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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1314084 times)

Lolzwheejars

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7245 on: October 23, 2011, 08:11:43 pm »

Heya guys! :3
I encountered a couple things. One, trying to barricade a window in the windows version causes the game to crash and Two,
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7246 on: October 23, 2011, 08:29:52 pm »

There seem to be some construction issues in the Windows version--not sure why but I'll be doing some rewrites there, which will hopefully iron out some issues.

In regards to your other question,

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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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Geen

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7247 on: October 23, 2011, 08:40:09 pm »

But if it's oil... Molov cocktails with triffid extract.

Good luck making a molotov cocktail out of vegetable oil. Let me know how well that works for you!
No, in the book triffid extract was similar to crude. That's why they harvested them.
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Jacob/Lee

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7248 on: October 23, 2011, 09:12:04 pm »

Triffids are based on another work?

Trapezohedron

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7249 on: October 23, 2011, 09:15:13 pm »

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Jacob/Lee

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7250 on: October 23, 2011, 09:21:27 pm »

Yes.
Huh. I might buy that book, I'm surprised I've never heard of it.

Also, has something changed about death? I swear I used to be able to find my corpses and take what was left behind, but it appears the bodies vanish now. Also, I just learned you spawn in the same house no matter how many times you make a new character. Nope, turns out I just have really shitty luck.
« Last Edit: October 23, 2011, 09:28:52 pm by Jacob/Lee »
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Lolzwheejars

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7251 on: October 23, 2011, 09:34:19 pm »

I'm entirely sure. I had to wish for a flashlight to inspect it more. Didn't see any sort of exit. Although a giant ant came out of nowhere and killed me while I was moving bodies. Could have been under the bodies, but when I inspected the ground it just said "stone floor", or whatever the material was.
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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7252 on: October 24, 2011, 04:23:30 am »

Ho Ho Ho! I found ANOTHER house with a basement, closer to where I want to set up a base.

And in the basement.. there was a katana! No beds though. :/


BTW: Random question: If I edit out skeletons from the game, will it result in a reduced number of zombies overall, or in the same number of zombies, with the ones who would have been skeletons becoming other kinds instead?
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7253 on: October 24, 2011, 04:40:41 am »

I'm not at home right now, so I can't check, but if I'm right, it should stay the same.

If I'm right, the game creates a monster population, then spawns monsters from it based on the population's monster group.
So yeah, number of monsters should be the same.
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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7254 on: October 24, 2011, 06:13:16 am »

Military bunkers are worse than I thought. I expected some decent refuge, but they're pretty much just weapon stockpiles. You'd have better luck in a lab, provided you don't run into an automatic turret. At least labs have plenty of water. (And there's the potential of food)
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Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7255 on: October 24, 2011, 07:41:52 am »

I tested the scent vision bionic and it seems rather useless after the initial use. Scent spreads and dissipates so quickly that it's rather pointless to travel around with it on, especially since it covers monsters behind the pink clouds.

The Olfactory mask, however, is uber and makes you completely invisible to giant bees and possibly ants and wasps.
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ShadeJS

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7256 on: October 24, 2011, 01:01:44 pm »

I'm between games, playing a version I built on the 22nd... Uhhh, is it just me or are nails not getting consumed when you '*' -> Board Up Window?
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7257 on: October 24, 2011, 02:09:47 pm »

Military bunkers are worse than I thought. I expected some decent refuge, but they're pretty much just weapon stockpiles. You'd have better luck in a lab, provided you don't run into an automatic turret. At least labs have plenty of water. (And there's the potential of food)

They're strictly intended as a supply cache.  They do sometimes contain lots of water and food, but the categories of their contents is randomized.  About half the categories they may contain are weapons, so you will see a lot of those, but there's a lot of other goodies you can find.


I'm not at home right now, so I can't check, but if I'm right, it should stay the same.

If I'm right, the game creates a monster population, then spawns monsters from it based on the population's monster group.
So yeah, number of monsters should be the same.

This is correct.
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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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Join me in #cataclysmrl on irc.quakenet.org!

DrPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7258 on: October 24, 2011, 02:22:33 pm »

Can we pry out widows yet?
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7259 on: October 24, 2011, 02:36:38 pm »

Yup.  I don't think it's committed yet so it'll be in the next version, which might be a while as I'm trying to get NPCs fully functional.

You need a butter knife or screwdriver (as a prying tool), and a hammer or hatchet to wedge it in.  Also, all constructions that require a hammer have been updated to use a hatcher as an alternative.
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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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