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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1300647 times)

neotemplar

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2805 on: July 24, 2011, 01:09:07 am »

Well a gassed up jackhammer can destroy walls already.  But I was hoping other things could too.
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Ehndras

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2806 on: July 24, 2011, 01:10:27 am »

Aye, spent a good 2 hours trying to break through a wall once. :P Make it noisy but nowhere near a jackhammer, though time-consuming, like how a door takes ages to break down with a non-heavy weapon but a window is a quick crack and its open.
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neotemplar

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2807 on: July 24, 2011, 01:11:48 am »

Aye, spent a good 2 hours trying to break through a wall once. :P Make it noisy but nowhere near a jackhammer, though time-consuming, like how a door takes ages to break down with a non-heavy weapon but a window is a quick crack and its open.

Yeah it could be an apply action that takes some time.  That's what I was expecting from it.

Also I find a supply of molotovs is practically the only thing that keeps me alive after awhile.  Making scissors and a lighter the #2 and #3 after a backpack for best items.
« Last Edit: July 24, 2011, 01:14:30 am by neotemplar »
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2808 on: July 24, 2011, 02:41:11 am »

My order of importance is: 1, the back pack. 2, a melee weapon. 3, either a lighter, sewing kit or flash light. Theyre all equal in my eyes.. 4. Food and drink. 5. Guns n ammo. 6. Water purifier for teh safe house. 7. . . .every thing else
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Gamerlord

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2809 on: July 24, 2011, 02:49:37 am »

My best character is now a female one! She lasted well until a fungaloid killed her. There should differences between men and women, so that choosing is another important choice to be made.

jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2810 on: July 24, 2011, 02:52:23 am »

They made the distinction in rogue survivor, but the difference wasnt large.
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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2811 on: July 24, 2011, 02:54:30 am »

Bit the only major difference between men and women in real life is in distribution, with very few exclusive zones. And when you're dealing with the batch of last hardened survivors, that distribution is naturally limited. Any differences put in (perhaps dropping the max/min/starting of a couple stats) wouldn't really impact the game in any meaningful way. Better off not bothering.
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Angel Of Death

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2812 on: July 24, 2011, 02:54:46 am »

Am I supposed to vomit up fungal spores even though I haven't been in contact with a fungal zombie or a fungaloid? I think it might just be my schizophrenia fucking around with me.

Also, it seems as if thorazine just worsens your insanity. I get much less hallucinations when I'm not on it.
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2813 on: July 24, 2011, 03:09:17 am »

I take the schizophrenic trait all of the time. The first hallucination freaked me the fuck out, but now I find them hilarious.
Spoiler (click to show/hide)
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Micro102

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2814 on: July 24, 2011, 03:12:46 am »

Anyone else think the starting points are too low? It doesn't feel like modifying my guy in different ways would change much.

Tip: Giant mosquitoes run away if you shoot at them.
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2815 on: July 24, 2011, 03:18:14 am »

Technically, they fly away.
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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2816 on: July 24, 2011, 03:18:44 am »

The starting points are fine. You get, like... 40 points worth? And then another potential 14 from flaws?
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iceball3

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2817 on: July 24, 2011, 03:19:13 am »

Anyone else think the starting points are too low? It doesn't feel like modifying my guy in different ways would change much.

Tip: Giant mosquitoes run away if you shoot at them.
It's because you're not taking enough negative traits, or decreasing your initial attributes enough.
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Gamerlord

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2818 on: July 24, 2011, 03:24:55 am »

There are giant mosquitoes? Is this vanilla or mod?

Fuck mosquitoes and frogs. Fuck them in the face. Also, lightning is your cue to run. It brings the zombies.

EDIT: Are tasers any good? I mean, are they worth the batteries?
« Last Edit: July 24, 2011, 03:35:37 am by Gamerlord »
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debvon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #2819 on: July 24, 2011, 04:32:03 am »

EDIT: Are tasers any good? I mean, are they worth the batteries?

I don't think so. I played around with one earlier. In the midst of combat you're more likely to think "Ok, I need to get that spear and throw it at the spitter," or "Oh god a hulk and a wave of zombies, it's shotgun time you rotting bastards!" I never found a good opportunity to pull out the taser and zap anything. A turn wasted on that would spell death in some situations. I guess you could use it on very small packs, 2-3 zombies.. but what's the point when you can just whack them with something bigger?

Maybe there are more creative uses for it. Perhaps they'll play a bigger role when NPCs are implemented?
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