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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1310083 times)

toupz

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5745 on: August 26, 2011, 03:44:42 pm »

The wolves should be stronger ;o in cataclysm.
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Aklyon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5746 on: August 26, 2011, 03:53:09 pm »

Why attack a wolf with a frying pan anyway? best way to survive the speedy things is stimulants and multiple guns.
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

toupz

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5747 on: August 26, 2011, 04:18:40 pm »

I prefer the prehistoric way, wooden spear
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jocan2003

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5748 on: August 26, 2011, 05:17:46 pm »

Only a raging fire (the biggest type, red in color) can destroy corpses.  It has a one in 75 chance of doing so each turn, a bit slim I admit.

In the future, items will have a "burned" value most likely, which will increase every turn they're in fire, and cause the item to be destroyed once that value exceeds its volume, or something.

First shouldnt be that hard to code and second, its a great idea!
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that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
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Sergius

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5749 on: August 26, 2011, 06:53:05 pm »

Also, acid already damages things gradually.
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hemmingjay

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5750 on: August 26, 2011, 07:01:00 pm »

Cataclysm Wolf vs DF Carp........what wins?
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Only a simple mind can be certain.

Aklyon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5751 on: August 26, 2011, 07:01:26 pm »

Cataclysm Wolf vs DF Carp........what wins?
How many of each?
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

CT

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5752 on: August 26, 2011, 07:02:33 pm »

Does it matter? The battle itself would be glorious. 0_(0)
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No, yep. That's what I meant too. I want to come out of the theater completely fucked up for weeks.

GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5753 on: August 27, 2011, 12:27:50 am »

First real version of my Better Homes And Gardens mod out.

There's not actually much different about homes and garden's in it just yet, for now it's mostly new stuff. A lot of stuff, like the weightroom equipment, is wish-only for the moment until weight benches are in, but the following is in and available:

Craftable flickering torches.
Playable musical instruments: Guitar, Drum, Cymbal. What you play and what effect they have may depend on other items in your inventory. (For example, drum sticks)
Some modifications to how the clothing system works, most of which you don't need to care about. The most important thing is that you can now wear any and all socks you find with your shoes.
Standard backpacks have changed, and there are now a few different types of them - cloth backpacks, rigid frame backpacks, and rucksacks.


Anyways, if you're interested, check it out here for the most recent diff, and tell me what you think. Feedback is appreciated!
http://cataclysmff.zxq.net/SMF/index.php?topic=417.0

Diff file as of this post; http://pastebin.com/JGZ8ucjH

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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5754 on: August 27, 2011, 12:45:11 am »

Suggestion: there should be more places in which a character might sleep more or less safely, if not act as permahideouts. As it is its pretty much a matter of "find a lab and an ID card or bust"
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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5755 on: August 27, 2011, 12:55:01 am »

Yeah... lab safety is going to be taken out sooner or later. So that /sort/ of addresses your issue, right? :P
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aenri

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5756 on: August 27, 2011, 02:25:54 am »

Suggestion: there should be more places in which a character might sleep more or less safely, if not act as permahideouts. As it is its pretty much a matter of "find a lab and an ID card or bust"

House in forest is pretty much safe, if you don't mind a bear or pack of wolves :D. But they cannot break doors/windows and pits will destroy them - so free meat (and no Zeds!). The only disadvantage is distance from everything. But sometimes you can find totally sweet located house like in small forest between two cities.
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Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5757 on: August 27, 2011, 03:39:43 am »

one could argue that wolves are amongst the strongest enemies and need a nerf, I would argue that we need more deadly enemies. A survivor should not be a duke nukem type character.
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Angel Of Death

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5758 on: August 27, 2011, 03:42:03 am »

A survivor should not be a duke nukem type character.
But I like my BALLS OF STEEEEL! :(

Anyway, I feel as if zombies are just right with their power. Windows need a nerf, though.
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Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5759 on: August 27, 2011, 03:46:42 am »

it takes around 50 hits for a zombie to take you down. OK for now I guess... I hope that there will be a better damage system in the far future. I am spoiled by df :).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
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