Ok. The lava. Why was it in the middle of the road. Please. Tell me.
That's me pandering to the DF crowd ("magma" is copyright Bay 12 Games and as such I had to call the tile "lava").
So, is horizontal and vertical viewing distance equal? Because I would just like to see a square viewing area. Has any one else encountered lava?
Horizontal and vertical viewing distance are equal (count the tiles). It looks taller than it is wide because letters are taller then they are wide in most fonts. Download a square font and it'll look "right".
Is there any way to make the screen somewhat larger, in terms of how much area it displays around you?
Nope, unless you want to learn c++ and mod this in. It's cheating though.
That can be done, considering I already know C++, but I'm not sure how it is cheating any more than having a large screen on, say, Nethack, Crawl or Dwarf Fortress. What's the point of having a large vision radius if you can only see a tenth of it?
On another note, debug mode froze my game, but I wasn't too far with that character anyway.
Sadly doing so would be a biiiig complicated task, involving rewriting much of mapdata.h and map.cpp. It's not just a display issue, it has to do with how map data is managed and stuff. Perhaps one day~
What's with the hellmouth stairs? There's no way out of them? I searched with my sonic resonator until I starved to death, but there was no way out!
That's a planned map extension, which hasn't been coded yet, and hence the stairs lead to a TOMB OF SOLID ROCK HA HA HA HA >:|
The Parkour trait should let you move through broken windows unimpeded, and lower your chance of cutting yourself on the glass. Its uses in jumping fences and counters are pretty limited as it stands (Or rather, there are rather few situations in which they are) , and I think this would make the perk more useful. I don't know about you guys, but windows are my preferred entry and exit points for a building.
I agree, just to try I wrote a mod such that if you are a parkour expert gives 5 in 6 chances of jumping through a window uninpeded and 1 in 3 chance of not cutting yourself. The only problem is that this way the parkour trait is a little unbalanced because it costs only 1 point during character generation.
If someone wants to try it, here's the mod:
4600a4601
> bool parkour_lucky = 0;
4608c4609
< if (u.has_trait(PF_PARKOUR) && m.move_cost(x, y) <= 4)
---
> if (u.has_trait(PF_PARKOUR) && (m.move_cost(x, y) <= 4 || (m.move_cost(x, y) > 4 && !one_in(6))) ){
4609a4611,4612
> parkour_lucky = 1;
> }
4625a4629
>
4627,4628c4631
< if (m.move_cost(x, y) > 2 &&
< (!u.has_trait(PF_PARKOUR) || m.move_cost(x, y) > 4))
---
> if (m.move_cost(x, y) > 2 && !parkour_lucky)
4637c4640
< if (m.has_flag(sharp, x, y) && !one_in(3) && !one_in(40 - int(u.dex_cur/2))) {
---
> if (m.has_flag(sharp, x, y) && !one_in(3 - (3 * u.has_trait(PF_PARKOUR) * one_in(4))) && !one_in(40 - int(u.dex_cur/2))) {
To apply the mod:
-put the code into a text file an call it, for example, "mod.diff"
-copy mod.diff into Cataclysm dyrectory
-open a terminal, go into the game's directory and run the command "patch game.cpp mod.diff"
-run "make"
-Done. You can cancel mod.diff now.
-If you want to cancel the mod and revert to vanilla Cataclysm run the command "git checkout -- game.cpp" and then "make"
Merged into the official version, thank you.
Guys: In the future if you write any way-cool patches (or even just a tiny silly one) please email it to me so I can make it official!
I wonder, what's the best kind of pathfinding algorithm for roguelikes? A*?
Or should I try to make one myself?
Some minor bug: when you smash small trees it doesn't always give you wood.
And I guess big trees should be smashable with certain items (cutting) and give 'big logs'. Maybe later add some carpentry skill to build something? Some people like to go all hermit style in the woods but the rain is terrible for that.
A* is good, you just have to be careful depending on your language and existing codebase to keep it from being slow. I use A* for NPCs cause they're smart; and line-of-sight / scent cloud / sound for zombies, cause they're dumb.
Sometimes smashing a small tree (in real life) will basically just reduce it to bend splintered wood, not much good for anything. Maybe in the future I'll add a "piece of wood" item, so you can at least still burn it. Big trees will be lumberjackable in the future, and you can build yourself an Abe Lincoln log cabin (that update will include stovepipe hats, of course).
Is it just me or are cigarettes such a f'ing pain in the ass, tried one, on day one, and now 7 days later i am still waking up in the middle of the night of cigarette cravings...
Also what the hell is up with using the two-way radio once and then being swarmed by survivors?
I gotta argue with the guide on two points, 1. Your starting house DOES NOT always have a basement. 2. Guns are helpful, extremely helpful, pistols and rifles are amazingly useful in the wilderness, and if fitted with a silencer, they make less noise then hitting things with a baseball bat.
A near-future update will make all addictions require several "levels" before they have any effect on gameplay--meaning you won't get hooked until you start using the drug regularly.
The two-way radio is intended to be used as a "call for help" item if you've got a high enough reputation with a faction. For debug purposes, they player currently starts off at "Luke Skywalker to the Rebels" level of reputation with all factions.
Your house should always start with a basement (see the function overmap::first_house() in overmap.cpp). And yes, guns are fantastic and even melee-oriented characters should carry a pistol.