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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1294838 times)

The Merchant Of Menace

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7995 on: November 18, 2011, 02:45:36 am »

Has the Windows version stair bug been corrected?

Can't play til I have functioning stairs, no way to set up a proper stronghold. :(

I think I've got the windows stair bug fixed, I'll upload the exe as soon as it finishes compiling.
For realz this time

Saves should be fine.
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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7996 on: November 18, 2011, 07:29:54 am »

Whales, can you add: "You butcher the human coprse and find a used bio-implant" as a tiny randrom chance + butcher/cooking skill?

Doesn't sound too healthy. You can't eat zombie meat without getting sick and you intend to surgically implant on yourself something you ripped off a zomvified corpse?

Besides, it kind of breaks cyber-balance, basic augs are in any labs, and decent ones in lab finales...
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ThtblovesDF

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7997 on: November 18, 2011, 08:38:24 am »

Meh, I violated bombed my way trou 7 labs and never found a single aug besides power supply (have around 90 now) and utility (already all build in) - after 3 military bases I found one defense implant ...
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ChairmanPoo

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7998 on: November 18, 2011, 08:51:52 am »

Did you get to the finales? In regular rooms you only find those, indeed...

(Granted, in my experience, bionics finales are kind of rare)
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forsaken1111

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #7999 on: November 18, 2011, 12:32:36 pm »

Meh, I violated bombed my way trou 7 labs and never found a single aug besides power supply (have around 90 now) and utility (already all build in) - after 3 military bases I found one defense implant ...
Shit, I went south from my starting house and found a chopper crash site with 3 jumpsuits and 3 bionics. Construction, defense and offense.
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Ehndras

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8000 on: November 18, 2011, 02:22:11 pm »

Downloading the game at work right now, going to see how this world differs from my home laptop's world. :)
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Mickey Blue

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8001 on: November 18, 2011, 05:06:41 pm »

Just started in a tiny town, a half dozen houses, a pharmacy, a bank, a police station, a liquer store, a library and a gun store.. I'm surrounded by forest and many triffid groves.  Will have to gather supplies and move out carefully.
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8002 on: November 18, 2011, 05:14:50 pm »

Z and 4 to reveal map (I always play revealed, under the assumption that google maps is everywhere in the future) and find a new town!

Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8003 on: November 18, 2011, 06:49:11 pm »

Friday mini-update!
Clean build required.  Saves incompatible.

Features:
  • Long-range mapping.  You can see, generally, 5 tiles on the overmap in any direction, making mapping much easier.
  • New item: binoculars.  Doubles the distance you can see on the overmap.  Found in sporting goods stores or in homes.
  • New overmap tile: Megastore.  Think Wal-Mart.  Very large, lots of departments with different goods, highly zombie-infested.
  • New monster: giant fly.  Won't appear in normal gameplay except through the use of artifacts.
  • Weather shift times.  Different types of weather will last for different durations.  A sunny or cloudy day may stay unchanged for 24 hours; acid rain will rarely appear for longer than 30 minutes, and might disappear after as little as 10.
  • Some new artifact effects.  Artifact powers are self-balancing; meaning a very powerful artifact will come with very powerful drawbacks.

Tweaks:
  • Critical hits tweaked.  As before, there are three types of crits; your weapon's to-hit bonus crit, a skill crit, and a dexterity crit.  As before, succeeding with all three will guarantee a critical hit.  However, succeeding with only two will guarantee a critical only if you pass another check, against the target's dodge skill.  Against normal zombies, you should see the same rate of crits.  Against tougher monsters, they'll be less frequent.
  • High-skill unarmed damage nerfed a little.
  • Drunken Master damage buff nerfed a little.
  • Decreased damage from bionic magnet pulls.
  • Clothing stores now have glass doors, not wooden ones.
  • Special map tiles more common.
  • Radiation stat drain is much less severe.
  • Temple flood room has much fewer snakes.
  • Monster footsteps are generally a bit quieter; tiny monsters such as squirrels won't have any.

Bugfixes:
  • "bad add_spawn" bug should be fixed.
  • Drowning will actually kill you.
  • Shooting a monster at point-blank will make blood splatter in the correct direction.
  • Fleeing monsters (e.g. squirrels) won't follow you over stairs.
  • Tunneling monsters won't follow you over stairs.
  • Several artifact-related bugfixes.
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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

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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8004 on: November 18, 2011, 07:03:10 pm »

Questions on this: Are binoculars used, or a passive buff?  Are Megamaps multi-tile structures?  Are thunderstorms nerfed in any way?  Are the clothing store glass doors the front doors, or the changing room doors?  I um, would hope the front doors, unless the future is much more wicked than we previously thought...

Mickey Blue

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8005 on: November 18, 2011, 07:13:01 pm »

So.. Where do we download the new version from?
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8006 on: November 18, 2011, 07:13:56 pm »

Questions on this: Are binoculars used, or a passive buff?  Are Megamaps multi-tile structures?  Are thunderstorms nerfed in any way?  Are the clothing store glass doors the front doors, or the changing room doors?  I um, would hope the front doors, unless the future is much more wicked than we previously thought...

Passive buff, just carry them in your inventory.
Megastores are multi-story, they are VERY MEGA
Thunderstorms are much shorter as well.
The front doors are glass for clothing stores, changing rooms of course are still wood.

So.. Where do we download the new version from?

Github--see my signature.
If you're not using Linux, you're out of luck.  Wait until someone ports it.
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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!

Mickey Blue

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8007 on: November 18, 2011, 07:15:31 pm »

Ah, gottcha, no, windows here.  I look forward to megastores :)
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Girlinhat

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8008 on: November 18, 2011, 07:22:24 pm »

So a megastore is 1 tile and multi floors up?  We finally got functional tall buildings?  How are they in terms of zombie defense, and does this finally mean I can stand on the roof of a gas station mildly drunk and shooting my rifle into a horde of zombies?!

Mickey Blue

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #8009 on: November 18, 2011, 07:30:02 pm »

Heya, a few random questions:

1) Is there a way to tell how much noise different things make (guns, shoes, etc)

2) Is running into more powerful enemies luck of the draw or do they start to spawn when you get more skills/items/etc?

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