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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1308723 times)

Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6180 on: September 16, 2011, 10:41:21 am »

With high enough dodge they can be beaten, though that's true of practically everything hostile in the game.

They do moderate damage, split into two other worms when killed, and are invisible when burrowed (Terrarian Sonar and incredibly high perception reveal them and let you shoot them), but otherwise have no weapon resistances.
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Necro910

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6181 on: September 16, 2011, 10:56:24 am »

With high enough dodge they can be beaten, though that's true of practically everything hostile in the game.

They do moderate damage, split into two other worms when killed, and are invisible when burrowed (Terrarian Sonar and incredibly high perception reveal them and let you shoot them), but otherwise have no weapon resistances.
So if you were a MASTER NINJA you could create an army of several thousand?

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Angle

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6182 on: September 16, 2011, 11:00:52 am »

They split into smaller worms, which will just die when killed.
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Necro910

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6183 on: September 16, 2011, 11:15:47 am »

They split into smaller worms, which will just die when killed.
Daw.

I wanted an army of annelids that I would use to take over the world with their sliiiiiiiiiiiiiiiiiiiiiiiiiime :3

Shades

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6184 on: September 16, 2011, 11:25:07 am »

They split into smaller worms, which will just die when killed.
Daw.

I wanted an army of annelids that I would use to take over the world with their sliiiiiiiiiiiiiiiiiiiiiiiiiime :3

You could probably just remove 4 characters from line 121 of mondeath.cpp to fix that.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6185 on: September 16, 2011, 01:11:17 pm »

Maybe we SHOULD be able to bury stashes to protect them (somewhat) from acid rain and thieving NPCs(when they're fixed.)

Adding some other buried things via random event would be nice too, from buried survivor stashes, buried zombies (still alive), a massive impromptu burial of corpses killed via military death purification squads, traps, hidden entrances, etc.

Edit: Two requests and a suggestion:

1. Allow the player to switch to fists without having to drop whatever is wielded and pick it back up; which tends to put it back in the hand slot if it is even remotely usable as a weapon.
2. Allow the player to assign two up to two "ready" items that can be switched with the press of a single button.
3. Once item stacking comes this shouldn't be too much of a problem but, perhaps you could switch the letter designation of items into number designations once they're equipped? I don't see a problem unless people like wearing 10+ articles of clothing, though in that case it could switch back to letter designations once all available numbers are taken.

1. Is possible already, and documented in the in-game help.  Enter "w-" to wield nothing, i.e. your fists.  This is the same behavior as in many popular roguelikes, such as nethack and DCSS.
2.  Not a bad idea and wouldn't be hard to implement!
3.  Wouldn't work with item stacking, as numbers have to be available for drop counts; "d5h" means "drop 5 items from stack h."
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6186 on: September 16, 2011, 01:18:33 pm »

Wouldn't it be better to have the third one in reverse, as in "dh5" instead of "d5h"? This way it can check if the "h" is actually a stack, so it could omit the number-to-drop parameter if there's just one item.

Plus wouldn't number designations for items work just as well? It could be a bit confusing if you accidentally switch the "item id" and the "number to drop", though.
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Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6187 on: September 16, 2011, 01:55:55 pm »

Wouldn't it be better to have the third one in reverse, as in "dh5" instead of "d5h"? This way it can check if the "h" is actually a stack, so it could omit the number-to-drop parameter if there's just one item.

Plus wouldn't number designations for items work just as well? It could be a bit confusing if you accidentally switch the "item id" and the "number to drop", though.

But then how would you drop a full stack? As he's describing it you hit d5h to drop 5 of h, and dh to drop all of h. In your example you'd hit dh5 to drop 5 of h, but trying to drop the whole thing would be dh and it'd still be asking for input of how many.
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forsaken1111

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6188 on: September 16, 2011, 01:58:06 pm »

Wouldn't it be better to have the third one in reverse, as in "dh5" instead of "d5h"? This way it can check if the "h" is actually a stack, so it could omit the number-to-drop parameter if there's just one item.

