Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 55 56 [57] 58 59 ... 73

Author Topic: The Cataclysm games thread.  (Read 114109 times)

Robsoie

  • Bay Watcher
  • Urist McAngry
    • View Profile
Re: The Cataclysm games thread.
« Reply #840 on: October 15, 2022, 07:27:04 pm »

I missed it but 10 days ago CBN released Stable version 0.1 , here the big changelog (though i'm not sure of in comparison of which version it's listing the changes as some of them seems to be already present in CBN since years, maybe it's the changelog from when they forked CDDA ? ) :
https://old.reddit.com/r/cataclysmbn/comments/xw1aab/cataclysm_bright_nights_stable_v01_version/

But work didn't stopped, there have been already 6 experimental versions released since this Stable one.
Logged

Random_Dragon

  • Bay Watcher
  • Psycho Bored Dragon
    • View Profile
Re: The Cataclysm games thread.
« Reply #841 on: October 15, 2022, 11:20:26 pm »

Yep, I was gonna post an update here about it but forgot. Some highlights of stuff I've done since 0.1 was released:
1. Deactivatable monsters like robots now play better with also being pets. This opens up two updates I followed up with, one in BN and one for Arcana...
2. For BN, finally making the hauler bot obtainable in-game. This is a robot that counts as a pet when deployed, able to carry stuff and be led around. It's been reworked from its less polished debug-only state it was left in, less Spot and more BigDog.
3. And on Arcana's end, summoned monsters deployed by glyphs can be picked up afterward. The pet menu update was not only vital for making the revert_to_itype function less annoying, but also fixed a critical bug: in DDA, reverting a pet monster to item form deletes any stored items, equipped bags, and the like.
4. Vortices can now fight back, aren't hostile towards mutants. In the distant past, vortices had a knockback-delivering special attack that got dummied out because it had bugs that could crash the game. Problem was, they had no other way to harm the player but still counted as hostile, making them unique for being the only monster that was both hostile yet harmless. This was something I fixed via overrides in Arcana, so this basically just amounted to porting over that fix to vanilla BN. This was paired with an Arcana update that simply removed the unneeded changes.
5. Wraiths now only spawn shadows when they can see their target, shadows only trigger deathdrops if killed directly. This is some prep work that meshes with Arcana, basically making wraiths less of a spammy performance hog if left unattended, while also making it so you can't just idle out of sight and farm essence drops. This was followed up with an Arcana update that buffed drop rates for shadows now that you can't cheese them as easily.
6. Melee skill now actually matters for stamina burn of attacks. The code was set to have melee skill reduce stamina cost...by up to 10, when the actual costs tend to be 100-200+ stamina per swing. I set it to actually be proportional, maxing out at taking a full third of the stamina cost out of your attacks, consistent with how move cost of attacks uses melee skill.

And here's some notable recent updates that're still open:
1. Some tweaks to make mi-go locations less bothersome to tackle. This includes some minor stuff like making it so that smashing the smaller emitters doesn't just make even more heat to flood the place or making it so mi-go atmosphere doesn't hide fire or trip up NPC pathing, but the biggest update would be the nerve cluster. It shows up where you find NPCs in cages, as something that can open all the cages if interacted with, but it comes with a few nasty surprises if you take that easy route out.
2. The effects teleglow and nether attention give are completely overhauled. This in particular is aimed towards fixing flaming eyes giving out teleglow, since them rapidly giving you fungus after a single stare is just plain annoying to put up with. I didn't really like DDA's solution as Touched Mind is a fairly generic stat debuff, so instead nether attention leans a lot more heavily towards doling out mental-themed side effects, including some stuff that expands on the uses for psyshield artifacts (or tinfoil hats), while teleglow is much more heavily leaned towards dimensional instability type effects. Both are now visible, and some internal stuff involving how the hardcoded effects actually trigger got reworked to make use of effect intensities instead of duration.
Logged
On DF Wiki · On DFFD

"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: The Cataclysm games thread.
« Reply #842 on: October 16, 2022, 04:06:46 am »

I REALLY REALLY want to play a 40K mod for Cataclysm

King Zultan

  • Bay Watcher
    • View Profile
Re: The Cataclysm games thread.
« Reply #843 on: October 16, 2022, 04:52:52 am »

That would be pretty cool, it's a shame there aren't more total conversion mods, you'd think a game this popular would have several.
Logged
The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

Robsoie

  • Bay Watcher
  • Urist McAngry
    • View Profile
Re: The Cataclysm games thread.
« Reply #844 on: October 16, 2022, 04:56:25 am »

Looks like someone had started to make something 40K related, but it seems abandonned since several years :
https://github.com/Wulfle/Cataclysim-40K


Logged

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: The Cataclysm games thread.
« Reply #845 on: October 16, 2022, 02:44:27 pm »

Looks like someone had started to make something 40K related, but it seems abandonned since several years :
https://github.com/Wulfle/Cataclysim-40K
I'll give it a go. I mainly just want to play a Guardsman/SpaceMarine in the Cataclysm setting, so I don't need that much.
Although the setting seems perfect for Grimdark 40k.

