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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1314203 times)

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7455 on: October 29, 2011, 12:11:09 pm »

I've just been exploring mines, fun stuff. However, I got the purple wall ending, killed the monsters and now I can't move away. Anyone have any advice? If I can escape from the mine there's a fusion gun waiting for me.

Hmm, you're supposed to be able to escape after killing the last monster.  I'll investigate!

For now you can use the Z menu to teleport out I guess.
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Wayward Device

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7456 on: October 29, 2011, 12:35:46 pm »

Thanks Whales! You saved my best character to date! Durr... I would have never have thought of using the wish function, I never touch it normally. I went back after assuring my self that I could tele away, and the "You can't move away" thing is still active. Still, despite minor buginess, this has been my favorite random ending so far (I've still got two left to discover). Great text in the computer.  I'm playing the windows version currently, just so you know for investigative purposes.

Oh, and while I remember, Thankyou thankyou thankyou for creating this great game. Cataclysm is fast becoming the DF of zombie survival roguelikes (this is literately the highest game-related praise I can give, and I'm sure most people on these forums understand what I mean).
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or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7457 on: October 29, 2011, 02:03:04 pm »

As far as I know the only open ended zombie survival roguelikes are Cataclysm and Rogue Survivor.

In fact, there are not many more open ended  roguelikes (Unreal World and maybe Dwarf Fortress, albeit DF goes beyond conventional roguelikes by a fair bit).  Which is sad, because I love the genre.

But yeah, Cataclysm is definitedly a great game. It's the game I'm playing the most atm.

Haven't tried rogue survivor, but I heard it was somewhat less open ended. And windows only (which is a dealbreaker for me. One of the things I love about Cata is that I can keep doing stuff in linux and alt-tab to it when I'm bored)
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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7458 on: October 29, 2011, 02:37:55 pm »

BTW: bug report: the basement teleportation thing happens now when there's a bus station next to a basement.
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Straven

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7459 on: October 30, 2011, 01:29:46 pm »

Hi there new to the forum and cataclysm. Enjoying the game atm seems great and a lot more in depth than rogue survivor.
One problem ive had however is that on start up i try to put my name in "Steven" and cant put the cap s, think thats alrdy been mentioned.
BUG: also found that when building a construction such as building a wall or boarding up doors and windows will close the whole game down  :(
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Gotthard

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7460 on: October 30, 2011, 04:36:27 pm »

Bug:

Disarming a blade trap leaves behind 2 machetes instead of one, in addition to the motor.  Shouldn't is take a chain instead of a string?  Seems like a lot of force is applied.  Furthermore, even when the trap is disabled, the 3x3 square still has spinning blades in it.  Finally, I can stand for an hour inside the blades without being hit.  Damage is applied only upon movement.

Bug:

Batteries in objects are lost when using the item for crafting (batteries, flashlights, etc.)
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a1s

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7461 on: October 30, 2011, 06:07:15 pm »

Finally, I can stand for an hour inside the blades without being hit.  Damage is applied only upon movement.
There's actually a kind of sense to that, if you think you're standing not so much in the blades (why would you do that?) as next to them. If you're not in a hurry, finding a place to stand without getting hurt shouldn't be a problem.
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Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7462 on: October 30, 2011, 06:19:08 pm »

Blade traps have always worked like that, it's an issue with the engine. Each square needs to be disarmed and they're supposed to be near impossible to disarm (99 difficulty) anyway. Furthermore, traps only activate when you move onto them, which is another engine limitation.

The second is also an issue with the crafting system, it can't differentiate between loaded/unloaded items. Just "w"ield them and "U"nload the batteries before crafting with them.
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7463 on: October 30, 2011, 08:46:55 pm »

I just downloaded the new version and tried cooking with fire for the first time.

It was extremely frustrating!

First off, your character is apparently too dumb to move away from the fire if it spreads, leading to massive smoke inhalation that you can't stop because he's also too dumb to stop crafting. You also need to tend to the food constantly: If cooking your breakfast takes an hour and a zombie interrupts you 45 minutes in, that time is totally wasted. Also, there's really too much smoke to begin with; a campfire shouldn't give off so much smoke that it causes you physical harm (unless you're particularly stupid about how you use it), and it should probably depend on the material being burned as well. Basically, it's just a pain in the ass to cook using a fire unless you have a lot of time to waste.


EDIT: I'm not in a good position to try to solve this, not being the developer (or even a developer), but I was thinking... maybe allow for resuming crafting recipes? That way, if interrupted in the middle of crafting an item, you end up with an "unfinished <product>" in your inventory that you can continue work on later. This would allow interruptions to be less disastrous, especially for something like cooking.

Of course, some kinks would need to be worked out. For instance, the game would need to ask you to pick ingredients (and consume those items) when crafting starts, not when it ends, and charges (e.g. for a hotplate or soldering iron) would have to be consumed intelligently enough for it to make sense. Also, for things like cooking, allowing the player to resume a pot of spaghetti a day later would be silly, so some sort of timer would be required.
« Last Edit: October 30, 2011, 09:24:54 pm by G-Flex »
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Kaizo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7464 on: October 30, 2011, 09:48:55 pm »

Speaking of fire, is there any way to make a damn molotov? I hate dying of smoke inhalation in a burning gas station surrounded by fire.
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Urist Imiknorris

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7465 on: October 30, 2011, 09:49:49 pm »

Rag + bottle of gasoline/alcohol. Light it and throw.
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7466 on: October 30, 2011, 09:50:25 pm »

Yeah, I have no idea why you're setting anything on fire to make a molotov. Just pump some gas into an empty bottle/can, or use a bottle of liquor.
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Flare

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7467 on: October 30, 2011, 10:36:10 pm »

Have you tried setting a small fire in the station first and then throwing the container into it?
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7468 on: October 30, 2011, 10:39:26 pm »

Oh, and regarding the new trait selection system: Being a complete asshole and such, I still feel way too encouraged to get the maximum number of disadvantage points by picking ones that aren't likely to have an impact. To me, a good solution would be to lower the maximum good/bad trait points to 9 or 10 instead of 12, and/or instate some kind of diminishing returns over that limit, which I think has been discussed.

Also, new traits would be nice! I feel the current selection is a bit limited, so I've been trying to brainstorm more. Can anyone think of gameplay that could be touched upon by traits but currently isn't?
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Kaizo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7469 on: October 30, 2011, 10:54:18 pm »

Rag + bottle of gasoline/alcohol. Light it and throw.

By light, we mean (a)ctivate it first, then throw. Throwing the molly by itself doesn't work so well.

Believe me, I've been there.
I have tried to combine those through * but it didn't work, and (a)pplying the rag or bottle with either one in my inventory doesn't work.

Have you tried setting a small fire in the station first and then throwing the container into it?
That would work, but unfortunately that's not a molotov.
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