Plus wouldn't number designations for items work just as well? It could be a bit confusing if you accidentally switch the "item id" and the "number to drop", though.

But then how would you drop a full stack? As he's describing it you hit d5h to drop 5 of h, and dh to drop all of h. In your example you'd hit dh5 to drop 5 of h, but trying to drop the whole thing would be dh and it'd still be asking for input of how many.
"dhA" or "dh*"?
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Urist Imiknorris

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6189 on: September 16, 2011, 02:07:03 pm »

"dh." perhaps?
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6190 on: September 16, 2011, 02:16:49 pm »

Or the simplest version, "d h 9999", I guess.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6191 on: September 16, 2011, 02:58:57 pm »

In keeping with making the interface familiar to those who play popular roguelikes, and with keeping things simple, omitting a count will drop the entire stack.  This will be the desired behavior most of the time, I feel.
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6192 on: September 16, 2011, 03:13:30 pm »

Those aren't typos, they're pedantry :P  Adamant, adamantite, adamantium, etc. are fictional/non-exact terms, used variously to describe metals, ores, and crystals.  "Adamantite" was chosen by American Biologic Inc. (a subsidiary of Apple) in 2066 as a branding term for a new product in its "Bionic Fury" line, both for its recognizability and its appeal to comic book nerds.  And yes, it's comic book-y, which is wholly appropriate for the game as it stands.  It is a video game about zombies and aliens from another dimension.  I think we have been over this.

If you're describing a metal, you don't want to use "ite". If it's just a brand name for something it doesn't matter much, but if you're specifically naming a metal then you don't want "ite" because that's the standard for naming a stone/mineral. It's pedantic, yes, but honestly it's pretty objectively weird to name a metal/alloy that way (nor have I ever seen the fictional metal named like that) and it's an easy fix.

After a bit of googling, it seems that "adamantite" is used by some fantasy games for naming metals, but "adamantine" or "adamantium" would still be preferable (fantasy authors don't exactly know what they're talking about much of the time).

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Not sure where flu meds are referred to as antihistamines.  Grep turned up nothing when searching for "antihi".

It's in bionics.cpp in the section dealing with what I believe is the blood analysis bionic. Then again, I was probably looking at the aposos source, though I have no idea why that would differ.

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Chitinous helmets could use a boost, huh?  I'll perk up their stats a bit.  They are intended to cover the eyes, with a small slit for seeing through.  The helmet's highly encumbering because it provides high levels of coverage.  The armor is so encumbering because it's un-processed chunks of animal carcass sewn together.

More unprocessed than the leather you get from zombies? I figured that if you can use raw leather from undead critters to make similar-to-store-bought clothing, that the chitin is treated in some way, being boiled or cured and molded into shape somehow, which would be the most sensible thing I can figure. Besides, you're making it yourself, so the plates are suited to your frame. Also, I was under the impression that eye coverage also protects you (at least in theory) from things like harmful chemicals and vapors, which eye slits wouldn't do very much for. I could be wrong.

Really though, at 4 encumbrance I just don't see anybody using it. Melee players will want to run faster and ranged players will want to be able to shoot effectively. Motorcycle helmets aren't hard to find, and by the time you can make them you'll probably have found riot helmets as well, which are better. As for the armor, the fact that it covers the legs is useful, but that's about it; otherwise, you'll just want to use kevlar, which is both capable of being repaired and something you'll probably have already if you have high skills and can kill giant bugs successfully.

« Last Edit: September 16, 2011, 03:16:22 pm by G-Flex »
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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6193 on: September 16, 2011, 07:47:39 pm »

Me Melee dude uses Chitinous armor as soon as I can get it. It pretty much makes you invulnerable to everything, it is very very nice.

Especially since turrets tend to aim for the legs.
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TheBronzePickle

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6194 on: September 16, 2011, 07:56:14 pm »

Since there's kevlar armor and military-level tech, why aren't there kevlar extensions (like leg and arm pads)? They're real, and while they're not as common as the body vests, they're used by military forces and are purchasable on the civilian market.
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