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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1308722 times)

Eilie

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6210 on: September 18, 2011, 11:30:25 am »

And what about tunnel, can i dig them from pit?
And depth, is it possible to know wich pit is deep?
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Angle

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6211 on: September 18, 2011, 11:59:23 am »

You can't dig tunnels yet.
and the pits are deep enough to hurt if you fall in.
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Eilie

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6212 on: September 18, 2011, 12:03:49 pm »

But now pits have only one level?
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6213 on: September 18, 2011, 12:32:35 pm »

Pits only have one level right now. The next update should have 3 different levels of pits though.
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beorn080

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6214 on: September 18, 2011, 12:50:11 pm »

You can dig tunnels if you are underground with a jackhammer. It's just really heavy and burns gas.
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6215 on: September 18, 2011, 02:37:42 pm »

You can dig tunnels if you are underground with a jackhammer. It's just really heavy and burns gas.

What? There are jackhammers? Since when?

Oh,  and can i "undig" pit?

If you stand next to a pit, press 'e' and then select the pit square it will give you the option of disarming the pit. Which should let you cross safely. It won't change the graphic though, so remember which pits are real.

Odd, I've never succeeded at "disarming" a pit, and was told you couldn't.


Also bear in mind that currently, the way spawns work, even if you surround your house in a huge trench, things can still spawn inside of it.
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6216 on: September 18, 2011, 02:47:33 pm »

I've never found a jack hammer in the game, only by wishing really. I suppose that they would be found in hardware stores if you looked hard enough though.  Huh. Maybe they need to be more common. The drawbacks of using one would certainly be enough to warrent making them more common.
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6217 on: September 18, 2011, 03:33:16 pm »

It's possible they don't spawn at all, by design.
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Diablous

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6218 on: September 18, 2011, 03:47:07 pm »

I recall finding one in a hardware store once. Never used it, due to the obvious drawbacks, but they do appear.
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6219 on: September 18, 2011, 03:48:21 pm »

Neat.

I'm still wondering why CHUDs are appearing above-ground in and nearby my house. Anyone have any ideas? Also, what's normally found in slime pits?
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Sergius

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6220 on: September 18, 2011, 05:19:16 pm »

We need a zombie pirates mod.
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erick1294

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6221 on: September 18, 2011, 05:46:22 pm »

Hammers are one of the best weapons against skeletons
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Mechanoid

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6222 on: September 18, 2011, 06:17:19 pm »

Quote
Jackhammers
They do spawn, i have seen them, and i have never had the chance or need to use them.

Also, what's normally found in slime pits?
Slime [pools] that slows down your movement, and spawns just rags as far as items go; from what i can tell at least. (And of course lots and lots of slime blobs.)

Hammers are one of the best weapons against skeletons
A crowbar, less then 3 torso encumberment at low melee skill, and a window frame is also a good combination.
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6223 on: September 18, 2011, 09:14:51 pm »

Also, what's normally found in slime pits?
Slime [pools] that slows down your movement, and spawns just rags as far as items go; from what i can tell at least. (And of course lots and lots of slime blobs.)

Interesting, seems like there's no reason to visit them then. I'll mention if mine has anything different. Maybe they're like beehives, where occasionally you'll find a dead scientist with loot?
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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6224 on: September 18, 2011, 10:31:23 pm »

 :D :D :D  It's finally done!  I rushed it out so I could release on ARRP, so I didn't get to do as much QA as I would've liked, but here it is!

Github - source download

Linux only.  If someone could port to Windows, I would greatly appreciate it!

New features:
  • Construction!!  Press * to construct terrain.
  • New skill - Carpentry; used for construction.
  • Two new books, about carpentry.
  • New terrain types - half-wall, wooden wall,
  • Item stacking!!  Items of like type will stack together.  They'll de-stack intelligently if necessary.  You can drop part of a stack by entering a number before the letter tag on the drop screen; e.g. "d4H" will drop 4 of the items from stack H.
  • Multidrop - The drop screen now allows you to select as many items as you like to drop at once.
  • You can craft (and construct) using items on the floor, up to two tiles away.  This should make crafting things which require lots of two by fours or leather much less of a hassle.
  • New craft - Steel spear

Bug fixes:
  • Fixed improperly randomization of hacking attempts
  • Skeletons are no longer healed by fire.
  • Kill counts save properly.  I think.  Didn't test this one properly.
  • Consuming items with the 'a' key now takes up time, like consuming with the 'E' key
  • Fixed bug preventing gun mods from changing the gun's accuracy
  • Fixed major bug caused any time the game tried to draw a line with slope of -1 or 1--this will affect bugs in ranged combat, field of view, monster behavior, and more.
  • Crossbow traps and spiked pits no longer shoot every body part at once

Tweaks:
  • Capped movement penalty for speed addiction
  • Capped movement penalty for pain and painkiller at 60 and 30, respectively
  • Made cocaine withdrawal's depressant effects more severe
  • Fatigue drain during sleep slowed down greatly--you will now sleep longer.  Let me know if this needs further tweaking in either direction.
  • Fast Healer trait doubled in effectiveness.
  • Nerfed bee and wasp stings.
  • Reduced the boost a high stabbing skill gives to damage.
  • The penalty for dodging more than one attack in a turn is now much stiffer--don't get surrounded!
  • Over-encumbrance warnings only delivered if the piece of clothing you just put on covers the over-encumbered area.

Next, I'll be focusing on tweaks and feature requests, along with bug reports and the like, that I haven't been able to address due to working on the big features listed here.


Also, what's normally found in slime pits?
Slime [pools] that slows down your movement, and spawns just rags as far as items go; from what i can tell at least. (And of course lots and lots of slime blobs.)

Interesting, seems like there's no reason to visit them then. I'll mention if mine has anything different. Maybe they're like beehives, where occasionally you'll find a dead scientist with loot?

There's a few goodies you can find in there, but nothing too exciting. It'll be used or expanded upon in the future, but yeah, for now it's just a death trap.

Jackhammers do have drawbacks, but the fact that they let you break into a lab or a bank vault, without the normal difficulties associated, means that I'll be keeping them rare.
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