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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1309145 times)

BurnedToast

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7215 on: October 23, 2011, 12:57:23 am »

BTW: What are insect stings good for?

Wasp stings used to be arguably the best weapon in the game, then they got nerfed... I'm not really sure how good they are post-nerf (haven't gotten a hold of one since).

Anyway, no-one knows how to reload a (crafted) flamethrower? I've tried filling it straight from the pump (it tells me simple flamethrower won't hold gasoline), putting gas in all sorts of containers (glass bottle, plastic bottle, plastic bag, tin can...) in which case it just says out of ammo when I try and reload, pouring it right on the ground... nothing. It says it uses (12 rounds of) gasoline in the description, I just can't figure out how to make the gasoline go inside of it. Maybe it's just bugged?

Edit: I notice the chainsaw (which I don't have to test if it works) says 1000 charges of gasoline. Maybe the problem is the flamethrower wants some sort of bullets made out of gasoline or something?
« Last Edit: October 23, 2011, 01:03:50 am by BurnedToast »
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7216 on: October 23, 2011, 01:08:51 am »

Dang flamethrowers broken again.  Chainsaws do work and can be reloaded from the pump.  Flamethrowers should be able to be reloaded from a pump in the next release, from a bottle of gasoline if I have the time.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
Official Cataclysm Forums:  http://whalesdev.com/forums/index.php
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MetalSlimeHunt

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7217 on: October 23, 2011, 01:11:50 am »

BTW: What are insect stings good for?

Stabbin'

No promises, but a near-future release might see the long-awaited return of NPCs, a new starting situation, and some basic missions.
I still have nightmares about the NPC error screens.
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Alkhemia

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7218 on: October 23, 2011, 02:25:14 am »

Hmmm I found a base use a ID card and found some more lock door can I shut the first door? I have a nice base of operation if I can figure out how also does eating Zombies or Human do anything bad? :-\ Fun game btw
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S.K. Ren

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7219 on: October 23, 2011, 02:30:38 am »

Humans(Chunk of Meat) only give morale penalty. Zombies(chunk of Tainted meat) give moral penalty and poisoning. Note this is separate from food poison form eating rotten foods.
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DrPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7220 on: October 23, 2011, 09:16:32 am »

I got a suggestion, actually a handfull:

Death, A lategame NPC that appears rarely when suffering from mortal wounds, diseases etc. If you choose to play old man he would appear periodically. He may either, simply approach and kill you, ask you a hard riddle or converse with you, giving a morale boost and possibly even healing you(the latter only possible if you have witnessed a loved one die.

Regions, basically themes of map generation, like huge nuke craters or deserts.

Cats of Ulthor: Giant Cats from the dreamworld moon that will save you if your one they like, taking care of cats will keep em happy.

Godzilla Boss, would appear in ruined urban centers.

Satanic Rituals

Animators, rogue alien wizzies that just love to animate random things, getting mauled by a pack of wild flying zombie teapots would be grieftastic.

A variation of death NPC, G-Man, would offer either a "save the world" mission or having you mauled by Xen aliens.

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BurnedToast

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7221 on: October 23, 2011, 09:55:44 am »

possibly bunker/lab spoiler, possible bug with the new military supply bunkers..

Spoiler (click to show/hide)

Edit: I'm sure you already know about it by now (and have probably fixed it, at the rate you're going) but just in case - cooking meat is using a whole stack (even if you're cooking it off the ground) just like baking bread and probably other crafting recipes.
« Last Edit: October 23, 2011, 10:53:03 am by BurnedToast »
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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7222 on: October 23, 2011, 10:11:17 am »

They are pretty much like that atm. Wont always be like that.

I think the problem with bionics caches is that as they are now they SHOULD be scarce, but the failure rate in installation is high enough to make small ammounts of them not that good  (as even smart, first aid savvy characters high on drugs will end up borking the installation and breaking all other bionics quite often). You need quite a few tries to get a decent set. This will be tricky to balance, I think.

