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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1316809 times)

Flying Dice

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6600 on: October 06, 2011, 05:02:26 pm »

Not a be a purist, but Cataclysm is one of the most approachable ASCII games out there(along with incursion). Every enemy is labeled in your display automatically, things are color coded by group and there is a scrolling look button. If there was ever a ASCII game that didn't need a tileset this is it.

This. I needed a few games with a tileset in DF before I was comfortable with switching to ASCII, but I hopped right into this without any issue. Also, a Savage 111F with silencer and sniper reconfigurement attachments is ungodly good. The sniper mod normally drops ammo capacity and removing automatic fire while increasing damage and accuracy, but as the Savage is already a semiauto rifle with 3 shots, the negative effects don't get applied, and it gets pushed to the point where it has around 105 accuracy and enough damage to one-shot a hulk.

Also, does anyone else make a habit of taking Trigger Happy because they almost never use autos, and even then the symptoms almost never come up?
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Aqizzar

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6601 on: October 06, 2011, 05:09:25 pm »

Also, does anyone else make a habit of taking Trigger Happy because they almost never use autos, and even then the symptoms almost never come up?

It feels cheap, but I do this too.  I don't trust semi-autos anyway, I only use pistols and single-shot rifles.  I suppose if I ever find myself back-to-the-wall, it'll come into play, but otherwise it is pretty much two free points.
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Geen

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6602 on: October 06, 2011, 08:31:56 pm »

The main reason I love this game is because you can eat fetuses or use them as weapons. And I though DF was weaponized!
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Flying Dice

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6603 on: October 06, 2011, 09:01:42 pm »

Actually, bottle of vodka apparently make great weapons. I've been getting a good percentage of 1HKOs just throwing them. The best part is that the game is detailed enough to report the sound of glass smashing if they break.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6604 on: October 06, 2011, 09:46:39 pm »

Actually, bottle of vodka apparently make great weapons. I've been getting a good percentage of 1HKOs just throwing them. The best part is that the game is detailed enough to report the sound of glass smashing if they break.

And the vodka spills all over the ground--but I should make it coat the target monster, thus increasing their flammability by a little bit :D
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Aqizzar

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6605 on: October 06, 2011, 09:58:52 pm »

I still say throwing rotten tomatoes is overpowered.  Hilarious when you kill stuff with headshots, but overpowered.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6606 on: October 06, 2011, 10:29:43 pm »

Yeah, throwing needs an overhaul.  Maybe I will do that... right.... now!
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Greiger

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6607 on: October 06, 2011, 10:45:44 pm »

Finally, the Hatchet is the best melee weapon as it deals both respectable cutting and bashing damage.
I actually havent been having much luck with a hatchet really.  But I also havent really been putting much use into the bludgeoning weapons.  In the last 3 games I found either a katana in my starting basement or a machete, and those absolutely destroy things.  Only the armored stuff seems to be an issue to them, but that's what you keep a nailboard in your pocket for.

And yea throwing does seem a bit weird at times.  I used to throw steak knives I find in houses at regular infected and headshot them.  But it dosn't seem to do much damage even then.  It is funny imagining being followed by a horde of zombies with various bits of cutlery sticking out of them ineffectually, but even a combat knife, which if I understand properly is weighted for throwing, does hardly anything.  Yet some of the stuff you wouldn't expect to be harmful is downright lethal.   I vaguely remember doing more damage with a thrown can of root beer once than with a thrown hatchet.
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hemmingjay

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6608 on: October 06, 2011, 11:30:52 pm »

the can of rootbeer doing more damage in some instances makes sense since it is heavy and hard no matter which side hits the target, whereas a hatchet will often hit handle first when thrown by an unskilled user or in a tense situation. Sidenote; I carried a tomahawk in combat overseas and practiced often.
and combat knives are heavy, but it's a side effect of the built to last principle. Throwing knives are balanced for throwing, almost every other knife performs poorly when thrown.
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Flying Dice

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6609 on: October 07, 2011, 12:04:53 am »

The only weapon I absolutely always carry is a baseball bat, for dealing with those pesky skeletons. There should seriously be a chance for gunfire to hit them, as firing off half a magazine into a skeleton would almost certainly not result in every shot somehow managing to miss every bone. The skull in particular isn't more than a few millimeters smaller than a non-defleshed head.
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S.K. Ren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6610 on: October 07, 2011, 12:20:05 am »

Curious, does the SSH version ever reset? Cause it occurred to me that with enough people playing and dieing, most of the already limited supplies will become even more so.
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Ehndras

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6611 on: October 07, 2011, 12:21:56 am »

Can someone point me to the newest Windows version? I'm having trouble finding it in all the pages since it was posted. :P
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6612 on: October 07, 2011, 12:29:06 am »

Cutting weapons only have a 20% chance of hitting with the sharp edge when thrown; this goes up by 12% for every level of throwing skill you have.

The only weapon I absolutely always carry is a baseball bat, for dealing with those pesky skeletons. There should seriously be a chance for gunfire to hit them, as firing off half a magazine into a skeleton would almost certainly not result in every shot somehow managing to miss every bone. The skull in particular isn't more than a few millimeters smaller than a non-defleshed head.

Skeletons are hit by 1 in 4 bullets in the most recent version.  This is a case of gameplay over realism. however; skeletons are meant to force gun-centric characters to use a different strategy for dealing with them.


Curious, does the SSH version ever reset? Cause it occurred to me that with enough people playing and dieing, most of the already limited supplies will become even more so.

Yes, occasionally.  The world does get pretty wrecked/looted/sparse, but you can always travel to a new town--remember, the world is limitless.


Can someone point me to the newest Windows version? I'm having trouble finding it in all the pages since it was posted. :P

https://github.com/downloads/aposos/Cataclysm/Cataclysm%200.1e%20win32.zip
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6613 on: October 07, 2011, 01:16:53 am »

Cutting weapons only have a 20% chance of hitting with the sharp edge when thrown; this goes up by 12% for every level of throwing skill you have.

Laser-guided machetes at 7 skill? Hooray!
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Ehndras

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6614 on: October 07, 2011, 01:21:18 am »

My first time playing since Whales announced he was working on the construction update. Should be fun. :)

...Wait, since the construction update is out, does that mean we might find huge, player-built fortresses in the multiplayer version? :P
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