP enough to protect against toxic gas like a gas mask can.
3. And one that's currently open, beefing up Healing Nanobots. Basically it's being rigged to trigger more frequently, but more importantly now it doesn't tack on extra hidden costs that are always active even when it's not healing. So now it only inflicts DDA-style realismic power drain and calorie consumption when it heals HP, not constantly, and it'll better describe how it actually works to the player.
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KittyTac

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Re: The Cataclysm games thread.
« Reply #604 on: April 10, 2022, 11:51:01 am »

I get that some need buffing in some way, but why do they all need a gimmick?


Also KittyTac you were talking about adding your own mutation lines, did you ever decide on what you were making?
1. To differentiate them and give each an unique playstyle.
2. There will be offshoots (mixed paths), I'll add some like fox (lupine+feline), hyena (lupine+rat), sauropod (raptor+cattle), etc.

Plant getting the ability to grow vehicles out of wood

Oh my lost youth
https://www.youtube.com/watch?v=y9K0SzFIf4A

I miss when I was naive enough not to say "Damn, they're really gearing up to sell some toys!"

Soon mutations are getting a big rework in DDA, basically every path will be buffed and have some kind of gimmick, like Lupine getting combat buffs if near other Lupine NPCs, Beast getting a berserk ability, Elf-A getting pollen that can control NPCs, Plant getting the ability to grow vehicles out of wood, etc. Mylie best dev.

I'm excited.

Eh, some of those seem awful in comparison to others.  Lupine require other Lupin NPCs? Yeah, that'll happen. Elf-A seems nice, but NPCs worth controlling are kinda rare.  Plus, we got the speech checks for that!
Well not only will getting mutagen be easier so you can make more lupine NPCs but mutation speech checks will be made easier by making some NPCs not care if you are a mutant.

Is it possible to make allied NPCs drink mutagen? Might be OP but something like a mutagenic bite mutation which lets you put other humans onto the same path as you would be interesting.

Now I'm imagining a eusocial insect mutation chain where you become the queen and bite random NPCs to make them your insect-mutant thralls. Bad for direct combat but can spawn minor insect monsters / steal giant ant workers / mutate humans into your minions?
1. You can make NPCs drink/inject mutagen if they're allies. No problems regarding that. The hardest part is making/finding enough furry juice and a decent NPC.
2. Mylie was vague about insect but it involves NPC servants I think, yeah. Maybe not that exact implementation.
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Random_Dragon

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Re: The Cataclysm games thread.
« Reply #605 on: April 10, 2022, 01:42:32 pm »

Meanwhile in modding...so, yesterday I merged the update to Arcana that fixed up itemgroups due to the fact that they now override in DDA by default. When I got home later that day I chucked Noctifer a matching update for the DDA version of Cataclysm++ too.

More follow-up mod updates for DDA versions of my mods:
1. Fixed up itemgroups and waist items for Medieval Mod Reborn. I also removed the kettle hat and close helm from the DDA version because someone added basically identical items to vanilla DDA. I'm a little miffed that their implementation is kinda actively worse than mine though, as it's Yet Another Booklearn Only Medieval Helmet™ when my version was "it's a metal hat, so here's basically the only autolearned iron-tier helmet in the game" which filled a unique niche. Even shittier, it actually CALLS OUT the fact it has a wide brim, as you do with a kettle hat, but then makes a point of NOT giving it the sun shade effect. If one of those trilby hats that people (and Cata, given its usual sprite and joke use_action) mislabel as a fedora can count as having enough brim to shade the eyes, then a kettle hat should.
2. Update to MST Extra. More of the same, fixing the WAIST flag not being used anymore, itemgroups set to add shit the new way, etc.
3. And itemgroup fixes for the DDA version of Tankmod: Revived. Also comes with a lil addition to the BN version. BN recently added the ability to craft ammo belt linkages, so added a recipe for 25x137mm belt linkages. DDA version doesn't get it since vanilla ammo linkages aren't craftable in DDA.

Still gotta also send an update to DN's Mining Mod and check to see if there's any other shit I missed.

Also, the way these itemgroups work now mean that automatic itemgroup mod-intercompatibility is basically fucked, so I guess this is the final excuse I need to finally consider making patchmods. Before it was just "here's some stuff I could add that'd be need but I'd need patchmods to make it work" now it's "here's a thing I already can do in the BN versions and I'll need to make patchmods for them to work right in the DDA versions, also some other neat stuff I could implement at the same time" instead.
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King Zultan

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Re: The Cataclysm games thread.
« Reply #606 on: April 11, 2022, 02:08:07 am »

1. To differentiate them and give each an unique playstyle.
I thought they were supposed to add to the playstyle you chose not have their own?

2. There will be offshoots (mixed paths), I'll add some like fox (lupine+feline), hyena (lupine+rat), sauropod (raptor+cattle), etc.
That all sounds pretty cool, can't wait to see it finished.
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KittyTac

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Re: The Cataclysm games thread.
« Reply #607 on: April 11, 2022, 12:20:38 pm »

They were supposed to change your playstyle but most fell kinda flat due to situationality or ended up as boring stat boosts (looking at you, alpha, soon you will become Luciferium).
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heydude6

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Re: The Cataclysm games thread.
« Reply #608 on: April 11, 2022, 01:54:32 pm »

They were supposed to change your playstyle but most fell kinda flat due to situationality or ended up as boring stat boosts (looking at you, alpha, soon you will become Luciferium).

