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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1314542 times)

Matz05

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7575 on: November 02, 2011, 06:28:20 pm »

No, no, Blaze is right. We have to breed the Throwing Bat.
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Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7576 on: November 02, 2011, 06:31:03 pm »

I was thinking of Oddworld: Stranger's Wrath version i.e. Boombats.

But hey, the ability to breed ammo, what could possibly go wrong?
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FunctionZero

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7577 on: November 02, 2011, 06:37:26 pm »

Someone once (forgive me for being too lazy to look up the thread) had the idea of themed cities.  This one is radioactive, this one is plant-overrun, this one is a ghost town, etc.  I like this idea a lot and will probably implement it at some point.

Hmm. That sounds either like my Expanded Map Features or Jawn's Pipedream Idea: City/Town Themes.
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7578 on: November 02, 2011, 08:39:27 pm »

Judging by reports I'm getting regarding the rewritten crafting system, there are still some pretty major problems. Crafting is still using up entire stacks when it should only use one item (e.g. cooking meat), and apparently making coffee uses up the container you're supposed to put it in.
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== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Necro910

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7579 on: November 02, 2011, 08:48:36 pm »

Whales, when we get NPCs eventually, will we be able to witness one NPC robbing another? I like the thought of shouting "I AM BATMAN" and stomping a thief.
Bonus points if you only use unarmed, dress up as the Caped Crusader, and throw bats :P
Even more bonus points if we're able to gene-engineer to make it literal.

Baseball bats would be more fun.
That's actually what I meant.  :P

I was thinking of Oddworld: Stranger's Wrath version i.e. Boombats.

But hey, the ability to breed ammo, what could possibly go wrong?
Strangers Wrath for the fucking WIN!

Seemed a tad short, however...

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7580 on: November 02, 2011, 09:38:06 pm »

Judging by reports I'm getting regarding the rewritten crafting system, there are still some pretty major problems. Crafting is still using up entire stacks when it should only use one item (e.g. cooking meat), and apparently making coffee uses up the container you're supposed to put it in.

The former was a problem with inventories; fixed!
The latter is a bad recipe; it's fixed now.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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G-Flex

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7581 on: November 03, 2011, 01:17:06 am »

As usual, your bugfix response time is well-appreciated by impatient jerks such as myself. Kudos!
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== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Ehndras

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7582 on: November 03, 2011, 01:29:56 am »

:)

I'm curious to know what the next major update might be.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7583 on: November 03, 2011, 03:14:14 am »

Major capital-M Major?  Working NPCs and some big changes to your starting situation.  Rudimentary missions.  An actual game taking form instead of a sandbox.
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Cataclysm Source Code:  https://github.com/Whales/Cataclysm
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Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7584 on: November 03, 2011, 06:34:51 am »

A bug involving the "Electromagnetic unit" bionic: apparently it can pull items through walls.
One can pull CBMs out from behind the unsmashable reinforced glass in science labs.
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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7585 on: November 03, 2011, 06:37:00 am »

That's  a bit of a chicken and egg situation, though. if you could hack your way through the first, why not do it through the rest?

Besides, all places except the motherlode have pretty much the same basic array of bionics anyway

(granted, some of those are among the most versatile in the game.
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Blaze

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7586 on: November 03, 2011, 06:44:40 am »

Well, there's a also mapping bug that makes doors sometimes appear behind the glass.

That and an alarm will go off even if you successfully hack it open.
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Fniff

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7587 on: November 03, 2011, 12:26:02 pm »

Man, it would be cool if you had bandits... who wear plague masks and wield flamethrowers. And try to burn the virus away. And live in churches.

The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7588 on: November 03, 2011, 12:28:08 pm »

That sounds like one of the factions.
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Necro910

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7589 on: November 03, 2011, 12:34:53 pm »

That sounds like one of the factions.
DO WANT

I'd join them in ten seconds flat. Screw that, I'd probably be the founder  :P
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