Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 514 515 [516] 517 518 ... 777

Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1314886 times)

Blackray Jack

  • Bay Watcher
  • You can run but you can't die.
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7725 on: November 08, 2011, 09:59:29 pm »

Question: Anyone know how to raise stats aside from the beginning? Will they be able to raise naturally on their own or is it permanent once you set them?

Edit: A button to try and force yourself awake would be useful, as to avoid losing valuable daylight.
« Last Edit: November 08, 2011, 11:38:23 pm by Blackray Jack »
Logged

Shades

  • Bay Watcher
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7726 on: November 09, 2011, 06:26:02 am »

Question: Anyone know how to raise stats aside from the beginning? Will they be able to raise naturally on their own or is it permanent once you set them?

Not sure how spoiler this is really, but better safe that sorry. At worst it's a very minor spoiler.
Spoiler (click to show/hide)
Logged
Its like playing god with sentient legos. - They Got Leader
[Dwarf Fortress] plays like a dizzyingly complex hybrid of Dungeon Keeper and The Sims, if all your little people were manic-depressive alcoholics. - tv tropes
You don't use science to show that you're right, you use science to become right. - xkcd

Straven

  • Escaped Lunatic
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7727 on: November 09, 2011, 06:29:15 am »

Edit: A button to try and force yourself awake would be useful, as to avoid losing valuable daylight.
Bit unrealistic but would be useful so i suggest a new item such as alarm clock which will wake u up when u want but will cause noise and so can attract zombies
Logged

Gamerlord

  • Bay Watcher
  • Novice GM
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7728 on: November 09, 2011, 06:55:41 am »

Okay, um I just went on http://cataclysmff.zxq.net/SMF/index.php for the first time in a while. Is it well and truly fucked?

Oh, and what version are we up to? Haven't checked in a while...

ChairmanPoo

  • Bay Watcher
  • Send in the clowns
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7729 on: November 09, 2011, 06:56:48 am »

that's abandoned. try whalesdev instead.
Logged
Everyone sucks at everything. Until they don't. Not sucking is a product of time invested.

The Merchant Of Menace

  • Bay Watcher
  • Work work.
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7730 on: November 09, 2011, 06:57:40 am »

Yeah, the new forums are linked in the OP.
And the latest windows is Cataclysm 01.a.o with Matt's patch for spike pits.
Logged
*Hugs*

Gamerlord

  • Bay Watcher
  • Novice GM
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7731 on: November 09, 2011, 07:02:33 am »

K!

ChairmanPoo

  • Bay Watcher
  • Send in the clowns
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7732 on: November 09, 2011, 08:33:55 am »

Fungal walls are invulnerable now? as soon as I kill one, an uninjuried one pops up in its place

Edit: indeed: my kill list showed 183 dead fungal walls, yet they kept respawning.
« Last Edit: November 09, 2011, 09:27:06 am by ChairmanPoo »
Logged
Everyone sucks at everything. Until they don't. Not sucking is a product of time invested.

JacenHanLovesLegos

  • Bay Watcher
  • A medium-sized creature prone to great ambition.
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7733 on: November 09, 2011, 11:38:49 am »

I'm sure a nuclear weapon will take care of that.
Logged
As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

Micro102

  • Bay Watcher
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7734 on: November 09, 2011, 03:46:05 pm »

Well, I haven't played this in a while, so I am wondering. Are there AI now? Can you build your own shelters now?

*things that probably aren't there but I am still hoping*

Can you make multiple story houses?

Can you collect AI in your shelter and arm them?

Do zombies now spawn far away off screen and have their movements simulated, so you don't have zombies appear in your house while you are gone, or in your basement when you go down after sleeping upstairs?
Logged

ChairmanPoo

  • Bay Watcher
  • Send in the clowns
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7735 on: November 09, 2011, 04:39:00 pm »

Quote
Well, I haven't played this in a while, so I am wondering. Are there AI now?
Not yet
Quote

Can you build your own shelters now?
yes

Quote
Can you make multiple story houses?
No. There are no multiple storey buildings yet, either, though Whales is working on it, or so I hear. There *are* multiple storeys in labs, though.

Quote
Do zombies now spawn far away off screen and have their movements simulated, so you don't have zombies appear in your house while you are gone, or in your basement when you go down after sleeping upstairs?
No. It's not really practical to simmulate that much, either. The basement spawn thing should be addressed, though, maybe...
Logged
Everyone sucks at everything. Until they don't. Not sucking is a product of time invested.

Whales

  • Bay Watcher
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7736 on: November 09, 2011, 05:07:13 pm »

Actually, zombies have always spawned far away off screen... and the basement thing is largely eliminated, should be eliminated totally for houses.

Monsters traverse stairs "intelligently," do, rather than just teleporting down with you, so that solves some basement madness.

And zombies don't create a new spawn point if they're "pulled" outside their normal spawn point, so unless zombies follow you down, you won't get zombies in your basement.
Logged
Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
My Twitter - mostly Cataclysm related:  http://twitter.com/#!/whalesdev

Join me in #cataclysmrl on irc.quakenet.org!

The Merchant Of Menace

  • Bay Watcher
  • Work work.
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7737 on: November 09, 2011, 05:12:19 pm »

They can however, follow you down from behind a layer of pits without taking a single scratch. ;D
Logged
*Hugs*

ChairmanPoo

  • Bay Watcher
  • Send in the clowns
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7738 on: November 09, 2011, 05:13:22 pm »

Not zombies, but sometimes things spawn in basements. In my previous game my basement was plagued by ants.

I reckon there was an anthill nearby, and it ranked nearby basements as a potential spawn point, or something
Logged
Everyone sucks at everything. Until they don't. Not sucking is a product of time invested.

Whales

  • Bay Watcher
    • View Profile
Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7739 on: November 09, 2011, 05:33:27 pm »

Let's just say the ants got through cracks in the wall?  Or something.  Any tile close enough to an anthill is a valid spawn point for ants.

They can however, follow you down from behind a layer of pits without taking a single scratch. ;D

Haha, sure, but the above terrain simply isn't tracked while you're below; just a monster's distance from the stairs.  I suppose I could make the distance calculation also check for damage the monster would take on its way...
Logged
Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
My Twitter - mostly Cataclysm related:  http://twitter.com/#!/whalesdev

Join me in #cataclysmrl on irc.quakenet.org!
Pages: 1 ... 514 515 [516] 517 518 ... 777