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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1316354 times)

Ehndras

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3285 on: July 27, 2011, 12:01:01 am »

Same, JC. I've got my main Epic Fantasy novel series, plus a dystopian post-apocalyptic story on the side. I want to make an RPG out of the Post-apocalyptic one. :) Something like Cataclysm, but... Different. lol.
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The13thRonin

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3286 on: July 27, 2011, 12:04:28 am »


Monsters

- Removed all non-zombie and special-zombie monsters [excluding animals and some other special cases]
- Removed the starting pet dog
- New zombie description
- Tripled number of zombies
- Zombies spawn in all areas
- Increased zombie speed to a run
- Varied speed of zombies
- Improved zombie hearing
- Removed grace period. Zombies spawn from game-start
- Implemented zombie dogs as a new monster

Map and Terrain

- Removed knowledge of local terrain at beginning
- Made windows and some objects a little bit easier to traverse for humans and zombies

Items

- Added 'lemon soda'
- Added 'orange soda'
- Added 'grape soda'
- Added 'grape juice'
- Added 'condensed milk'
- Added 'cheddar cheese'
- Added 'carrot'
- Added 'onion'
- Added 'black berries'
- Berries are now based on color. Must be identified via the description to tell if it's safe to eat or not
- Rebalanced some drugs
- Renamed 'marijuana' to 'cannabis'
- Made 'cannabis' addictive
- Added 'aluminium baseball bat'
- Removed 'butter knife'
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3287 on: July 27, 2011, 12:06:43 am »

- Added 'aluminium baseball bat'
I'd suggest renaming it to "aluminum baseball bat". I think aluminum was taken as the English standard.
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3288 on: July 27, 2011, 12:08:21 am »

@ehndras: I saw your(?) thread on your fantasy and sci fi worlds and stories and I gotta say, theyd make a great setting for a PnP RPG.
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Nienhaus

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3289 on: July 27, 2011, 12:22:14 am »

So guys, Is there a way I can put stuff in shelves?
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Bdthemag

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3290 on: July 27, 2011, 12:23:29 am »

So guys, Is there a way I can put stuff in shelves?
The only way you can do that is if you have the maximum amount of volume you can carry, then you pick something up off the shelf and replace it with what you were holding in your hand before.
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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.
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3291 on: July 27, 2011, 12:23:43 am »

't'hrow it on. Unless it's breakable, like a glass bottle.
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Jacob/Lee

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3292 on: July 27, 2011, 12:54:19 am »

So I deployed an inactive manhack, it followed me around serving as an honor guard.

I deploy another, it hacks me to pieces (get it, hacks) and disappears when I return. It was strange, one was friendly and the other one killed me. I deploy an inactive turret, it sits there not shooting at anything despite a horde of zombies being there.

Technology hates me.

iceball3

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3293 on: July 27, 2011, 01:10:26 am »

I deploy another, it hacks me to pieces (get it, hacks)
That's like saying "The shotgun shot me (get it, shot?)" :P
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Jacob/Lee

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3294 on: July 27, 2011, 01:13:06 am »

I deploy another, it hacks me to pieces (get it, hacks)
That's like saying "The shotgun shot me (get it, shot?)" :P
I can make something truly horrible, don't push me :P

Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3295 on: July 27, 2011, 01:29:38 am »

I reported that friendly turrets never shoot. I'm guessing here's something wrong with their IFF system or something.

Manhacks are weak enough to be completely useless, for something that takes so much effort to make you'd think it would be able to take down ONE REGULAR ZOMBIE. Every time I deploy one it just gets swatted in one or two hits.
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Jacob/Lee

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3296 on: July 27, 2011, 01:43:10 am »

I wanted to flood my house with manhacks and hopefully create an army of annoying pests for any zombies that break in. Instead, I got killed the first time by a random enemy manhack then repeated it to have all of them disappear as soon as I travel away.

Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3297 on: July 27, 2011, 01:45:13 am »

Hey Deon, one of the ingredients for your pizza is Savage 111F rifle[.308] I expect that's a bug.
edit*Potato chips also require the knife to have a 'charge'
Oops. I screwed up the item order with the latest patch, I will fix it ASAP :).
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Bdthemag

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3298 on: July 27, 2011, 01:46:59 am »

Hey Deon, one of the ingredients for your pizza is Savage 111F rifle[.308] I expect that's a bug.
edit*Potato chips also require the knife to have a 'charge'
Oops. I screwed up the item order with the latest patch, I will fix it ASAP :).
That is one odd pizza, and I thought people putting ranch sauce on their pizza was wierd.
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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.

Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3299 on: July 27, 2011, 01:48:54 am »

My F. G.!

It's an actual code!

COMP(itm_tomato, 1, itm_sauce_pesto, 1, itm_sauce_red, 1, itm_savage_111f, 1, NULL);

What the hell! Seriously dudes, never mod after 5 A.M. :P. I'm fixing it right now.
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✫ Cartographer's Lounge ✫ - a custom worldgen repository
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