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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1316775 times)

Stworca

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3855 on: July 30, 2011, 09:03:51 pm »

I think that one point should go into dodging at char creation no every time. It allowed me to take down a hulk with a baseball bat and only take thirty damage to my torso.

I think it was caused by the fact, that Your character was named Urist McSlaughter.
(as in : 1 in Dodge, Butcher, Melee, Firearms and usually i'm set :) )
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I just ramble incoherently for absolutely no reason.

FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3856 on: July 30, 2011, 09:09:59 pm »

Meh. Buying skills in chargen is a waste of points. Better use them for stats or traits.
Besides, skills train quite quickly if you roll high INT.

Here's my char:
10 STR     Fleet-Footed   Near-Sighted
9 DEX      Quick             Asthmatic
10 INT
9 PER

Healable negative traits, big boost to speed, with high strength for carrying and high intelligence for books, skills and most importantly, implants.
After that, it's just spending a day or two boozed up for XP. After that, god mode.
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3857 on: July 30, 2011, 09:10:58 pm »

With my normal builds, i like to think of my guy as some guy escaped from an insane asylum who just so happens to be an ex baseball player. And i did name one of my characters Urist McKiller :3
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3858 on: July 30, 2011, 09:21:56 pm »

Enjoy your healable traits while you can.  Purifier's about to get way harder to find--certainly not in basements any more.
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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!

SirAaronIII

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3859 on: July 30, 2011, 09:23:29 pm »

How does the wish function work?
Type / before you enter the name of the item. Beware, though, some items might be buried under others (like hammers under sledgehammers).
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"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3860 on: July 30, 2011, 09:25:40 pm »

Enjoy your healable traits while you can.  Purifier's about to get way harder to find--certainly not in basements any more.
Thing is, I almost never get any purifiers in basements.

I also start in wilderness by regenning after chargen, so I don't start with a basement anyways. :P

It's all dead scientists. Those are the best sources of loot in the entire game.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3861 on: July 30, 2011, 09:35:55 pm »

Enjoy your healable traits while you can.  Purifier's about to get way harder to find--certainly not in basements any more.
Thing is, I almost never get any purifiers in basements.

I also start in wilderness by regenning after chargen, so I don't start with a basement anyways. :P

It's all dead scientists. Those are the best sources of loot in the entire game.

Yeah, they're getting nerfed too, and almost all their gear moved into labs (they will, of course, still have ID cards to get you into the lab).
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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!

debvon

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3862 on: July 30, 2011, 09:36:29 pm »

Sorry if this has been addressed already, if so then please feel free to bring up an old quote. Are there any plans to reduce the amount of XP gained from morale? I like the skill and XP system very much, but it seems pointless when you have an endless experience pool after a night or two of drinking and reading. I'm sure this HAS been discussed already so again, sorry for opening an old can of stuff, just curious.
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3863 on: July 30, 2011, 09:40:48 pm »

Sorry if this has been addressed already, if so then please feel free to bring up an old quote. Are there any plans to reduce the amount of XP gained from morale? I like the skill and XP system very much, but it seems pointless when you have an endless experience pool after a night or two of drinking and reading. I'm sure this HAS been discussed already so again, sorry for opening an old can of stuff, just curious.
Actually, I think it's getting improved by adding special actions and artifacts.
Basically, you'd be able to spend large amounts of XP to gain boosts, do incredible feats, create "artifacts" and such.
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3864 on: July 30, 2011, 09:43:05 pm »

I just had a nerdgasm. That sounds awsome. I will commemerate with a FUUUUCK YEAH!
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pandamage

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3865 on: July 30, 2011, 09:50:52 pm »

Typical Cataclysm Artifact: Swiftmusic the MP3 Player of Hammering
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DalGren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3866 on: July 30, 2011, 09:52:41 pm »

Damn, purifier harder to find? I still haven't found a single one...And only two groups of scientists in over 50 characters and 5-6 world "purges".
I am always extremely unlucky in roguelikes, go figure.

By the way Whales, did you notice the raincoat bug post and autodropping empty containers post? I feel so ignored  :'(
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I often play devil's advocate for the sake of debate. Don't take it personally.

jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3867 on: July 30, 2011, 09:53:41 pm »

This XP thing deserves some fan art. I may get some up in a couple of  days.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3868 on: July 30, 2011, 09:56:21 pm »

Damn, purifier harder to find? I still haven't found a single one...And only two groups of scientists in over 50 characters and 5-6 world "purges".
I am always extremely unlucky in roguelikes, go figure.

By the way Whales, did you notice the raincoat bug post and autodropping empty containers post? I feel so ignored  :'(

Heh, yes.  I try to respond to things directly, but given the volume of attention Cataclysm's gotten recently, and the fact that I'm super-busy trying to move, I've been a bit lax lately.  I'll look into the raincoat bug, and autodropping empty containers is on my TODO list as an option that can be turned on (once I add options to the game).
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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!

FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #3869 on: July 30, 2011, 10:02:17 pm »

Ah, here's the original for the XP, if anyone's wondering.
We had a small discussion on boosts and such later, I think.

Hey what do you use experience for, I've got like 5000 (found a bunch of whiskey and marijuana) so I really need to be able to spend it on something.

Using a skill puts XP into that skill.  I am also planning to let the player use large amounts of XP (on the order of thousands or tens of thousands) to improve their stats, craft an artifact, take a new trait, etc.
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