(Suggestion: how about requiring special instruments or rooms to install bionics, or at least improve failure rate? Eg surgery rooms and such. Of varying qualities: a lab's surgery room might give a bigger bonus than the one you get at a small ambulatory surgery room in an ER...
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Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7223 on: October 23, 2011, 10:41:38 am »

I think bionic scarcity should vary really. The current scarcity makes them appear rare and extremely expensive; but at the same time, something so valuable would focused more on powerful abilities instead of mundane utilities like flashlights and nutrition (Unless they were also dealing with a severe food shortage.). There doesn't seem to be any evidence that bionics weren't commonplace.

So yeah, basic bionics should be found in some bionic clinics and such, while the more powerful ones are found in military installations and science labs. Train your installation skills with the cheap ones before moving on to the stronger ones.

It also means that NPCs may appear with a few bionics installed in them. (Which may or may not be ripped from their mutilated bodies and recycled)
« Last Edit: October 23, 2011, 10:44:56 am by Blaze »
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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7224 on: October 23, 2011, 11:40:07 am »

As it is now there is no installation skill proper, just int and first aid (afaik).


Speaking of which, maybe it'd make sense to have a science skill which would combine with first aid for bionics (and maybe some other stuff?) and with cooking for the advanced chemistry stuff?
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Trapezohedron

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7225 on: October 23, 2011, 11:43:41 am »

Yay Amigara Monsters Yay!

Killed myself by spawning that dreaded monstrosity.  Fortunately, I was just experimenting how stuff worked, so no big losses for me.. yet.
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L0master

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7226 on: October 23, 2011, 12:17:15 pm »

I got a suggestion, actually a handfull:

Death, A lategame NPC that appears rarely when suffering from mortal wounds, diseases etc. If you choose to play old man he would appear periodically. He may either, simply approach and kill you, ask you a hard riddle or converse with you, giving a morale boost and possibly even healing you(the latter only possible if you have witnessed a loved one die.

Regions, basically themes of map generation, like huge nuke craters or deserts.

Cats of Ulthor: Giant Cats from the dreamworld moon that will save you if your one they like, taking care of cats will keep em happy.

Godzilla Boss, would appear in ruined urban centers.

Satanic Rituals

Animators, rogue alien wizzies that just love to animate random things, getting mauled by a pack of wild flying zombie teapots would be grieftastic.

A variation of death NPC, G-Man, would offer either a "save the world" mission or having you mauled by Xen aliens.

Dude, where do you get such weed?
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Trapezohedron

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7227 on: October 23, 2011, 12:19:11 pm »

I got a suggestion, actually a handfull:

Death, A lategame NPC that appears rarely when suffering from mortal wounds, diseases etc. If you choose to play old man he would appear periodically. He may either, simply approach and kill you, ask you a hard riddle or converse with you, giving a morale boost and possibly even healing you(the latter only possible if you have witnessed a loved one die.

Regions, basically themes of map generation, like huge nuke craters or deserts.

Cats of Ulthor: Giant Cats from the dreamworld moon that will save you if your one they like, taking care of cats will keep em happy.

Godzilla Boss, would appear in ruined urban centers.

Satanic Rituals

Animators, rogue alien wizzies that just love to animate random things, getting mauled by a pack of wild flying zombie teapots would be grieftastic.

A variation of death NPC, G-Man, would offer either a "save the world" mission or having you mauled by Xen aliens.

Dude, where do you get such weed?

^What he said.
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7228 on: October 23, 2011, 01:00:57 pm »

Dude, where do you get such weed?

It's not weed, he just couldn't find any thorazine in the pharmacy.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7229 on: October 23, 2011, 01:20:20 pm »

As it is now there is no installation skill proper, just int and first aid (afaik).


Speaking of which, maybe it'd make sense to have a science skill which would combine with first aid for bionics (and maybe some other stuff?) and with cooking for the advanced chemistry stuff?

To quote the screen that pops up when you activate a CBM:
"Installation requires high intelligence, and skill in electronics, first aid, and mechanics (in that order of importance)."
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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!
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