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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1300262 times)

pandamage

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2535 on: July 22, 2011, 12:42:13 am »

Doh! That makes sense
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Rawl

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2536 on: July 22, 2011, 12:45:59 am »

that explains a lot! The clock not moving was a big tip off D:
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Gamerlord

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2537 on: July 22, 2011, 12:51:13 am »

Dammit! For the third time, what is the most recent version!!!  >:( >:( >:(

Vucar Fikodastesh

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2538 on: July 22, 2011, 01:09:02 am »

Dammit! For the third time, what is the most recent version!!!  >:( >:( >:(

Whales hasn't updated the main source for a couple of weeks, and version numbers are just something that Head does. So, I assume that the latest windows version is whatever you can grab off from Head's page.
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I think it's a vastly amusing thought that elephants are so afraid of heights that when Dwarves invented the Z-axis, they couldn't bear to face dwarves in combat anymore.

neotemplar

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2539 on: July 22, 2011, 01:18:34 am »

Deon.  The baked potato seems a bit high in Volume.
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If not under Neotemplar look for Vellum.

<22:07:06> "Terry": If a kid is old enough to play D&D
<22:07:20> "Terry": A kid is old enough to experience a dolphin being strangled

DalGren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2540 on: July 22, 2011, 01:21:33 am »

Thank you very much.

What caused that bug with batteries turning into ammo from radios? I see that radios have batteries as ammo type. Or maybe it's already fixed in Head's version?

It seems to be using the last ammo that was reloaded, as I mentioned before (are you actively dodging my posts or what?). If you attempt to reload the item, batteries will come out from it again.
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I often play devil's advocate for the sake of debate. Don't take it personally.

Rawl

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2541 on: July 22, 2011, 01:27:59 am »

Molotovs are probably my new favorite toy. I guess my survival skills are starting to get mildly better. Also seems that living in the wilderness seems to be the most peaceful form of survival so far. except for the thunderstorms O.o those can get pretty destructive!
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neotemplar

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2542 on: July 22, 2011, 01:39:37 am »

Ok I get attacked and mauled by 2 zombies, 1 shrieker, and a wolf.  In desperation I huck a molotov.  WOW. It kills them all!  Then another pack of zombies start chasing me so I smoke some meth crystals to speed boost and run like hell!

Also I recently learned to avoid all structures with paper walls and thus giant wasp hives.
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If not under Neotemplar look for Vellum.

<22:07:06> "Terry": If a kid is old enough to play D&D
<22:07:20> "Terry": A kid is old enough to experience a dolphin being strangled

Micro102

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2543 on: July 22, 2011, 01:40:49 am »

Is it possible to build a little hut in the wilderness? Someplace I can sleep and store my stuff that is safe from things? It it possible to make a roof over my head?
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Vucar Fikodastesh

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2544 on: July 22, 2011, 01:48:05 am »

You can't build walls or roofs, yet.

In the current version, you're probably best off making a base in a survivor settlement, or in the outskirts of a suburb.
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I think it's a vastly amusing thought that elephants are so afraid of heights that when Dwarves invented the Z-axis, they couldn't bear to face dwarves in combat anymore.

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2545 on: July 22, 2011, 01:49:06 am »

Awww shit, I updated!

The main update is new computers, with a more interesting interface; this opens the possibility to random computers in the future, and means that banks now have computers to open the vault.  Vault contents are also much more interesting.
There's also lots of little updates rolled in here.  See this for the full list.

Any thoughts on what I should work on next?  NPCs, expanded construction, missions, random monster/mutation additions?
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
My Twitter - mostly Cataclysm related:  http://twitter.com/#!/whalesdev

Join me in #cataclysmrl on irc.quakenet.org!

Gamerlord

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2546 on: July 22, 2011, 01:51:52 am »

construction

The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2547 on: July 22, 2011, 01:51:57 am »

I'd vote construction.
Cuz tha'd be sweeeeeeeeeeeeeet
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*Hugs*

Farce

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2548 on: July 22, 2011, 01:54:16 am »

One molotov, two wood crossbow bolts, and four hits with a baseball bat.  One dead hulk.  I AM GIANT

Also, this map is cool.  I live in a giant city, like three mapscreens long, and then there are a bunch of little villages around the thing.  The smallest is like ten buildings total - seven houses, and one each of a liquor, sports goods and a lab.

There're a bunch of medium-sized ones across the river, far away, too.  Towns, I guess?


Also, NPCs please!

Bdthemag

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2549 on: July 22, 2011, 01:56:29 am »

Construction! Without it, going out in the wilderness is not a viable option due to the acid rain and thunderstorms.
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Well, you do have a busy life, what with keeping tabs on wild, rough-and-tumble forum members while sorting out the drama between your twenty two inner lesbians.
Your drunk posts continue to baffle me.
Welcome to Reality.
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