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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1297258 times)

SirAaronIII

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6615 on: October 07, 2011, 01:24:35 am »

Cutting weapons only have a 20% chance of hitting with the sharp edge when thrown; this goes up by 12% for every level of throwing skill you have.
I think that 12% should be less. Much, much less. I mean at a high enough level (like G-Flex said) we'll be practically a walking *steel serrated disk* (serrated steel disk? whatever) with all these blades flying out of us.
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Ehndras

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6616 on: October 07, 2011, 01:34:18 am »

Well 12% works for NOW, when most people are expected to die very, very quickly. Once the game becomes more survival-y, hopefully by Whales cutting out the damn code that makes them magically spawn wherever you are (basements >_<), everything will be scaled up for level-based progression so its not just a race to find kickass gear and then dominate the world.

Again, its in Alpha mode, not expected to be perfect yet :P
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6617 on: October 07, 2011, 02:07:11 am »

Cutting weapons only have a 20% chance of hitting with the sharp edge when thrown; this goes up by 12% for every level of throwing skill you have.

Laser-guided machetes at 7 skill? Hooray!

Not quite; just that your skill is sufficient (7 is pretty high, for throwing skill) that you are virtually (read: completely) guaranteed to be able to make the edge of an item that you want to hit.  Seems pretty reasonable that someone who's an expert at throwing weapons can throw accurately every time.

This only applies to having the correct edge of your item hit, not to other points of accuracy.; you won't be guaranteed headshots, you're just experienced enough to know how much rotational force to apply so that the blade of your knife connects instead of the handle.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6618 on: October 07, 2011, 02:09:51 am »

Cutting weapons only have a 20% chance of hitting with the sharp edge when thrown; this goes up by 12% for every level of throwing skill you have.

Laser-guided machetes at 7 skill? Hooray!

Not quite; just that your skill is sufficient (7 is pretty high, for throwing skill) that you are virtually (read: completely) guaranteed to be able to make the edge of an item that you want to hit.  Seems pretty reasonable that someone who's an expert at throwing weapons can flip their knife accurately every time.

Of course, this only applies to having the correct edge of your item hit, not to other points of accuracy.; you won't be guaranteed headshots, you're just experienced enough to know how much rotational force to apply so that the blade of your knife connects instead of the handle.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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S.K. Ren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6619 on: October 07, 2011, 02:15:47 am »

For anyone who wants to work together towards a common fort in SSH, I've here's a map of where Im planning and gathering resources.

I've also begun stashing stuff in a police station somewhere on one of my other lives but I lack a picture at the moment.
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kulik

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6620 on: October 07, 2011, 04:21:28 am »

How does the purridiers work now? When i drink it it says that i feel cleansed but i get no stat change.  ???
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6621 on: October 07, 2011, 04:25:31 am »

Purifiers don't provide stat boosts any more.
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kulik

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6622 on: October 07, 2011, 04:27:19 am »

I noticed but my bad traits didn't heal either, so what do they do?
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S.K. Ren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6623 on: October 07, 2011, 04:59:03 am »

Currently it seems you can bottle water from various sources and unless you have supertaster(?) you can't tell if it is safe to drink. You now use the purifier on the drinks to purify them. If i missed the point then nvm, ignore me.
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6624 on: October 07, 2011, 05:05:16 am »

I noticed but my bad traits didn't heal either, so what do they do?

They cure bad mutations.
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The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6625 on: October 07, 2011, 05:15:45 am »

I noticed but my bad traits didn't heal either, so what do they do?

They cure bad mutations.
But not ones you start with, so no more picking a ton of bad traits and purifying them.
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kulik

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6626 on: October 07, 2011, 05:27:25 am »

Ok, thanks, makes sense.

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Deon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6627 on: October 07, 2011, 06:14:41 am »

Spamming my inbox would achieve nothing because while I've made the tileset itself, the tileset coding was not mine and I am not a good enough coder to make it myself.
« Last Edit: October 07, 2011, 06:21:42 am by Deon »
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kulik

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6628 on: October 07, 2011, 06:32:37 am »

I noticed that when you kill something that the blood/acid splash always goes from south to north relentless of the incoming shot . ..bug?
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forsaken1111

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6629 on: October 07, 2011, 11:05:09 am »

So this may have been seen before, I did not check all 445 pages.

Uh...

Spoiler (click to show/hide)

Eh?
« Last Edit: October 07, 2011, 11:38:47 am by forsaken1111 »
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