EDIT: Oh look, we might just get an update.  YO RANDOM_DRAGON, DAT YOU I SEE AS CONTRIBUTOR?

EDIT2: Apparently it's broken. Something about how I can't play it because the Tyranids are the wrong color, sigh. I was using cataclysmdda-0.D-8574-Win64-Tiles, since I wasn't sure if anything newer would work.
EDIT3: OK, I ripped out the monster files, and got to character creation. Let's see how far we can go!
EDIT4: Yeah, I can't start as a Guardsman, so I've lost interest.

Random_Dragon

  • Bay Watcher
  • Psycho Bored Dragon
    • View Profile
Re: The Cataclysm games thread.
« Reply #846 on: October 16, 2022, 07:59:37 pm »

YO RANDOM_DRAGON, DAT YOU I SEE AS CONTRIBUTOR?

A long time ago I helped contribute to that mod, yeah. Problem is, if I recall, we were coordinating and discussing things back on the old DDA SMF forum, right at the tail end of my time when I was active in the community there before yet another argument between Kevin and I led to the usual outcome.
Logged
On DF Wiki · On DFFD

"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: The Cataclysm games thread.
« Reply #847 on: October 17, 2022, 01:18:05 pm »

So I guess an update isn't in the cards. Darn.

Random_Dragon

  • Bay Watcher
  • Psycho Bored Dragon
    • View Profile
Re: The Cataclysm games thread.
« Reply #848 on: October 17, 2022, 05:02:43 pm »

So I guess an update isn't in the cards. Darn.

got a lot I have to juggle as it is, yeah. On the plus side, Arcana might end up an in-repo mod in the future...
Logged
On DF Wiki · On DFFD

"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.

Lidku

  • Bay Watcher
  • Enclave here, why isn't your video feed working?
    • View Profile
    • [IMG]http://i.imgur.com/Ylvdlc5.jpg[/IMG]
Re: The Cataclysm games thread.
« Reply #849 on: October 17, 2022, 06:42:04 pm »

How hard is it to mod Cataclysm in comparison to Dwarf Fortress? I've noticed that it doesn't have a lot of mods compared to DF.
Logged

KittyTac

  • Bay Watcher
  • Impending Catsplosion. [PREFSTRING:aloofness]
    • View Profile
Re: The Cataclysm games thread.
« Reply #850 on: October 17, 2022, 09:09:18 pm »

About the same or easier, it's just that the community is smaller and things that fit the base game just get merged into it rather than staying as mods.
Logged
Don't trust this toaster that much, it could be a villain in disguise.
Mostly phone-posting, sorry for any typos or autocorrect hijinks.

Random_Dragon

  • Bay Watcher
  • Psycho Bored Dragon
    • View Profile
Re: The Cataclysm games thread.
« Reply #851 on: October 17, 2022, 10:19:29 pm »

I'd say one definite advantage is that you can mix and match mods with very little effort, whereas DF raw mods are a pain to put together. As for the mods themselves, there's a good number but they're spread out all across github and other areas, whereas DF mods are mostly concentrated in DFFD.
Logged
On DF Wiki · On DFFD

"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.

King Zultan

  • Bay Watcher
    • View Profile
Re: The Cataclysm games thread.
« Reply #852 on: October 18, 2022, 03:12:44 am »

Moding Cataclysm is easy I used to do it all the time, never let anyone else see that stuff though not like anyone would have cared it was all just a bunch of random crap I added, as I'm probably the only one would find amusement throwing VHS tapes at zombies and beating them to death with Beta Max players.
Logged
The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: The Cataclysm games thread.
« Reply #853 on: October 19, 2022, 02:05:50 am »

Yeah, I have my own personal mod that adds some funny little professions, allows certain professions with certain scenarios, and adds some new types of vehicles. Not releasing it because there's no cohesion and no real quality control.

Robsoie

  • Bay Watcher
  • Urist McAngry
    • View Profile
Re: The Cataclysm games thread.
« Reply #854 on: January 22, 2023, 04:40:46 am »

I was curious to see how was the development of Nearly Dead, that was a clone of Cataclysm with the same features but better art and played in real-time.
Demo version was there
https://monosw2000.itch.io/nearly-dead

As after the demo was released development left itch and moved to Steam to get the game commercial
https://store.steampowered.com/app/1268900/Nearly_Dead/

But it looks this will never be finished
https://steamcommunity.com/app/1268900/discussions/4/3473982385584987349/
The development team went bankrupt and the lead dev got some mental breakdown unfortunately.
Logged
Pages: 1 ... 55 56 [57] 58 59 ... 73