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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1297224 times)

Aqizzar

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6690 on: October 08, 2011, 07:17:00 pm »

I don't have any idea (and I guess they're actually "krecks").  I'm playing with 0.1e, which I assume is the latest available version, and I'm getting them on Day 1 sometime, by doing nothing but shooting a suppressed rifle in neighborhoods.  No portals, no nothing, they just appear out of thin air in groups of 3+.  With good speed, you can outrun most types, except the Hunters and Flying Polyps.  The Polyps aren't immune to bullets, but they do have loads of HP, are super fast, and can do about 50HP damage in one strike.

C'mon Whales, throw me a bone here.  What's the developer strategy, besides ha ha you die now anyway?
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BishopX

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6691 on: October 08, 2011, 07:19:00 pm »

I don't have any idea (and I guess they're actually "krecks").  I'm playing with 0.1e, which I assume is the latest available version, and I'm getting them on Day 1 sometime, by doing nothing but shooting a suppressed rifle in neighborhoods.  No portals, no nothing, they just appear out of thin air in groups of 3+.  With good speed, you can outrun most types, except the Hunters and Flying Polyps.  The Polyps aren't immune to bullets, but they do have loads of HP, are super fast, and can do about 50HP damage in one strike.

C'mon Whales, throw me a bone here.  What's the developer strategy, besides ha ha you die now anyway?

Molotov cocktails and grenades are probably your best best.
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Angle

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6692 on: October 08, 2011, 07:35:28 pm »

That shouldn't be happening. make sure you have the latest version, and that you are compiling from a clean make.
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Aqizzar

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6693 on: October 08, 2011, 07:39:30 pm »

That shouldn't be happening. make sure you have the latest version, and that you are compiling from a clean make.

0.1e is the newest Windows version available in the linked file archive, and I can assure you that it's a clean make.  Don't tell me I'm just that unlucky.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6694 on: October 08, 2011, 07:47:41 pm »

Did you delete your old saves?  If not, the incompatibility could lead to you playing in a game where instead of triffids, you've got these nether monsters, which are intended as a high-level, very dangerous opponent.

They're intended as something very rare and very dangerous.  You shouldn't encounter them outside of labs, where they're easy to kill
Spoiler (click to show/hide)
or, extremely rarely, at a portal special encounter, where you'll see maybe one.

Defeating them could involve explosives, electricity-based weapons, tazers, flamethrowers, high-powered friendly monsters, or other things that are also intended as high-level gets.
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Aqizzar

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6695 on: October 08, 2011, 07:54:02 pm »

I don't know how many ways I can say this.  I downloaded 0.1e, unzipped it, and played it.  I delete the entire save folder every time I die, because I don't like using bones files.  Every single time I've played the game, I've eventually run into packs of krecks, along with the occasional polyps and flaming eyeballs, out in the open, apropos of nothing.  (Maybe not "every single time", but packs of wolves are run of the mill at this point.)

I was worried that you had taken the roguelike philosophy of "death is easy and frequent" to "death is inescapable and immediate" with all these new paranormal creatures.  I'm glad to hear what's happening in my games isn't supposed to be happening, but the fact is that it is.  So I've had quite a bit of experience with these jerks now, and I'd like to state that they are wildly overpowered, outright impossible to fight without such "high-level gets".
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And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
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The ancients built these quote pyramids to forever store vast quantities of rage.

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6696 on: October 08, 2011, 08:41:50 pm »

Sorry that these misplaced monsters are causing you frustration--and rightfully so!  If anyone else experiences this bug, please let me know post-haste, as it's obviously a severe one.

For now I'd recommend deleting your saves and trying again.  Oh duh, you already did, sorry.  If that doesn't work, well, there's a new version of the game coming out tonight.  Maybe it'll avoid this bug?
« Last Edit: October 08, 2011, 08:53:45 pm by Whales »
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BishopX

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6697 on: October 08, 2011, 09:21:54 pm »

Quick bug: baseball caps are considered a helmet for stacking head items if they're put on second, but not if their put on first. One way or the other would be nice.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6698 on: October 08, 2011, 09:36:04 pm »

New Update!

Clean build required.  Old saves are NOT compatible.

Features:
  • MINES.  This is a big one, and has many other features associated with it:
    • New content inspired by the works of Junji Ito and the films of John Carpenter.  Won't spoil this.
    • Many new monsters.  No spoilers here.
    • New items.  Won't spoil these, either.
    • New computer functions
    • New way to move vertically--elevators.
  • Labs may now contain a bionics room.
  • Bionics (mostly) removed from dead scientists.  Too random.
  • New field: toxic gas
  • You are given a chance to interrupt your current activity if you are outside and the weather takes a turn for the worse (the most prominent example: you are digging a pit and it starts acid raining).
  • Spitter acid globs no longer magically fly through windows.  They will instead hit, and melt, the window (or other terrain).
  • Wreckage items added to craters.

Bug Fixes:
  • Some major lighting & day/night cycles fixed.
  • Computer terminals no longer snip off the first letter of research (and other) logs.
  • Attempting to escape a pit now actually uses up a turn.
  • Traps, inactive manhacks, and other items that are sometimes removed from your inventory after use are now removed/not removed properly.

Tweaks:
  • Moonlight set to 1 at minimum.
  • Terminals no longer reset after every function; meaning that messages are visible now.
  • Spawn sizes slightly reduced.
  • Supertaster trait removed entirely.  It didn't do anything anyway.
  • Fast Learner trait boosted back up to a full 50% increase.

Community Content:
  • cryo's curable mutations patch fixes the fact that some mutations could not be cured via purifier.  Now, anything you mutate may be cured, and anything you start with may not be cured.


Please seek out and test mines!  I tested them as much as I could, but with so much new content in there, it's possible they're buggy.


I thanked them at the Cataclysm forums but not here; thank you P. Wright and Lemmywinks for your donations. :)
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Ehndras

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6699 on: October 09, 2011, 12:25:59 am »

Update to WINDOOOOOOOOOOOO-


...An hour passes.

-OOOOOOOOOOOOOOWS!
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S.K. Ren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6700 on: October 09, 2011, 12:49:40 am »

If I might make a request: I think you should fix your spawning algorithm to not let monsters/players spawn inside walls, allowing them to go either way (Sleeping and finding a Hulk in the wall is not only depressing but logically impossible since the wall remains intact.) I think this would be as simple as making a check on whether the desired spawn square is passable terrain or not.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6701 on: October 09, 2011, 01:10:17 am »

The player-inside-wall thing is something I'll address once I actually write a real player spawning function--once NPCs are fixed.

Monsters should not spawn inside walls.  The spawn function specifically checks if the monster can move to the square where it's being spawned (this excludes not only walls, but water for monsters that can't swim, and land for aquatic monsters), and relocates the monster if that square doesn't work.  If the monster is relocated in this way several times, it simply does not spawn.

Zombie Hulks can destroy walls, so perhaps that is what your are experiencing?
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Ehndras

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6702 on: October 09, 2011, 01:15:13 am »

As he mentioned, Whales, the walls remain INTACT. If a hulk had destroyed it, it wouldn't be intact. It does actually seem like a code issue in their spawn, I've had the same problem.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6703 on: October 09, 2011, 01:23:44 am »

As he mentioned, Whales, the walls remain INTACT. If a hulk had destroyed it, it wouldn't be intact. It does actually seem like a code issue in their spawn, I've had the same problem.

Just checking ;)  I'll look at it.
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Angle

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #6704 on: October 09, 2011, 01:25:39 am »

I have updated my electronics store mod, making it much smaller and more neatly coded, and making it compatible with the current version.

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