I thought the whole point of alpha was to be the safe and boring option amidst all the potential madness mutagens could offer. I think it's a niche that shouldn't be neglected.
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King Zultan

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Re: The Cataclysm games thread.
« Reply #609 on: April 12, 2022, 01:24:39 am »

I thought the point of alpha was to become the Übermensch.
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KittyTac

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Re: The Cataclysm games thread.
« Reply #610 on: April 12, 2022, 08:37:47 am »

They were supposed to change your playstyle but most fell kinda flat due to situationality or ended up as boring stat boosts (looking at you, alpha, soon you will become Luciferium).

I thought the whole point of alpha was to be the safe and boring option amidst all the potential madness mutagens could offer. I think it's a niche that shouldn't be neglected.
It's safe and boring until you run out of it!

That niche is filled by either CBMs or something like feline or lupine. Few downsides for the former and doesn't change the very fabric of your being, decent boosts with mostly inconsequential downsides for the latter. Carnivore is probably the most annoying but you can find animal products (not just meat) easily. Alpha is now "very strong boosts, only downside is that there's a small upkeep that fucks you if you run out". It had a very strong downside before, disintegration which, coupled with the small pool of alpha mutations, required purifier roulette, so there's precedent.
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Random_Dragon

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Re: The Cataclysm games thread.
« Reply #611 on: April 12, 2022, 08:14:17 pm »

Pleasant surprise today, Sim rigged up their own port-over PR of the ballistic damage type feature to BN: https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1458

In particular it includes a PR I failed to notice, which turns out to be a fix for the exact issue that had been holding up my attempt at it. Plus cherry-picking which I still haven't been able to figure out yet, which is what caused that last argument back in the mutation changes port-over PR. I'm hoping he's not going to make an argument out of cherry pick vs. source links given that would be:
1. Contrary to Kevin saying that crediting via source links is acceptable.
2. A Bad Idea to insist on given DDA has failed to adhere to this standard.
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Random_Dragon

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Re: The Cataclysm games thread.
« Reply #612 on: April 13, 2022, 12:51:26 am »

And double post but eh. I've got some ideas sorted out and planned for Arcana.

First of all, I set aside a self-PR for some stuff that's specific to the DDA version here: https://github.com/chaosvolt/cdda-arcana-mod/pull/253 What I've got so far:
1. I finally looked into implementing a way for the restored ritual blade to feed off portals, like they can in the BN version! The current method entails altering any portals nearby into a crystallized version that can be freely disarmed for crystallized essence. Also absorbs absence cages and dimensional fatigue.
2. I implemented an effect that sets it so wielding the restored ritual blade, if you're a Keeper or a Paragon of The Veil, will make it kneecap those god-awful portal storms if you trigger it before it can start up fully. Basically it forces an early portal storm to immediately switch to a full portal storm, but resets its intensity to the default, makes it vanish way sooner than normal, and resets any deterioration to the intensity and duration of future portal storms.
3. Belatedly added essence and monsterpart drops to the various new freaky nether and portal storm critters.

Some other stuff I plan to do in that PR:
1. Still need to add a mod_tileset entry for crystallized portals.
2. Gotta update dialogue, mission, and readme stuff for any cases where the DDA version highlights how only the BN version of the blade can eat portals.
3. I might also see about looking at these weird portal storm and other new scenarios, and seeing which should logically have arcana-specific professions injected into them.



And on top of that, there's a few other things I was likely gonna do sometime:
1. Might see about making it so that the spells that explicitly affect "creatures of darkness" will affect not only monsters that die in sunlight (and related monsters), but also anything that's invisible in darkness.
2. After seeing how hilariously busted OP Critsybear's playthrough as a post-thresh Dragonblood can get (albeit with a version of Arcana old enough to lack some critical nerfs), I'm tempted to do what I did with Magic Signs and give Sanguine Marks a secondary side effect. In this case, most likely it'll be hunger to match the theme of Dragonblood mechanically.
3. I have a new arcanist profession I'm considering adding. Hint, currently of the three major factions, the Cleansing Flame and Sanguine Order are the only ones to have "advanced" professions that show up in non-standard scenarios.
4. I've still gotta consider making official patchmods. Mainly so the DDA version can have mod-compat itemgroup changes again, but this also lets me do some other things like give Magiclysm monsters death drop overrides, allow you to consecrate the Cata++ flesh weapons, use the cursed blade with Post-Human Combatives, etc.
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King Zultan

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Re: The Cataclysm games thread.
« Reply #613 on: April 13, 2022, 01:43:16 am »

I haven't played the newer versions of the game so are portal storms like the emissions in stalker?
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Random_Dragon

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Re: The Cataclysm games thread.
« Reply #614 on: April 13, 2022, 02:04:02 am »

I haven't played the newer versions of the game so are portal storms like the emissions in stalker?

More or less, except most of the side effects don't care at all if you're in shelter in any way.
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