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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1298738 times)

Reelyanoob

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1485 on: July 11, 2011, 04:36:20 pm »

Try running the Windows version 1.3.5 it is a lot more stable for me. You'd have to search back quite a few pages for that though, or maybe it's linked in the downloads.
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Vucar Fikodastesh

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1486 on: July 11, 2011, 04:44:24 pm »

Hey, minor glitch in 1.3.7: Fleet-Footed gives no speed bonus.

I don't think it's supposed to give you a flat speed bonus. I think it decreases the amount of action points it takes to run on hard surfaces such as roads or floors. So run from the hulk on the road not in the fields.
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Detonate

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1487 on: July 11, 2011, 05:01:01 pm »

Spoiler (click to show/hide)
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Tilla

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1488 on: July 11, 2011, 05:13:05 pm »

Try running the Windows version 1.3.5 it is a lot more stable for me. You'd have to search back quite a few pages for that though, or maybe it's linked in the downloads.

Just check Head's download page on github: https://github.com/headswe/Cataclysm/downloads
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Bitoru

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1489 on: July 11, 2011, 05:48:20 pm »

100 pages, that was fast.
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Frumple

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1490 on: July 11, 2011, 06:44:39 pm »

Molotovs are awesome. That's all I've got so far.

Made it through my first day. Haven't reached the second yet :P Night time...

The food clock's kinda' annoying, as it usually is to me. Any simple way to turn it off?
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trees

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1491 on: July 11, 2011, 07:03:45 pm »

Today I learned that it's probably a good idea to leave a small path out when digging a "moat" around a safe house. At first I thought they just obstructed movement without doing any damage, didn't realize how painful they could be until I fell down twice in a row and died. Oops.

This game is incredible, though. I really like how the world is persistent between characters, especially with the "multiplayer." It adds some interesting things, like having to deal with traps set by other people and randomly finding corpses. If only all of the gun shops weren't completely looted of ammo, though.
« Last Edit: July 11, 2011, 07:05:42 pm by trees »
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beorn080

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1492 on: July 11, 2011, 07:12:14 pm »

Today I learned that it's probably a good idea to leave a small path out when digging a "moat" around a safe house. At first I thought they just obstructed movement without doing any damage, didn't realize how painful they could be until I fell down twice in a row and died. Oops.

This game is incredible, though. I really like how the world is persistent between characters, especially with the "multiplayer." It adds some interesting things, like having to deal with traps set by other people and randomly finding corpses. If only all of the gun shops weren't completely looted of ammo, though.
You can  "disarm" pits the same was as other traps, but it still leaves the slowing pit. Of course, there is no visual difference between the two, so you have to remember your path. Good news is that in theory, you can use this to secure a personal house, since no one else will know the safe path.
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ToonyMan

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1493 on: July 11, 2011, 08:04:34 pm »

Yeah I can't play the game right now unfortunately since going to the '@' screen and then my inventory crashes the game every time, it happens every time and is repeatable to do 100% for me.  I tried the newest version and it still happens.  I guess I could play without going to my '@' screen or just play the PuTTY server but oh well.

I'm using Windows XP as well.
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Frumple

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1494 on: July 11, 2011, 08:09:36 pm »

That was one of th'things that was happening to me in th'1.3.7 windows port/build/thing. Haven't had that problem in 1.3.5 yet, which is nice. Just wish there was a 'smite NPC' button, heh. Is there a smite npc button? Ruddy debug commands all up in my bee-slaying face.
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Reelyanoob

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1495 on: July 11, 2011, 08:35:39 pm »

Yup 1.3.5 version i get no '@' crash at all either.

1.3.4 or 1.3.6 BOTH crash for me, so I stuck on 1.3.5 version
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trees

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1496 on: July 11, 2011, 08:42:33 pm »

You can  "disarm" pits the same was as other traps, but it still leaves the slowing pit. Of course, there is no visual difference between the two, so you have to remember your path. Good news is that in theory, you can use this to secure a personal house, since no one else will know the safe path.

That's actually really neat, I didn't know that. I tried disarming the second pit after falling in the first one, but I guess my trapping skill wasn't high enough so I just fell down again.
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Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1497 on: July 11, 2011, 10:03:38 pm »

In hindsight, it was probably a bad idea to sleep in a liquor store during a lightning storm.
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Frumple

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1498 on: July 11, 2011, 10:06:42 pm »

AHAHAHAHA

Human corpses feed your internal furnace! OMNOMNOMNOMNOM

Quick E: It would be hilarious to abuse the persistent world thing and kamikaze characters to near where'er your android main is, for free power.
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Ask not!
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Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #1499 on: July 11, 2011, 10:09:08 pm »

You could do the same thing with zombie corpses though.
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