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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1309130 times)

Vucar Fikodastesh

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7290 on: October 25, 2011, 04:16:19 pm »

"Skill" is your skill in the weapon's category (bashing, cutting, piercing, unarmed), plus your melee skill / 2.5.  If the weapon belongs in more than more than one category, your strongest skill is used.

Note that this table is incomplete; Dexterity of less than 5 provides even worse chances, and Dexteirty of greater than 11 even better chances.

This new crit system means that batons are much better than rocks, despite having lower base damage ;)

Does this new critical hit code affect ranged weapons, or is it just a melee change?
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7291 on: October 25, 2011, 04:19:27 pm »

Just melee.  Ranged weapons use an entirely different system which has two types of crits (critial organ hit, and headshots).
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Laedro

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7292 on: October 25, 2011, 04:54:01 pm »

Ok i havent played in a while so i downloaded the 0.1e win32 zip file my first character died of me being stupid but my second character who I named DickMan Died after a couple of seconds cuzz he had spawned in a house full of webs which in turn spawned some evil spiders(Black widows) who killed me, I don't know if this is a danger meant to be but I just found it a bit sinister by the great RNG.
« Last Edit: October 25, 2011, 05:07:17 pm by Laedro »
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Geen

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7293 on: October 25, 2011, 06:05:22 pm »

Crap, no more silenced grenade launchers? :'(
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Jacob/Lee

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7294 on: October 25, 2011, 06:10:13 pm »

Can you craft traps?

Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7295 on: October 25, 2011, 06:14:04 pm »

Can you craft traps?
Sure can, Tripwires, Nail boards, bear traps, grenade traps, blade traps, crossbow traps, and shotgun traps.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7296 on: October 25, 2011, 06:14:21 pm »

Crap, no more silenced grenade launchers? :'(

No, but they don't need them, they're quiet already.  They make a "Thunk!" sound but it's quiet.

Can you craft traps?

Yes, if you have the traps skill.  There's a bunch in the Misc tab.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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Jacob/Lee

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7297 on: October 25, 2011, 06:18:41 pm »

Awe-some *pumps fist*

Who needs guns when you have loud, dangerous shotguns with the trigger tied to a string?

Robsoie

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7298 on: October 25, 2011, 06:51:53 pm »

Just noticed there was a new window version from the "25 october" in there (strangely named 0.1.a.k though) :
https://github.com/aposos/Cataclysm/downloads

I gave a try, and the game made me start in a very small room , with a toilet, a door in the middle of the room and ... walls in every side of that small room, with no exit anywhere.


I smashed the toilet in case there was some kind of hole under it, and nothing, just rubbles.
Tried for a long time to smash all the walls in case it was some paper-thin thing, but no, just *thump* repeatedly without the walls getting a scratch.

Is this a bug or is there some command that i don't see listed in the command list ? or should i just use the debug teleport command ?
« Last Edit: October 25, 2011, 06:53:45 pm by Robsoie »
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7299 on: October 25, 2011, 06:55:32 pm »

Not to nitpick*, but shouldn't an item's "burnt" status be updated by weight/mass rather than by volume? If two items made of identical wood weigh the same amount, the one that takes up more space (e.g. a chair or vine lattice instead of a solid log) shouldn't burn longer. If anything, a less-dense amount of the same material should burn more quickly, not less.

*But I like to stick to what I'm good at!
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7300 on: October 25, 2011, 07:11:53 pm »

Robsoie - That's a bug that happens occasionally.  Sorry! :(  This is a totally legitimate reason to use a debug function.

Not to nitpick*, but shouldn't an item's "burnt" status be updated by weight/mass rather than by volume? If two items made of identical wood weigh the same amount, the one that takes up more space (e.g. a chair or vine lattice instead of a solid log) shouldn't burn longer. If anything, a less-dense amount of the same material should burn more quickly, not less.

*But I like to stick to what I'm good at!

No, volume is more appropriate here.  Weight doesn't really reflect an items density, and the amount of combustible material is more closely aligned with volume than weight.  Wood isn't always identical through the game, and some objects are made of more than one item (e.g. a hatchet is wood and iron, and no, I am not going to set it up so that the handle burns and not the head :P)
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Robsoie

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7301 on: October 25, 2011, 07:13:50 pm »

Ah thanks, i was wondering if there was something to do that was escaping me entirely in this situation, or if i had to wait until my dog stuck in the same room as me finally decided to dig a tunnel by himself under the wall ;)
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Jacob/Lee

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7302 on: October 25, 2011, 07:15:12 pm »

Huh, when I try to connect to Eronarn's I keep getting the message it is refusing my key. :'(


EDIT: Nothing's working. This sucks.
« Last Edit: October 25, 2011, 07:44:37 pm by Jacob/Lee »
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BishopX

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7303 on: October 25, 2011, 08:57:28 pm »

So with a dexterity of 11 and a weapon with +1 to hit I should crit 44% (.8025*.55=.44) of the time? Sweet! Also, what is the to hit modifier for unarmed/claws?
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7304 on: October 25, 2011, 09:14:29 pm »

So with a dexterity of 11 and a weapon with +1 to hit I should crit 44% (.8025*.55=.44) of the time? Sweet! Also, what is the to hit modifier for unarmed/claws?

Actually the chance is even better than that, since even if one fails your skill can still crit.  I've actually modified the table to make critical hits a bit more rare, especially in regards to Dexterity.  This is all fresh stuff, I'm working the kinks out.

To-hit modifier for unarmed is 0.  For claws, it is a whopping +4!
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